diff options
Diffstat (limited to '')
-rw-r--r-- | source/Pickup.cpp | 70 |
1 files changed, 40 insertions, 30 deletions
diff --git a/source/Pickup.cpp b/source/Pickup.cpp index b2290ab73..1dce2f2ea 100644 --- a/source/Pickup.cpp +++ b/source/Pickup.cpp @@ -102,19 +102,20 @@ void cPickup::HandlePhysics(float a_Dt) { m_ResultingSpeed.Set(0.f, 0.f, 0.f); cWorld * World = GetWorld(); + + a_Dt /= 1000; // Go from msec to sec, so that physics formulas work - if( m_bOnGround ) // check if it's still on the ground + if (m_bOnGround) // check if it's still on the ground { - int BlockX = (m_Pos.x)<0 ? (int)m_Pos.x-1 : (int)m_Pos.x; - int BlockZ = (m_Pos.z)<0 ? (int)m_Pos.z-1 : (int)m_Pos.z; - char BlockBelow = World->GetBlock( BlockX, (int)m_Pos.y -1, BlockZ ); - //Not only air, falls through water ;) - if( BlockBelow == E_BLOCK_AIR || IsBlockWater(BlockBelow)) + int BlockX = (m_Pos.x < 0) ? (int)m_Pos.x - 1 : (int)m_Pos.x; + int BlockZ = (m_Pos.z < 0) ? (int)m_Pos.z - 1 : (int)m_Pos.z; + char BlockBelow = World->GetBlock(BlockX, (int)m_Pos.y - 1, BlockZ); + if (BlockBelow == E_BLOCK_AIR || IsBlockWater(BlockBelow)) { m_bOnGround = false; } - char Block = World->GetBlock( BlockX, (int)m_Pos.y - (int)m_bOnGround, BlockZ ); - char BlockIn = World->GetBlock( BlockX, (int)m_Pos.y, BlockZ ); + char Block = World->GetBlock(BlockX, (int)m_Pos.y - (int)m_bOnGround, BlockZ ); + char BlockIn = World->GetBlock(BlockX, (int)m_Pos.y, BlockZ ); if( IsBlockLava(Block) || Block == E_BLOCK_FIRE || IsBlockLava(BlockIn) || BlockIn == E_BLOCK_FIRE) @@ -130,10 +131,10 @@ void cPickup::HandlePhysics(float a_Dt) m_Pos.y += 0.2; m_bReplicated = false; } - m_Speed.x *= 0.7f/(1+a_Dt); - if( fabs(m_Speed.x) < 0.05 ) m_Speed.x = 0; - m_Speed.z *= 0.7f/(1+a_Dt); - if( fabs(m_Speed.z) < 0.05 ) m_Speed.z = 0; + m_Speed.x *= 0.7f / (1 + a_Dt); + if (fabs(m_Speed.x) < 0.05) m_Speed.x = 0; + m_Speed.z *= 0.7f / (1 + a_Dt); + if (fabs(m_Speed.z) < 0.05) m_Speed.z = 0; } // get flowing direction @@ -165,34 +166,43 @@ void cPickup::HandlePhysics(float a_Dt) } m_ResultingSpeed += m_WaterSpeed; - - if( !m_bOnGround ) + if (!m_bOnGround) { - float Gravity = -9.81f*a_Dt; + float Gravity = -9.81f * a_Dt; + if (Gravity < -3) // Cap gravity-caused speed at 3 m / sec + { + Gravity = -3; + } m_Speed.y += Gravity; // Set to hit position m_ResultingSpeed += m_Speed; - - cTracer Tracer( GetWorld() ); - int Ret = Tracer.Trace( m_Pos, m_Speed, 2 ); - if( Ret ) // Oh noez! we hit something + + /* + LOGD("Pickup #%d speed: {%.03f, %.03f, %.03f}, pos {%.02f, %.02f, %.02f}", + m_UniqueID, + m_ResultingSpeed.x, m_ResultingSpeed.y, m_ResultingSpeed.z, + m_Pos.x, m_Pos.y, m_Pos.z + ); + */ + + cTracer Tracer(GetWorld()); + int Ret = Tracer.Trace(m_Pos, m_Speed, 2); + if (Ret) // Oh noez! we hit something { - - - if( (Tracer.RealHit - Vector3f(m_Pos)).SqrLength() <= ( m_ResultingSpeed * a_Dt ).SqrLength() ) + if ((Tracer.RealHit - Vector3f(m_Pos)).SqrLength() <= ( m_ResultingSpeed * a_Dt ).SqrLength()) { m_bReplicated = false; // It's only interesting to replicate when we actually hit something... - if( Ret == 1 ) + if (Ret == 1) { - if( Tracer.HitNormal.x != 0.f ) m_Speed.x = 0.f; - if( Tracer.HitNormal.y != 0.f ) m_Speed.y = 0.f; - if( Tracer.HitNormal.z != 0.f ) m_Speed.z = 0.f; + if (Tracer.HitNormal.x != 0.f ) m_Speed.x = 0.f; + if (Tracer.HitNormal.y != 0.f ) m_Speed.y = 0.f; + if (Tracer.HitNormal.z != 0.f ) m_Speed.z = 0.f; - if( Tracer.HitNormal.y > 0 ) // means on ground + if (Tracer.HitNormal.y > 0) // means on ground { m_bOnGround = true; } @@ -202,15 +212,15 @@ void cPickup::HandlePhysics(float a_Dt) } else - m_Pos += m_ResultingSpeed*a_Dt; + m_Pos += m_ResultingSpeed * a_Dt; } else { // We didn't hit anything, so move =] m_Pos += m_ResultingSpeed * a_Dt; } } - //Usable for debugging - //SetPosition(m_Pos.x, m_Pos.y, m_Pos.z); + // Usable for debugging + SetPosition(m_Pos.x, m_Pos.y, m_Pos.z); } |