diff --git a/src/collision.cpp b/src/collision.cpp index 4680e0a5e..d847f6297 100644 --- a/src/collision.cpp +++ b/src/collision.cpp @@ -248,9 +248,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, bool any_position_valid = false; - // The order is important here, must be y first - for(s16 y = max_y; y >= min_y; y--) for(s16 x = min_x; x <= max_x; x++) + for(s16 y = min_y; y <= max_y; y++) for(s16 z = min_z; z <= max_z; z++) { v3s16 p(x,y,z); @@ -404,17 +403,15 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, Go through every nodebox, find nearest collision */ for (u32 boxindex = 0; boxindex < cboxes.size(); boxindex++) { + // Ignore if already stepped up this nodebox. + if(is_step_up[boxindex]) + continue; + // Find nearest collision of the two boxes (raytracing-like) f32 dtime_tmp; int collided = axisAlignedCollision( cboxes[boxindex], movingbox, *speed_f, d, &dtime_tmp); - // Ignore if already stepped up this nodebox. - if (is_step_up[boxindex]) { - pos_f->Y += (cboxes[boxindex].MaxEdge.Y - movingbox.MinEdge.Y); - continue; - } - if (collided == -1 || dtime_tmp >= nearest_dtime) continue; @@ -464,12 +461,10 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, is_collision = false; CollisionInfo info; - if (is_object[nearest_boxindex]) { + if (is_object[nearest_boxindex]) info.type = COLLISION_OBJECT; - result.standing_on_object = true; - } else { + else info.type = COLLISION_NODE; - } info.node_p = node_positions[nearest_boxindex]; info.bouncy = bouncy; @@ -487,13 +482,12 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, speed_f->X = 0; result.collides = true; result.collides_xz = true; - } else if(nearest_collided == 1) { // Y - if (fabs(speed_f->Y) > BS * 3) { + } + else if(nearest_collided == 1) { // Y + if (fabs(speed_f->Y) > BS * 3) speed_f->Y *= bounce; - } else { + else speed_f->Y = 0; - result.touching_ground = true; - } result.collides = true; } else if(nearest_collided == 2) { // Z if (fabs(speed_f->Z) > BS * 3) @@ -514,5 +508,43 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, } } + /* + Final touches: Check if standing on ground, step up stairs. + */ + aabb3f box = box_0; + box.MinEdge += *pos_f; + box.MaxEdge += *pos_f; + for (u32 boxindex = 0; boxindex < cboxes.size(); boxindex++) { + const aabb3f& cbox = cboxes[boxindex]; + + /* + See if the object is touching ground. + + Object touches ground if object's minimum Y is near node's + maximum Y and object'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 (cbox.MaxEdge.X - d > box.MinEdge.X && cbox.MinEdge.X + d < box.MaxEdge.X && + cbox.MaxEdge.Z - d > box.MinEdge.Z && + cbox.MinEdge.Z + d < box.MaxEdge.Z) { + if (is_step_up[boxindex]) { + pos_f->Y += (cbox.MaxEdge.Y - box.MinEdge.Y); + box = box_0; + box.MinEdge += *pos_f; + box.MaxEdge += *pos_f; + } + if (fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15 * BS) { + result.touching_ground = true; + + if (is_object[boxindex]) + result.standing_on_object = true; + if (is_unloaded[boxindex]) + result.standing_on_unloaded = true; + } + } + } + return result; }