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Illuna-Minetest
illuna-minetest
Commits
8a6e921c
Commit
8a6e921c
authored
9 years ago
by
BlockMen
Browse files
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Fix jittering sounds on entities (fixes #2974)
parent
2c25107c
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Changes
3
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3 changed files
src/collision.cpp
+36
-57
36 additions, 57 deletions
src/collision.cpp
src/collision.h
+3
-1
3 additions, 1 deletion
src/collision.h
src/localplayer.cpp
+1
-1
1 addition, 1 deletion
src/localplayer.cpp
with
40 additions
and
59 deletions
src/collision.cpp
+
36
−
57
View file @
8a6e921c
...
...
@@ -379,16 +379,14 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
int
loopcount
=
0
;
while
(
dtime
>
BS
*
1e-10
)
{
while
(
dtime
>
BS
*
1e-10
)
{
//TimeTaker tt3("collisionMoveSimple dtime loop");
ScopeProfiler
sp
(
g_profiler
,
"collisionMoveSimple dtime loop avg"
,
SPT_AVG
);
// Avoid infinite loop
loopcount
++
;
if
(
loopcount
>=
100
)
{
warningstream
<<
"collisionMoveSimple: Loop count exceeded, aborting to avoid infiniite loop"
<<
std
::
endl
;
if
(
loopcount
>=
100
)
{
warningstream
<<
"collisionMoveSimple: Loop count exceeded, aborting to avoid infiniite loop"
<<
std
::
endl
;
dtime
=
0
;
break
;
}
...
...
@@ -404,8 +402,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
/*
Go through every nodebox, find nearest collision
*/
for
(
u32
boxindex
=
0
;
boxindex
<
cboxes
.
size
();
boxindex
++
)
{
for
(
u32
boxindex
=
0
;
boxindex
<
cboxes
.
size
();
boxindex
++
)
{
// Ignore if already stepped up this nodebox.
if
(
is_step_up
[
boxindex
])
continue
;
...
...
@@ -415,7 +412,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
int
collided
=
axisAlignedCollision
(
cboxes
[
boxindex
],
movingbox
,
speed_f
,
d
,
dtime_tmp
);
if
(
collided
==
-
1
||
dtime_tmp
>=
nearest_dtime
)
if
(
collided
==
-
1
||
dtime_tmp
>=
nearest_dtime
)
continue
;
nearest_dtime
=
dtime_tmp
;
...
...
@@ -423,18 +420,14 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
nearest_boxindex
=
boxindex
;
}
if
(
nearest_collided
==
-
1
)
{
if
(
nearest_collided
==
-
1
)
{
// 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
}
else
{
}
else
{
// Otherwise, a collision occurred.
const
aabb3f
&
cbox
=
cboxes
[
nearest_boxindex
];
// Check for stairs.
bool
step_up
=
(
nearest_collided
!=
1
)
&&
// must not be Y direction
(
movingbox
.
MinEdge
.
Y
<
cbox
.
MaxEdge
.
Y
)
&&
...
...
@@ -448,67 +441,56 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
float
bounce
=
-
(
float
)
bouncy_values
[
nearest_boxindex
]
/
100.0
;
// Move to the point of collision and reduce dtime by nearest_dtime
if
(
nearest_dtime
<
0
)
{
if
(
nearest_dtime
<
0
)
{
// Handle negative nearest_dtime (can be caused by the d allowance)
if
(
!
step_up
)
{
if
(
nearest_collided
==
0
)
if
(
!
step_up
)
{
if
(
nearest_collided
==
0
)
pos_f
.
X
+=
speed_f
.
X
*
nearest_dtime
;
if
(
nearest_collided
==
1
)
if
(
nearest_collided
==
1
)
pos_f
.
Y
+=
speed_f
.
Y
*
nearest_dtime
;
if
(
nearest_collided
==
2
)
if
(
nearest_collided
==
2
)
pos_f
.
Z
+=
speed_f
.
Z
*
nearest_dtime
;
}
}
else
{
}
else
{
pos_f
+=
speed_f
*
nearest_dtime
;
dtime
-=
nearest_dtime
;
}
bool
is_collision
=
true
;
if
(
is_unloaded
[
nearest_boxindex
])
if
(
is_unloaded
[
nearest_boxindex
])
is_collision
=
false
;
CollisionInfo
info
;
if
(
is_object
[
nearest_boxindex
])
{
if
(
is_object
[
nearest_boxindex
])
info
.
type
=
COLLISION_OBJECT
;
}
else
{
else
info
.
type
=
COLLISION_NODE
;
}
info
.
node_p
=
node_positions
[
nearest_boxindex
];
info
.
bouncy
=
bouncy
;
info
.
old_speed
=
speed_f
;
// Set the speed component that caused the collision to zero
if
(
step_up
)
{
if
(
step_up
)
{
// Special case: Handle stairs
is_step_up
[
nearest_boxindex
]
=
true
;
is_collision
=
false
;
}
else
if
(
nearest_collided
==
0
)
// X
{
if
(
fabs
(
speed_f
.
X
)
>
BS
*
3
)
}
else
if
(
nearest_collided
==
0
)
{
// X
if
(
fabs
(
speed_f
.
X
)
>
BS
*
3
)
speed_f
.
X
*=
bounce
;
else
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
speed_f
.
Y
=
0
;
result
.
collides
=
true
;
}
else
if
(
nearest_collided
==
2
)
// Z
{
if
(
fabs
(
speed_f
.
Z
)
>
BS
*
3
)
}
else
if
(
nearest_collided
==
2
)
{
// Z
if
(
fabs
(
speed_f
.
Z
)
>
BS
*
3
)
speed_f
.
Z
*=
bounce
;
else
speed_f
.
Z
=
0
;
...
...
@@ -517,10 +499,10 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
}
info
.
new_speed
=
speed_f
;
if
(
info
.
new_speed
.
getDistanceFrom
(
info
.
old_speed
)
<
0.1
*
BS
)
if
(
info
.
new_speed
.
getDistanceFrom
(
info
.
old_speed
)
<
0.1
*
BS
)
is_collision
=
false
;
if
(
is_collision
){
if
(
is_collision
)
{
result
.
collisions
.
push_back
(
info
);
}
}
...
...
@@ -532,8 +514,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
aabb3f
box
=
box_0
;
box
.
MinEdge
+=
pos_f
;
box
.
MaxEdge
+=
pos_f
;
for
(
u32
boxindex
=
0
;
boxindex
<
cboxes
.
size
();
boxindex
++
)
{
for
(
u32
boxindex
=
0
;
boxindex
<
cboxes
.
size
();
boxindex
++
)
{
const
aabb3f
&
cbox
=
cboxes
[
boxindex
];
/*
...
...
@@ -545,23 +526,21 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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
])
{
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
)
{
if
(
fabs
(
cbox
.
MaxEdge
.
Y
-
box
.
MinEdge
.
Y
)
<
0.15
*
BS
)
{
result
.
touching_ground
=
true
;
if
(
is_unloaded
[
boxindex
])
if
(
is_object
[
boxindex
])
result
.
standing_on_object
=
true
;
if
(
is_unloaded
[
boxindex
])
result
.
standing_on_unloaded
=
true
;
}
}
...
...
This diff is collapsed.
Click to expand it.
src/collision.h
+
3
−
1
View file @
8a6e921c
...
...
@@ -57,13 +57,15 @@ struct collisionMoveResult
bool
collides
;
bool
collides_xz
;
bool
standing_on_unloaded
;
bool
standing_on_object
;
std
::
vector
<
CollisionInfo
>
collisions
;
collisionMoveResult
()
:
touching_ground
(
false
),
collides
(
false
),
collides_xz
(
false
),
standing_on_unloaded
(
false
)
standing_on_unloaded
(
false
),
standing_on_object
(
false
)
{}
};
...
...
This diff is collapsed.
Click to expand it.
src/localplayer.cpp
+
1
−
1
View file @
8a6e921c
...
...
@@ -344,7 +344,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
}
}
if
(
!
touching_ground_was
&&
touching_ground
){
if
(
!
result
.
standing_on_object
&&
!
touching_ground_was
&&
touching_ground
)
{
MtEvent
*
e
=
new
SimpleTriggerEvent
(
"PlayerRegainGround"
);
m_gamedef
->
event
()
->
put
(
e
);
...
...
This diff is collapsed.
Click to expand it.
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