local TNT = {
-- Static definition
- -- Maybe handle gravity and collision this way? dunno
- -- physical = true,
+ physical = true, -- Collides with things
-- weight = 5,
collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
visual = "cube",
-- Initial value for our timer
timer = 0,
-- Number of punches required to defuse
- health = 3,
- -- List names of state variables, for serializing object state
- -- (NOTE: not implemented and implementation will not be like this)
- -- state_variables = {"timer"},
+ health = 1,
}
-- Called when a TNT object is created
function TNT:on_activate(staticdata)
print("TNT:on_activate()")
- self.object:setvelocity({x=0, y=1, z=0})
- self.object:setacceleration({x=0, y=-5, z=0})
+ self.object:setvelocity({x=0, y=2, z=0})
+ self.object:setacceleration({x=0, y=-10, z=0})
end
-- Called periodically
function register_falling_node(nodename, texture)
minetest.register_entity("falling_"..nodename, {
-- Static definition
+ physical = true,
collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
visual = "cube",
textures = {texture,texture,texture,texture,texture,texture},
self.object:setacceleration({x=0, y=-10, z=0})
-- Turn to actual sand when collides to ground or just move
pos = self.object:getpos()
- bcp = {x=pos.x, y=pos.y-0.5, z=pos.z} -- Position of bottom center point
+ bcp = {x=pos.x, y=pos.y-0.6, z=pos.z} -- Position of bottom center point
bcn = minetest.env:get_node(bcp)
if bcn.name ~= "air" then
-- Turn to a sand node
speed_f -= speed_f.dotProduct(dirs[i]) * dirs[i];
pos_f -= pos_f.dotProduct(dirs[i]) * dirs[i];
pos_f += oldpos_f.dotProduct(dirs[i]) * dirs[i];
+ result.collides = true;
}
}
if(result.touching_ground)
final_result.touching_ground = true;
+ if(result.collides)
+ final_result.collides = true;
}
while(dtime_downcount > 0.001);
struct collisionMoveResult
{
bool touching_ground;
+ bool collides;
collisionMoveResult():
- touching_ground(false)
+ touching_ground(false),
+ collides(false)
{}
};
void LuaEntityCAO::step(float dtime, ClientEnvironment *env)
{
- m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
- m_velocity += dtime * m_acceleration;
- pos_translator.update(m_position, pos_translator.aim_is_end, pos_translator.anim_time);
- pos_translator.translate(dtime);
- updateNodePos();
+ if(m_prop->physical){
+ core::aabbox3d<f32> box = m_prop->collisionbox;
+ box.MinEdge *= BS;
+ box.MaxEdge *= BS;
+ collisionMoveResult moveresult;
+ f32 pos_max_d = BS*0.25; // Distance per iteration
+ v3f p_pos = m_position;
+ v3f p_velocity = m_velocity;
+ IGameDef *gamedef = env->getGameDef();
+ moveresult = collisionMovePrecise(&env->getMap(), gamedef,
+ pos_max_d, box, dtime, p_pos, p_velocity);
+ // Apply results
+ m_position = p_pos;
+ m_velocity = p_velocity;
+
+ bool is_end_position = moveresult.collides;
+ pos_translator.update(m_position, is_end_position, dtime);
+ pos_translator.translate(dtime);
+ updateNodePos();
+
+ m_velocity += dtime * m_acceleration;
+ } else {
+ m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
+ m_velocity += dtime * m_acceleration;
+ pos_translator.update(m_position, pos_translator.aim_is_end, pos_translator.anim_time);
+ pos_translator.translate(dtime);
+ updateNodePos();
+ }
}
void LuaEntityCAO::processMessage(const std::string &data)
// update_interval
float update_interval = readF1000(is);
- if(do_interpolate)
- pos_translator.update(m_position, is_end_position, update_interval);
- else
+ if(do_interpolate){
+ if(!m_prop->physical)
+ pos_translator.update(m_position, is_end_position, update_interval);
+ } else {
pos_translator.init(m_position);
+ }
updateNodePos();
}
}
if(anim_time > 0.001)
moveratio = anim_time_counter / anim_time;
// Move a bit less than should, to avoid oscillation
- moveratio = moveratio * 0.5;
+ moveratio = moveratio * 0.8;
float move_end = 1.5;
if(aim_is_end)
move_end = 1.0;
m_yaw(0),
m_last_sent_yaw(0),
m_last_sent_position(0,0,0),
+ m_last_sent_velocity(0,0,0),
m_last_sent_position_timer(0),
m_last_sent_move_precision(0)
{
{
m_last_sent_position_timer += dtime;
- m_base_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
- m_velocity += dtime * m_acceleration;
+ if(m_prop->physical){
+ core::aabbox3d<f32> box = m_prop->collisionbox;
+ box.MinEdge *= BS;
+ box.MaxEdge *= BS;
+ collisionMoveResult moveresult;
+ f32 pos_max_d = BS*0.25; // Distance per iteration
+ v3f p_pos = getBasePosition();
+ v3f p_velocity = m_velocity;
+ IGameDef *gamedef = m_env->getGameDef();
+ moveresult = collisionMovePrecise(&m_env->getMap(), gamedef,
+ pos_max_d, box, dtime, p_pos, p_velocity);
+ // Apply results
+ setBasePosition(p_pos);
+ m_velocity = p_velocity;
+
+ m_velocity += dtime * m_acceleration;
+ } else {
+ m_base_position += dtime * m_velocity + 0.5 * dtime
+ * dtime * m_acceleration;
+ m_velocity += dtime * m_acceleration;
+ }
if(m_registered){
lua_State *L = m_env->getLua();
if(send_recommended == false)
return;
- // TODO: force send when velocity/acceleration changes enough
+ // TODO: force send when acceleration changes enough?
float minchange = 0.2*BS;
if(m_last_sent_position_timer > 1.0){
minchange = 0.01*BS;
}
float move_d = m_base_position.getDistanceFrom(m_last_sent_position);
move_d += m_last_sent_move_precision;
- if(move_d > minchange || fabs(m_yaw - m_last_sent_yaw) > 1.0){
+ float vel_d = m_velocity.getDistanceFrom(m_last_sent_velocity);
+ if(move_d > minchange || vel_d > minchange ||
+ fabs(m_yaw - m_last_sent_yaw) > 1.0){
sendPosition(true, false);
}
}
InventoryItem* LuaEntitySAO::createPickedUpItem()
{
+ // TODO: Ask item from scriptapi
std::istringstream is("CraftItem testobject1 1", std::ios_base::binary);
IGameDef *gamedef = m_env->getGameDef();
InventoryItem *item = InventoryItem::deSerialize(is, gamedef);
m_last_sent_position_timer = 0;
m_last_sent_yaw = m_yaw;
m_last_sent_position = m_base_position;
- //m_last_sent_velocity = m_velocity;
+ m_last_sent_velocity = m_velocity;
//m_last_sent_acceleration = m_acceleration;
float update_interval = m_env->getSendRecommendedInterval();
float m_yaw;
float m_last_sent_yaw;
v3f m_last_sent_position;
+ v3f m_last_sent_velocity;
float m_last_sent_position_timer;
float m_last_sent_move_precision;
};
~ClientEnvironment();
Map & getMap()
- {
- return *m_map;
- }
+ { return *m_map; }
ClientMap & getClientMap()
- {
- return *m_map;
- }
+ { return *m_map; }
+
+ IGameDef *getGameDef()
+ { return m_gamedef; }
void step(f32 dtime);
#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
LuaEntityProperties::LuaEntityProperties():
- physical(true),
+ physical(false),
weight(5),
collisionbox(-0.5,-0.5,-0.5, 0.5,0.5,0.5),
visual("single_sprite")