diff options
Diffstat (limited to 'src/Entities/Entity.cpp')
-rw-r--r-- | src/Entities/Entity.cpp | 88 |
1 files changed, 37 insertions, 51 deletions
diff --git a/src/Entities/Entity.cpp b/src/Entities/Entity.cpp index b8ec005bd..ac9aad92a 100644 --- a/src/Entities/Entity.cpp +++ b/src/Entities/Entity.cpp @@ -1047,51 +1047,23 @@ void cEntity::HandlePhysics(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) } // Get water direction - Direction WaterDir = m_World->GetWaterSimulator()->GetFlowingDirection(BlockX, BlockY, BlockZ); + Vector3f WaterDir = m_World->GetWaterSimulator()->GetFlowingDirection(BlockX, BlockY, BlockZ); m_WaterSpeed *= 0.9; // Reduce speed each tick - switch (WaterDir) - { - case X_PLUS: - { - m_WaterSpeed.x = 0.2f; - m_bOnGround = false; - break; - } - case X_MINUS: - { - m_WaterSpeed.x = -0.2f; - m_bOnGround = false; - break; - } - case Z_PLUS: - { - m_WaterSpeed.z = 0.2f; - m_bOnGround = false; - break; - } - case Z_MINUS: - { - m_WaterSpeed.z = -0.2f; - m_bOnGround = false; - break; - } - default: + auto AdjustSpeed = [](double & a_WaterSpeed, float a_WaterDir) { - break; - } - } - - if (fabs(m_WaterSpeed.x) < 0.05) - { - m_WaterSpeed.x = 0; - } - - if (fabs(m_WaterSpeed.z) < 0.05) - { - m_WaterSpeed.z = 0; - } + if (std::abs(a_WaterDir) > (0.05f / 0.4f)) + { + a_WaterSpeed = 0.4 * a_WaterDir; + } + else if (std::abs(a_WaterSpeed) < 0.05) + { + a_WaterSpeed = 0.0; + } + }; + AdjustSpeed(m_WaterSpeed.x, WaterDir.x); + AdjustSpeed(m_WaterSpeed.z, WaterDir.z); NextSpeed += m_WaterSpeed; @@ -1104,35 +1076,49 @@ void cEntity::HandlePhysics(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) auto isHit = cLineBlockTracer::FirstSolidHitTrace(*GetWorld(), NextPos, wantNextPos, HitCoords, HitBlockCoords, HitBlockFace); if (isHit) { - // Set our position to where the block was hit, minus a bit: - // TODO: The real entity's m_Width should be taken into account here - NextPos = HitCoords - NextSpeed.NormalizeCopy() * 0.1; - if (HitBlockFace == BLOCK_FACE_YP) - { - // We hit the ground, adjust the position to the top of the block: - m_bOnGround = true; - NextPos.y = HitBlockCoords.y + 1; - } + // Set our position to where the block was hit: + NextPos = HitCoords; - // Avoid movement in the direction of the blockface that has been hit: + // Avoid movement in the direction of the blockface that has been hit and correct for collision box: + double HalfWidth = GetWidth() / 2.0; switch (HitBlockFace) { case BLOCK_FACE_XM: + { + NextSpeed.x = 0; + NextPos.x -= HalfWidth; + break; + } case BLOCK_FACE_XP: { NextSpeed.x = 0; + NextPos.x += HalfWidth; break; } case BLOCK_FACE_YM: + { + NextSpeed.y = 0; + NextPos.y -= GetHeight(); + break; + } case BLOCK_FACE_YP: { NextSpeed.y = 0; + // We hit the ground, adjust the position to the top of the block: + m_bOnGround = true; + NextPos.y = HitBlockCoords.y + 1; break; } case BLOCK_FACE_ZM: + { + NextSpeed.z = 0; + NextPos.z -= HalfWidth; + break; + } case BLOCK_FACE_ZP: { NextSpeed.z = 0; + NextPos.z += HalfWidth; break; } default: |