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author | Mattes D <github@xoft.cz> | 2017-05-11 14:34:36 +0200 |
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committer | worktycho <work.tycho@gmail.com> | 2017-05-11 14:34:36 +0200 |
commit | 2c3c1f15273835923d9bd4950a19ee88a95ee0f4 (patch) | |
tree | cda390aa07a202497271439c2b330643074239df /src/Entities/Entity.cpp | |
parent | Exported cFallingBlock and cExpOrb (#3700) (diff) | |
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Diffstat (limited to 'src/Entities/Entity.cpp')
-rw-r--r-- | src/Entities/Entity.cpp | 95 |
1 files changed, 49 insertions, 46 deletions
diff --git a/src/Entities/Entity.cpp b/src/Entities/Entity.cpp index 7b1849b9f..dff7114d5 100644 --- a/src/Entities/Entity.cpp +++ b/src/Entities/Entity.cpp @@ -9,7 +9,7 @@ #include "../Chunk.h" #include "../Simulator/FluidSimulator.h" #include "../Bindings/PluginManager.h" -#include "../Tracer.h" +#include "../LineBlockTracer.h" #include "Player.h" #include "Items/ItemHandler.h" #include "../FastRandom.h" @@ -1071,29 +1071,38 @@ void cEntity::HandlePhysics(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) // Get water direction Direction WaterDir = m_World->GetWaterSimulator()->GetFlowingDirection(BlockX, BlockY, BlockZ); - m_WaterSpeed *= 0.9f; // Reduce speed each tick + m_WaterSpeed *= 0.9; // Reduce speed each tick switch (WaterDir) { case X_PLUS: + { m_WaterSpeed.x = 0.2f; m_bOnGround = false; break; + } case X_MINUS: + { m_WaterSpeed.x = -0.2f; m_bOnGround = false; break; + } case Z_PLUS: + { m_WaterSpeed.z = 0.2f; m_bOnGround = false; break; + } case Z_MINUS: + { m_WaterSpeed.z = -0.2f; m_bOnGround = false; break; - - default: - break; + } + default: + { + break; + } } if (fabs(m_WaterSpeed.x) < 0.05) @@ -1110,60 +1119,54 @@ void cEntity::HandlePhysics(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) if (NextSpeed.SqrLength() > 0.0f) { - cTracer Tracer(GetWorld()); - // Distance traced is an integer, so we round up from the distance we should go (Speed * Delta), else we will encounter collision detection failurse - int DistanceToTrace = CeilC((NextSpeed * DtSec.count()).SqrLength()) * 2; - bool HasHit = Tracer.Trace(NextPos, NextSpeed, DistanceToTrace); - - if (HasHit) + Vector3d HitCoords; + Vector3i HitBlockCoords; + eBlockFace HitBlockFace; + if (cLineBlockTracer::FirstSolidHitTrace(*GetWorld(), NextPos, NextPos + NextSpeed, HitCoords, HitBlockCoords, HitBlockFace)) { - // Oh noez! We hit something: verify that the (hit position - current) was smaller or equal to the (position that we should travel without obstacles - current) - // This is because previously, we traced with a length that was rounded up (due to integer limitations), and in the case that something was hit, we don't want to overshoot our projected movement - if ((Tracer.RealHit - NextPos).SqrLength() <= (NextSpeed * DtSec.count()).SqrLength()) + // Set our position to where the block was hit, minus a bit: + // TODO: The real entity's m_Width should be taken into account here + NextPos = HitCoords - NextSpeed.NormalizeCopy() * 0.1; + if (HitBlockFace == BLOCK_FACE_YM) { - // Block hit was within our projected path - // Begin by stopping movement in the direction that we hit something. The Normal is the line perpendicular to a 2D face and in this case, stores what block face was hit through either -1 or 1. - // For example: HitNormal.y = -1 : BLOCK_FACE_YM; HitNormal.y = 1 : BLOCK_FACE_YP - if (Tracer.HitNormal.x != 0.0f) + // We hit the ground, adjust the position to the top of the block: + m_bOnGround = true; + NextPos.y = HitBlockCoords.y + 1; + } + + // Avoid movement in the direction of the blockface that has been hit: + switch (HitBlockFace) + { + case BLOCK_FACE_XM: + case BLOCK_FACE_XP: { - NextSpeed.x = 0.0f; + NextSpeed.x = 0; + break; } - if (Tracer.HitNormal.y != 0.0f) + case BLOCK_FACE_YM: + case BLOCK_FACE_YP: { - NextSpeed.y = 0.0f; + NextSpeed.y = 0; + break; } - if (Tracer.HitNormal.z != 0.0f) + case BLOCK_FACE_ZM: + case BLOCK_FACE_ZP: { - NextSpeed.z = 0.0f; + NextSpeed.z = 0; + break; } - - // Now, set our position to the hit block (i.e. move part way along our intended trajectory) - NextPos.Set(Tracer.RealHit.x, Tracer.RealHit.y, Tracer.RealHit.z); - NextPos.x += Tracer.HitNormal.x * 0.1; - NextPos.y += Tracer.HitNormal.y * 0.05; - NextPos.z += Tracer.HitNormal.z * 0.1; - - if (Tracer.HitNormal.y == 1.0f) // Hit BLOCK_FACE_YP, we are on the ground + default: { - m_bOnGround = true; - NextPos.y = FloorC(NextPos.y); // we clamp the height to 0 cos otherwise we'll constantly be slightly above the block + break; } } - else - { - // We have hit a block but overshot our intended trajectory, move normally, safe in the warm cocoon of knowledge that we won't appear to teleport forwards on clients, - // and that this piece of software will come to be hailed as the epitome of performance and functionality in C++, never before seen, and of such a like that will never - // be henceforth seen again in the time of programmers and man alike - // </&sensationalist> - NextPos += (NextSpeed * DtSec.count()); - } - } - else - { - // We didn't hit anything, so move =] - NextPos += (NextSpeed * DtSec.count()); } } + else + { + // We didn't hit anything, so move =] + NextPos += (NextSpeed * DtSec.count()); + } SetPosition(NextPos); SetSpeed(NextSpeed); |