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authorMattes D <github@xoft.cz>2017-05-11 14:34:36 +0200
committerworktycho <work.tycho@gmail.com>2017-05-11 14:34:36 +0200
commit2c3c1f15273835923d9bd4950a19ee88a95ee0f4 (patch)
treecda390aa07a202497271439c2b330643074239df /src/Entities/Entity.cpp
parentExported cFallingBlock and cExpOrb (#3700) (diff)
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Diffstat (limited to 'src/Entities/Entity.cpp')
-rw-r--r--src/Entities/Entity.cpp95
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);