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Preliminary Minecart physics handling [SEE DESC]

This commit includes physics handling for the following scenarios:

Flat rails in orientations [N, S, W, E]
Ascending/descending rails in orientations [N, S, W, E]

Powered rails are NOT handled (they don't respond to redstone).
Curved rails are NOT handled (I haven't figured out how to do them :P)

Please note that I have not tried to emulate vanilla behaviour because
of a lack of knowledge on velocity unites/C++. We can say it's a feature
or something. :P
This commit is contained in:
Tiger Wang 2013-08-27 20:38:11 +01:00
parent 55e3fc53f6
commit f1f86c46d3
3 changed files with 200 additions and 5 deletions

View File

@ -782,7 +782,7 @@ public:
g_BlockIsSolid[E_BLOCK_NETHER_PORTAL] = false;
g_BlockIsSolid[E_BLOCK_PISTON] = false;
g_BlockIsSolid[E_BLOCK_PISTON_EXTENSION] = false;
g_BlockIsSolid[E_BLOCK_RAIL] = false;
g_BlockIsSolid[E_BLOCK_RAIL] = true;
g_BlockIsSolid[E_BLOCK_REDSTONE_REPEATER_OFF] = false;
g_BlockIsSolid[E_BLOCK_REDSTONE_REPEATER_ON] = false;
g_BlockIsSolid[E_BLOCK_REDSTONE_TORCH_OFF] = false;

View File

@ -351,6 +351,9 @@ protected:
bool m_bOnGround;
float m_Gravity;
// Measured in Kilograms (Kg)
double m_Mass;
// Last Position.
double m_LastPosX, m_LastPosY, m_LastPosZ;
@ -399,9 +402,6 @@ private:
// Measured in meter / second
Vector3d m_WaterSpeed;
// Measured in Kilograms (Kg)
double m_Mass;
/// Width of the entity, in the XZ plane. Since entities are represented as cylinders, this is more of a diameter.
double m_Width;

View File

@ -2,6 +2,7 @@
// Minecart.cpp
// Implements the cMinecart class representing a minecart in the world
// Indiana Jones!
#include "Globals.h"
#include "Minecart.h"
@ -17,6 +18,7 @@ cMinecart::cMinecart(ePayload a_Payload, double a_X, double a_Y, double a_Z) :
super(etMinecart, a_X, a_Y, a_Z, 0.98, 0.7),
m_Payload(a_Payload)
{
m_Mass = 20.f;
}
@ -59,9 +61,202 @@ void cMinecart::SpawnOn(cClientHandle & a_ClientHandle)
enum ENUM_RAIL_DIRECTIONS
{
E_RAIL_NORTH_SOUTH = 0,
E_RAIL_EAST_WEST = 1,
E_RAIL_ASCEND_EAST = 2,
E_RAIL_ASCEND_WEST = 3,
E_RAIL_ASCEND_NORTH = 4,
E_RAIL_ASCEND_SOUTH = 5,
E_RAIL_CURVED_SOUTH_EAST = 6,
E_RAIL_CURVED_SOUTH_WEST = 7,
E_RAIL_CURVED_NORTH_WEST = 8,
E_RAIL_CURVED_NORTH_EAST = 9,
} ;
void cMinecart::Tick(float a_Dt, cChunk & a_Chunk)
{
// TODO: the physics
/*
NOTE: Please bear in mind that taking away from negatives make them even more negative,
adding to negatives make them positive, etc. Also remember that - North is -Z, South +Z, West -X, and East +Z
*/
super::Tick(a_Dt, a_Chunk);
BLOCKTYPE BelowType;
NIBBLETYPE BelowMeta;
double SpeedX = GetSpeedX(), SpeedY = GetSpeedY(), SpeedZ = GetSpeedZ(); // Get current speed
// Get block type & meta below the cart
GetWorld()->GetBlockTypeMeta(floor(GetPosX()), floor(GetPosY() -1 ), floor(GetPosZ()), BelowType, BelowMeta);
if ((BelowType == E_BLOCK_RAIL) || (BelowType == E_BLOCK_DETECTOR_RAIL) || (BelowType == E_BLOCK_ACTIVATOR_RAIL))
{
switch (BelowMeta)
{
case E_RAIL_NORTH_SOUTH:
{
SpeedY = 0; // Don't move vertically as on ground
// Set Y as current Y rounded up to bypass friction
// TODO: this causes positioning mismatches on the client, but Entity physics insists on friction!
SetPosY(ceil(GetPosY()) + 0.05);
if (SpeedZ != 0) // Don't do anything if cart is stationary
{
if (SpeedZ > 0)
{
// Going SOUTH, slow down
SpeedZ = SpeedZ - 0.05;
}
else
{
// Going NORTH, slow down
SpeedZ = SpeedZ + 0.05;
}
}
break;
}
case E_RAIL_EAST_WEST:
{
SpeedY = 0;
SetPosY(ceil(GetPosY()) + 0.05);
if (SpeedX != 0)
{
if (SpeedX > 0)
{
SpeedX = SpeedX - 0.05;
}
else
{
SpeedX = SpeedX + 0.05;
}
}
break;
}
case E_RAIL_ASCEND_NORTH:
{
if (SpeedZ >= 0)
{
// SpeedZ POSITIVE, going SOUTH
if (SpeedZ <= 6) // Speed limit of 6 SOUTH (m/s??)
{
SpeedZ = SpeedZ + 1; // Speed up
SpeedY = (0 - SpeedZ); // Downward movement is negative (0 minus positive numbers is negative)
}
else
{
SpeedZ = 6; // Enforce speed limit
SpeedY = (0 - SpeedZ);
}
}
else
{
// SpeedZ NEGATIVE, going NORTH
SpeedZ = SpeedZ + 0.1; // Slow down
SpeedY = (0 - SpeedZ); // Upward movement is positive (0 minus negative number is positive number)
}
break;
}
case E_RAIL_ASCEND_SOUTH:
{
if (SpeedX > 0)
{
// SpeedZ POSITIVE, going SOUTH
SpeedZ = SpeedZ - 0.1; // Slow down
SpeedY = SpeedZ; // Upward movement positive
}
else
{
if (SpeedZ >= -6) // Speed limit of 6 WEST (m/s??)
{
// SpeedZ NEGATIVE, going NORTH
SpeedZ = SpeedZ - 1; // Speed up
SpeedY = SpeedZ; // Downward movement negative
}
else
{
SpeedZ = 6; // Enforce speed limit
SpeedY = SpeedZ;
}
}
break;
}
case E_RAIL_ASCEND_WEST:
{
if (SpeedX >= 0)
{
if (SpeedX <= 6)
{
SpeedX = SpeedX + 1;
SpeedY = (0 - SpeedX);
}
else
{
SpeedX = 6;
SpeedY = (0 - SpeedX);
}
}
else
{
SpeedX = SpeedX + 0.1;
SpeedY = (0 - SpeedX);
}
break;
}
case E_RAIL_ASCEND_EAST:
{
if (SpeedX > 0)
{
SpeedX = SpeedX - 0.1;
SpeedY = SpeedX;
}
else
{
if (SpeedX >= -6)
{
SpeedX = SpeedX - 1;
SpeedY = SpeedX;
}
else
{
SpeedX = -6;
SpeedY = SpeedX;
}
}
break;
}
default:
{
ASSERT(!"Unhandled rail meta!");
break;
}
}
}
// Set speed to speed variables
SetSpeedX(SpeedX);
SetSpeedY(SpeedY);
SetSpeedZ(SpeedZ);
// Pass to physics handlers in Entity.cpp and broadcast position to client
HandlePhysics(a_Dt, a_Chunk);
BroadcastMovementUpdate();
}