std::vector<CollisionInfo> *collision_info)
{
if (!collision_info || collision_info->empty()) {
- // Node below the feet, update each ClientEnvironment::step()
- m_standing_node = floatToInt(m_position, BS) - v3s16(0, 1, 0);
+ // Node at feet position, update each ClientEnvironment::step()
+ m_standing_node = floatToInt(m_position, BS);
}
// Temporary option for old move code
collision_info->push_back(colinfo);
if (colinfo.type != COLLISION_NODE ||
- colinfo.new_speed.Y != 0 ||
+ colinfo.axis != COLLISION_AXIS_Y ||
(could_sneak && m_sneak_node_exists))
continue;
if (is_first || len < distance) {
m_standing_node = colinfo.node_p;
distance = len;
+ is_first = false;
}
}
}
Check properties of the node on which the player is standing
*/
const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(m_standing_node));
+
// Determine if jumping is possible
- m_can_jump = (touching_ground && !in_liquid && !is_climbing)
- || sneak_can_jump;
- if (itemgroup_get(f.groups, "disable_jump"))
- m_can_jump = false;
+ m_disable_jump = itemgroup_get(f.groups, "disable_jump");
+ m_can_jump = ((touching_ground && !is_climbing)
+ || sneak_can_jump) && !m_disable_jump;
// Jump key pressed while jumping off from a bouncy block
if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") &&
setSpeed(speedJ);
m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_JUMP));
}
- }
- else if(in_liquid)
- {
- if(fast_climb)
+ } else if (in_liquid && !m_disable_jump) {
+ if (fast_climb)
speedV.Y = movement_speed_fast;
else
speedV.Y = movement_speed_walk;
swimming_vertical = true;
- }
- else if(is_climbing)
- {
- if(fast_climb)
+ } else if (is_climbing && !m_disable_jump) {
+ if (fast_climb)
speedV.Y = movement_speed_fast;
else
speedV.Y = movement_speed_climb;
pos_max_d, m_collisionbox, player_stepheight, dtime,
&position, &m_speed, accel_f);
+ // Positition was slightly changed; update standing node pos
+ if (touching_ground)
+ m_standing_node = floatToInt(m_position - v3f(0, 0.1f * BS, 0), BS);
+ else
+ m_standing_node = floatToInt(m_position, BS);
+
/*
If the player's feet touch the topside of any node, this is
set to true.
/*
Check properties of the node on which the player is standing
*/
- const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(getStandingNodePos()));
+ const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(
+ getStandingNodePos()));
+
// Determine if jumping is possible
- m_can_jump = touching_ground && !in_liquid;
- if (itemgroup_get(f.groups, "disable_jump"))
- m_can_jump = false;
+ m_disable_jump = itemgroup_get(f.groups, "disable_jump");
+ m_can_jump = touching_ground && !m_disable_jump;
+
// Jump key pressed while jumping off from a bouncy block
if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") &&
m_speed.Y >= -0.5 * BS) {
// Checks for collision of a moving aabbox with a static aabbox
// Returns -1 if no collision, 0 if X collision, 1 if Y collision, 2 if Z collision
// The time after which the collision occurs is stored in dtime.
-int axisAlignedCollision(
+CollisionAxis axisAlignedCollision(
const aabb3f &staticbox, const aabb3f &movingbox,
const v3f &speed, f32 d, f32 *dtime)
{
(relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO) &&
(relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
(relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
- return 0;
+ return COLLISION_AXIS_X;
}
else if(relbox.MinEdge.X > xsize)
{
- return -1;
+ return COLLISION_AXIS_NONE;
}
}
else if(speed.X < 0) // Check for collision with X+ plane
(relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO) &&
(relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
(relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
- return 0;
+ return COLLISION_AXIS_X;
}
else if(relbox.MaxEdge.X < 0)
{
- return -1;
+ return COLLISION_AXIS_NONE;
}
}
(relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
(relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
(relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
- return 1;
+ return COLLISION_AXIS_Y;
}
else if(relbox.MinEdge.Y > ysize)
{
- return -1;
+ return COLLISION_AXIS_NONE;
}
}
else if(speed.Y < 0) // Check for collision with Y+ plane
(relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
(relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
(relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
- return 1;
+ return COLLISION_AXIS_Y;
}
else if(relbox.MaxEdge.Y < 0)
{
- return -1;
+ return COLLISION_AXIS_NONE;
}
}
(relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
(relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
(relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO))
- return 2;
+ return COLLISION_AXIS_Z;
}
//else if(relbox.MinEdge.Z > zsize)
//{
- // return -1;
+ // return COLLISION_AXIS_NONE;
//}
}
else if(speed.Z < 0) // Check for collision with Z+ plane
(relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
(relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
(relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO))
- return 2;
+ return COLLISION_AXIS_Z;
}
//else if(relbox.MaxEdge.Z < 0)
//{
- // return -1;
+ // return COLLISION_AXIS_NONE;
//}
}
- return -1;
+ return COLLISION_AXIS_NONE;
}
// Helper function:
movingbox.MinEdge += *pos_f;
movingbox.MaxEdge += *pos_f;
- int nearest_collided = -1;
+ CollisionAxis nearest_collided = COLLISION_AXIS_NONE;
f32 nearest_dtime = dtime;
int nearest_boxindex = -1;
// Find nearest collision of the two boxes (raytracing-like)
f32 dtime_tmp;
- int collided = axisAlignedCollision(box_info.box,
+ CollisionAxis collided = axisAlignedCollision(box_info.box,
movingbox, *speed_f, d, &dtime_tmp);
if (collided == -1 || dtime_tmp >= nearest_dtime)
nearest_boxindex = boxindex;
}
- if (nearest_collided == -1) {
+ if (nearest_collided == COLLISION_AXIS_NONE) {
// No collision with any collision box.
*pos_f += *speed_f * dtime;
dtime = 0; // Set to 0 to avoid "infinite" loop due to small FP numbers
NearbyCollisionInfo &nearest_info = cinfo[nearest_boxindex];
const aabb3f& cbox = nearest_info.box;
// Check for stairs.
- bool step_up = (nearest_collided != 1) && // must not be Y direction
+ bool step_up = (nearest_collided != COLLISION_AXIS_Y) && // must not be Y direction
(movingbox.MinEdge.Y < cbox.MaxEdge.Y) &&
(movingbox.MinEdge.Y + stepheight > cbox.MaxEdge.Y) &&
(!wouldCollideWithCeiling(cinfo, movingbox,
if (nearest_dtime < 0) {
// Handle negative nearest_dtime (can be caused by the d allowance)
if (!step_up) {
- if (nearest_collided == 0)
+ if (nearest_collided == COLLISION_AXIS_X)
pos_f->X += speed_f->X * nearest_dtime;
- if (nearest_collided == 1)
+ if (nearest_collided == COLLISION_AXIS_Y)
pos_f->Y += speed_f->Y * nearest_dtime;
- if (nearest_collided == 2)
+ if (nearest_collided == COLLISION_AXIS_Z)
pos_f->Z += speed_f->Z * nearest_dtime;
}
} else {
// Special case: Handle stairs
nearest_info.is_step_up = true;
is_collision = false;
- } else if (nearest_collided == 0) { // X
+ } else if (nearest_collided == COLLISION_AXIS_X) {
if (fabs(speed_f->X) > BS * 3)
speed_f->X *= bounce;
else
speed_f->X = 0;
result.collides = true;
- } else if (nearest_collided == 1) { // Y
+ } else if (nearest_collided == COLLISION_AXIS_Y) {
if(fabs(speed_f->Y) > BS * 3)
speed_f->Y *= bounce;
else
speed_f->Y = 0;
result.collides = true;
- } else if (nearest_collided == 2) { // Z
+ } else if (nearest_collided == COLLISION_AXIS_Z) {
if (fabs(speed_f->Z) > BS * 3)
speed_f->Z *= bounce;
else
is_collision = false;
if (is_collision) {
+ info.axis = nearest_collided;
result.collisions.push_back(info);
}
}