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Fixed disappearing pickups - wrong physics simulation.

FS #285

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1125 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com 2013-01-06 19:32:40 +00:00
parent 8be0b4d113
commit 8798c529d2

View File

@ -102,19 +102,20 @@ void cPickup::HandlePhysics(float a_Dt)
{
m_ResultingSpeed.Set(0.f, 0.f, 0.f);
cWorld * World = GetWorld();
a_Dt /= 1000; // Go from msec to sec, so that physics formulas work
if( m_bOnGround ) // check if it's still on the ground
if (m_bOnGround) // check if it's still on the ground
{
int BlockX = (m_Pos.x)<0 ? (int)m_Pos.x-1 : (int)m_Pos.x;
int BlockZ = (m_Pos.z)<0 ? (int)m_Pos.z-1 : (int)m_Pos.z;
char BlockBelow = World->GetBlock( BlockX, (int)m_Pos.y -1, BlockZ );
//Not only air, falls through water ;)
if( BlockBelow == E_BLOCK_AIR || IsBlockWater(BlockBelow))
int BlockX = (m_Pos.x < 0) ? (int)m_Pos.x - 1 : (int)m_Pos.x;
int BlockZ = (m_Pos.z < 0) ? (int)m_Pos.z - 1 : (int)m_Pos.z;
char BlockBelow = World->GetBlock(BlockX, (int)m_Pos.y - 1, BlockZ);
if (BlockBelow == E_BLOCK_AIR || IsBlockWater(BlockBelow))
{
m_bOnGround = false;
}
char Block = World->GetBlock( BlockX, (int)m_Pos.y - (int)m_bOnGround, BlockZ );
char BlockIn = World->GetBlock( BlockX, (int)m_Pos.y, BlockZ );
char Block = World->GetBlock(BlockX, (int)m_Pos.y - (int)m_bOnGround, BlockZ );
char BlockIn = World->GetBlock(BlockX, (int)m_Pos.y, BlockZ );
if( IsBlockLava(Block) || Block == E_BLOCK_FIRE
|| IsBlockLava(BlockIn) || BlockIn == E_BLOCK_FIRE)
@ -130,10 +131,10 @@ void cPickup::HandlePhysics(float a_Dt)
m_Pos.y += 0.2;
m_bReplicated = false;
}
m_Speed.x *= 0.7f/(1+a_Dt);
if( fabs(m_Speed.x) < 0.05 ) m_Speed.x = 0;
m_Speed.z *= 0.7f/(1+a_Dt);
if( fabs(m_Speed.z) < 0.05 ) m_Speed.z = 0;
m_Speed.x *= 0.7f / (1 + a_Dt);
if (fabs(m_Speed.x) < 0.05) m_Speed.x = 0;
m_Speed.z *= 0.7f / (1 + a_Dt);
if (fabs(m_Speed.z) < 0.05) m_Speed.z = 0;
}
// get flowing direction
@ -165,34 +166,43 @@ void cPickup::HandlePhysics(float a_Dt)
}
m_ResultingSpeed += m_WaterSpeed;
if( !m_bOnGround )
if (!m_bOnGround)
{
float Gravity = -9.81f*a_Dt;
float Gravity = -9.81f * a_Dt;
if (Gravity < -3) // Cap gravity-caused speed at 3 m / sec
{
Gravity = -3;
}
m_Speed.y += Gravity;
// Set to hit position
m_ResultingSpeed += m_Speed;
/*
LOGD("Pickup #%d speed: {%.03f, %.03f, %.03f}, pos {%.02f, %.02f, %.02f}",
m_UniqueID,
m_ResultingSpeed.x, m_ResultingSpeed.y, m_ResultingSpeed.z,
m_Pos.x, m_Pos.y, m_Pos.z
);
*/
cTracer Tracer( GetWorld() );
int Ret = Tracer.Trace( m_Pos, m_Speed, 2 );
if( Ret ) // Oh noez! we hit something
cTracer Tracer(GetWorld());
int Ret = Tracer.Trace(m_Pos, m_Speed, 2);
if (Ret) // Oh noez! we hit something
{
if( (Tracer.RealHit - Vector3f(m_Pos)).SqrLength() <= ( m_ResultingSpeed * a_Dt ).SqrLength() )
if ((Tracer.RealHit - Vector3f(m_Pos)).SqrLength() <= ( m_ResultingSpeed * a_Dt ).SqrLength())
{
m_bReplicated = false; // It's only interesting to replicate when we actually hit something...
if( Ret == 1 )
if (Ret == 1)
{
if( Tracer.HitNormal.x != 0.f ) m_Speed.x = 0.f;
if( Tracer.HitNormal.y != 0.f ) m_Speed.y = 0.f;
if( Tracer.HitNormal.z != 0.f ) m_Speed.z = 0.f;
if (Tracer.HitNormal.x != 0.f ) m_Speed.x = 0.f;
if (Tracer.HitNormal.y != 0.f ) m_Speed.y = 0.f;
if (Tracer.HitNormal.z != 0.f ) m_Speed.z = 0.f;
if( Tracer.HitNormal.y > 0 ) // means on ground
if (Tracer.HitNormal.y > 0) // means on ground
{
m_bOnGround = true;
}
@ -202,15 +212,15 @@ void cPickup::HandlePhysics(float a_Dt)
}
else
m_Pos += m_ResultingSpeed*a_Dt;
m_Pos += m_ResultingSpeed * a_Dt;
}
else
{ // We didn't hit anything, so move =]
m_Pos += m_ResultingSpeed * a_Dt;
}
}
//Usable for debugging
//SetPosition(m_Pos.x, m_Pos.y, m_Pos.z);
// Usable for debugging
SetPosition(m_Pos.x, m_Pos.y, m_Pos.z);
}