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Vector clamping fixes

Thank you, @madmaxoft.
This commit is contained in:
Tiger Wang 2014-07-01 22:39:37 +01:00
parent 85fae0e521
commit 284c1c0514
2 changed files with 24 additions and 21 deletions

View File

@ -69,14 +69,18 @@ bool cArrowEntity::CanPickup(const cPlayer & a_Player) const
void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFace)
{
Vector3d Hit = a_HitPos;
Vector3d SinkMovement = GetSpeed() / 800;
SinkMovement.Clamp(0.001, 0.001, 0.001, 0.05, 0.05, 0.05);
Vector3d SinkMovement = GetSpeed() / 800; // Base value for arrow penetration
SinkMovement = Clamp( // Adjust the movement so that fast arrows don't go through blocks (though in reality they would, in addition to exploding into fragments :P)
SinkMovement,
(SinkMovement * 0.001) / SinkMovement.Length(),
(SinkMovement * 0.05) / SinkMovement.Length()
);
Hit += SinkMovement; // Make arrow sink into block a little
super::OnHitSolidBlock(Hit, a_HitFace);
Hit.Floor();
Vector3i BlockHit = Hit.Floor();
int X = Hit.x, Y = Hit.y, Z = Hit.z;
int X = BlockHit.x, Y = BlockHit.y, Z = BlockHit.z;
m_HitBlockPos = Vector3i(X, Y, Z);
// Broadcast arrow hit sound

View File

@ -135,19 +135,13 @@ public:
}
/** Runs each value of the vector through std::floor() */
inline void Floor(void)
inline Vector3<T> Floor(void) const
{
x = (T)floor(x);
y = (T)floor(y);
z = (T)floor(z);
}
/** Clamps each value in the vector to within a specified range */
inline void Clamp(T a_MinX, T a_MinY, T a_MinZ, T a_MaxX, T a_MaxY, T a_MaxZ)
{
x = Clamp(x, (T)copysign(a_MinX, x), (T)copysign(a_MaxX, x));
y = Clamp(y, (T)copysign(a_MinY, y), (T)copysign(a_MaxY, y));
z = Clamp(z, (T)copysign(a_MinZ, z), (T)copysign(a_MaxZ, z));
return Vector3<T>(
(T)floor(x),
(T)floor(y),
(T)floor(z)
);
}
// tolua_end
@ -162,6 +156,16 @@ public:
return Equals(a_Rhs);
}
inline bool operator > (const Vector3<T> & a_Rhs) const
{
return (SqrLength() > a_Rhs.SqrLength());
}
inline bool operator < (const Vector3<T> & a_Rhs) const
{
return (SqrLength() < a_Rhs.SqrLength());
}
inline void operator += (const Vector3<T> & a_Rhs)
{
x += a_Rhs.x;
@ -305,11 +309,6 @@ protected:
return (a_Value < 0) ? -a_Value : a_Value;
}
/** Clamp X to the specified range. */
T Clamp(T a_Value, T a_Min, T a_Max)
{
return (a_Value < a_Min) ? a_Min : ((a_Value > a_Max) ? a_Max : a_Value);
}
};
// tolua_end