}
}
-void RemotePlayer::move(f32 dtime, Map &map)
+void RemotePlayer::move(f32 dtime, Map &map, f32 pos_max_d)
{
m_pos_animation_time_counter += dtime;
m_pos_animation_counter += dtime;
LocalPlayer
*/
-LocalPlayer::LocalPlayer()
+LocalPlayer::LocalPlayer():
+ m_last_walked_node(32767,32767,32767)
{
}
{
}
-void LocalPlayer::move(f32 dtime, Map &map)
+void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
{
v3f position = getPosition();
v3f oldpos = position;
/*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
<<oldpos_i.Z<<")"<<std::endl;*/
+ /*
+ Calculate new position
+ */
position += m_speed * dtime;
+ // Skip collision detection if a special movement mode is used
bool free_move = g_settings.getBool("free_move");
-
- // Skip collision detection if player is non-local or
- // a special movement mode is used
- if(isLocal() == false || free_move)
+ if(free_move)
{
setPosition(position);
return;
/*
Collision detection
*/
-
+
+ // Player position in nodes
v3s16 pos_i = floatToInt(position);
/*
Check if player is in water (the oscillating value)
*/
try{
+ // If in water, the threshold of coming out is at higher y
if(in_water)
{
- v3s16 pp = floatToInt(position + v3f(0,0,0));
+ v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0));
in_water = content_liquid(map.getNode(pp).d);
}
+ // If not in water, the threshold of going in is at lower y
else
{
- v3s16 pp = floatToInt(position + v3f(0,BS/2,0));
+ v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0));
in_water = content_liquid(map.getNode(pp).d);
}
}
in_water_stable = false;
}
- // The frame length is limited to the player going 0.1*BS per call
- f32 d = (float)BS * 0.15;
+ /*
+ Collision uncertainty radius
+ Make it a bit larger than the maximum distance of movement
+ */
+ //f32 d = pos_max_d * 1.1;
+ // A fairly large value in here makes moving much smoother
+ f32 d = 0.15*BS;
+
+ // This should always apply, otherwise there are glitches
+ assert(d > pos_max_d);
-#define PLAYER_RADIUS (BS*0.3)
-#define PLAYER_HEIGHT (BS*1.7)
+ float player_radius = BS*0.35;
+ float player_height = BS*1.7;
+
+ // Maximum distance over border for sneaking
+ f32 sneak_max = BS*0.4;
+
+ /*
+ If sneaking, player has larger collision radius to keep from
+ falling
+ */
+ /*if(control.sneak)
+ player_radius = sneak_max + d*1.1;*/
+
+ /*
+ If sneaking, keep in range from the last walked node and don't
+ fall off from it
+ */
+ if(control.sneak)
+ {
+ f32 maxd = 0.5*BS + sneak_max;
+ v3f lwn_f = intToFloat(m_last_walked_node);
+ position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
+ position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
+
+ f32 min_y = lwn_f.Y + 0.5*BS;
+ if(position.Y < min_y)
+ {
+ position.Y = min_y;
+ if(m_speed.Y < 0)
+ m_speed.Y = 0;
+ }
+ }
+ /*
+ Calculate player collision box (new and old)
+ */
core::aabbox3d<f32> playerbox(
- position.X - PLAYER_RADIUS,
+ position.X - player_radius,
position.Y - 0.0,
- position.Z - PLAYER_RADIUS,
- position.X + PLAYER_RADIUS,
- position.Y + PLAYER_HEIGHT,
- position.Z + PLAYER_RADIUS
+ position.Z - player_radius,
+ position.X + player_radius,
+ position.Y + player_height,
+ position.Z + player_radius
);
core::aabbox3d<f32> playerbox_old(
- oldpos.X - PLAYER_RADIUS,
+ oldpos.X - player_radius,
oldpos.Y - 0.0,
- oldpos.Z - PLAYER_RADIUS,
- oldpos.X + PLAYER_RADIUS,
- oldpos.Y + PLAYER_HEIGHT,
- oldpos.Z + PLAYER_RADIUS
+ oldpos.Z - player_radius,
+ oldpos.X + player_radius,
+ oldpos.Y + player_height,
+ oldpos.Z + player_radius
);
- //hilightboxes.push_back(playerbox);
+ /*
+ If the player's feet touch the topside of any node, this is
+ set to true.
+ Player is allowed to jump when this is true.
+ */
touching_ground = false;
/*std::cout<<"Checking collisions for ("
<<") -> ("
<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
<<"):"<<std::endl;*/
+
+ /*
+ Go through every node around the player
+ */
+ for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
+ for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
+ for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
+ {
+ try{
+ if(content_walkable(map.getNode(v3s16(x,y,z)).d) == false){
+ continue;
+ }
+ }
+ catch(InvalidPositionException &e)
+ {
+ // Doing nothing here will block the player from
+ // walking over map borders
+ }
- for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++){
- for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++){
- for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++){
- try{
- if(content_walkable(map.getNode(v3s16(x,y,z)).d) == false){
- continue;
- }
- }
- catch(InvalidPositionException &e)
+ core::aabbox3d<f32> nodebox = Map::getNodeBox(
+ v3s16(x,y,z));
+
+ /*
+ See if the player is touching ground.
+
+ Player touches ground if player's minimum Y is near node's
+ maximum Y and player's X-Z-area overlaps with the node's
+ X-Z-area.
+
+ Use 0.15*BS so that it is easier to get on a node.
+ */
+ if(
+ //fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
+ fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < 0.15*BS
+ && nodebox.MaxEdge.X-d > playerbox.MinEdge.X
+ && nodebox.MinEdge.X+d < playerbox.MaxEdge.X
+ && nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
+ && nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
+ ){
+ touching_ground = true;
+ }
+
+ // If player doesn't intersect with node, ignore node.
+ if(playerbox.intersectsWithBox(nodebox) == false)
+ continue;
+
+ /*
+ Go through every axis
+ */
+ v3f dirs[3] = {
+ v3f(0,0,1), // back-front
+ v3f(0,1,0), // top-bottom
+ v3f(1,0,0), // right-left
+ };
+ for(u16 i=0; i<3; i++)
+ {
+ /*
+ Calculate values along the axis
+ */
+ f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
+ f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
+ f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
+ f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
+ f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
+ f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
+
+ /*
+ Check collision for the axis.
+ Collision happens when player is going through a surface.
+ */
+ /*f32 neg_d = d;
+ f32 pos_d = d;
+ // Make it easier to get on top of a node
+ if(i == 1)
+ neg_d = 0.15*BS;
+ bool negative_axis_collides =
+ (nodemax > playermin && nodemax <= playermin_old + neg_d
+ && m_speed.dotProduct(dirs[i]) < 0);
+ bool positive_axis_collides =
+ (nodemin < playermax && nodemin >= playermax_old - pos_d
+ && m_speed.dotProduct(dirs[i]) > 0);*/
+ bool negative_axis_collides =
+ (nodemax > playermin && nodemax <= playermin_old + d
+ && m_speed.dotProduct(dirs[i]) < 0);
+ bool positive_axis_collides =
+ (nodemin < playermax && nodemin >= playermax_old - d
+ && m_speed.dotProduct(dirs[i]) > 0);
+ bool main_axis_collides =
+ negative_axis_collides || positive_axis_collides;
+
+ /*
+ Check overlap of player and node in other axes
+ */
+ bool other_axes_overlap = true;
+ for(u16 j=0; j<3; j++)
+ {
+ if(j == i)
+ continue;
+ f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
+ f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
+ f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
+ f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
+ if(!(nodemax - d > playermin && nodemin + d < playermax))
{
- // Doing nothing here will block the player from
- // walking over map borders
+ other_axes_overlap = false;
+ break;
}
+ }
+
+ /*
+ If this is a collision, revert the position in the main
+ direction.
+ */
+ if(other_axes_overlap && main_axis_collides)
+ {
+ m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
+ position -= position.dotProduct(dirs[i]) * dirs[i];
+ position += oldpos.dotProduct(dirs[i]) * dirs[i];
+ }
+
+ }
+ } // xyz
- core::aabbox3d<f32> nodebox = Map::getNodeBox(
- v3s16(x,y,z));
-
- // See if the player is touching ground
- if(
- fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
- && nodebox.MaxEdge.X-d > playerbox.MinEdge.X
- && nodebox.MinEdge.X+d < playerbox.MaxEdge.X
- && nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
- && nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
- ){
- touching_ground = true;
- }
-
- if(playerbox.intersectsWithBox(nodebox))
- {
-
- v3f dirs[3] = {
- v3f(0,0,1), // back
- v3f(0,1,0), // top
- v3f(1,0,0), // right
- };
- for(u16 i=0; i<3; i++)
+ /*
+ If there is a walkable node directly under the player, save
+ the position of it.
+ */
+ try{
+ v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0));
+ if(content_walkable(map.getNode(pos_i_bottom).d))
+ {
+ m_last_walked_node = pos_i_bottom;
+ }
+ }
+ catch(InvalidPositionException &e)
{
- f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
- f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
- f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
- f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
- f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
- f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
-
- bool main_edge_collides =
- ((nodemax > playermin && nodemax <= playermin_old + d
- && m_speed.dotProduct(dirs[i]) < 0)
- ||
- (nodemin < playermax && nodemin >= playermax_old - d
- && m_speed.dotProduct(dirs[i]) > 0));
-
- bool other_edges_collide = true;
- for(u16 j=0; j<3; j++)
+ }
+
+ /*
+ Check the neighbors of m_last_walked_node that are closer to
+ the player. If walkable, set m_last_walked_node to such.
+ */
+ {
+ v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0));
+ v3f lastwalkednode_pf = intToFloat(m_last_walked_node);
+ v2f lastwalkednode_p2df(lastwalkednode_pf.X, lastwalkednode_pf.Z);
+ v2f player_p2df(position.X, position.Z);
+ f32 min_distance_f = player_p2df.getDistanceFrom(lastwalkednode_p2df);
+ v3s16 new_last_walked_node = m_last_walked_node;
+ for(s16 x=-1; x<=1; x++)
+ for(s16 z=-1; z<=1; z++)
{
- if(j == i)
+ v3s16 p = m_last_walked_node + v3s16(x,0,z);
+ v3f pf = intToFloat(p);
+ v2f node_p2df(pf.X, pf.Z);
+ f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
+ if(distance_f > min_distance_f)
continue;
- f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
- f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
- f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
- f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
- if(!(nodemax - d > playermin && nodemin + d < playermax))
+ try{
+ if(content_walkable(map.getNode(p).d) == false)
+ continue;
+ }
+ catch(InvalidPositionException &e)
{
- other_edges_collide = false;
- break;
+ continue;
}
+
+ min_distance_f = distance_f;
+ new_last_walked_node = p;
}
- if(main_edge_collides && other_edges_collide)
- {
- m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
- position -= position.dotProduct(dirs[i]) * dirs[i];
- position += oldpos.dotProduct(dirs[i]) * dirs[i];
- }
-
+ m_last_walked_node = new_last_walked_node;
}
- } // if(playerbox.intersectsWithBox(nodebox))
- } // for x
- } // for z
- } // for y
-
+
+ /*
+ Set new position
+ */
setPosition(position);
}
swimming_up = false;
// Random constants
-#define WALK_ACCELERATION (4.0 * BS)
-#define WALKSPEED_MAX (4.0 * BS)
- f32 walk_acceleration = WALK_ACCELERATION;
- f32 walkspeed_max = WALKSPEED_MAX;
+ f32 walk_acceleration = 4.0 * BS;
+ f32 walkspeed_max = 4.0 * BS;
setPitch(control.pitch);
setYaw(control.yaw);
else if(touching_ground)
{
v3f speed = getSpeed();
+ /*
+ NOTE: The d value in move() affects jump height by
+ raising the height at which the jump speed is kept
+ at its starting value
+ */
speed.Y = 6.5*BS;
setSpeed(speed);
}
// The speed of the player (Y is ignored)
if(superspeed)
- speed = speed.normalize() * walkspeed_max * 5;
+ speed = speed.normalize() * walkspeed_max * 5.0;
+ else if(control.sneak)
+ speed = speed.normalize() * walkspeed_max / 3.0;
else
speed = speed.normalize() * walkspeed_max;