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-rw-r--r--src/Entities/Entity.cpp88
-rw-r--r--src/Simulator/FluidSimulator.cpp103
-rw-r--r--src/Simulator/FluidSimulator.h8
3 files changed, 73 insertions, 126 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:
diff --git a/src/Simulator/FluidSimulator.cpp b/src/Simulator/FluidSimulator.cpp
index 10f2ed544..230517b19 100644
--- a/src/Simulator/FluidSimulator.cpp
+++ b/src/Simulator/FluidSimulator.cpp
@@ -128,100 +128,61 @@ bool cFluidSimulator::IsHigherMeta(NIBBLETYPE a_Meta1, NIBBLETYPE a_Meta2)
-// TODO Not working very well yet :s
-Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over)
+Vector3f cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z)
{
if (!cChunkDef::IsValidHeight(a_Y))
{
- return NONE;
+ return {};
}
- BLOCKTYPE BlockID = m_World.GetBlock(a_X, a_Y, a_Z);
- if (!IsAllowedBlock(BlockID)) // No Fluid -> No Flowing direction :D
- {
- return NONE;
- }
-
- /*
- Disabled because of causing problems and being useless atm
- char BlockBelow = m_World.GetBlock(a_X, a_Y - 1, a_Z); // If there is nothing or fluid below it -> dominating flow is down :D
- if ((BlockBelow == E_BLOCK_AIR) || IsAllowedBlock(BlockBelow))
- {
- return Y_MINUS;
- }
- */
-
- NIBBLETYPE LowestPoint = m_World.GetBlockMeta(a_X, a_Y, a_Z); // Current Block Meta so only lower points will be counted
- int X = 0, Z = 0; // Lowest Pos will be stored here
- if (IsAllowedBlock(m_World.GetBlock(a_X, a_Y + 1, a_Z)) && a_Over) // check for upper block to flow because this also affects the flowing direction
+ if (!IsAllowedBlock(m_World.GetBlock(a_X, a_Y, a_Z))) // No Fluid -> No Flowing direction :D
{
- return GetFlowingDirection(a_X, a_Y + 1, a_Z, false);
+ return {};
}
- std::vector< Vector3i * > Points;
+ const auto HeightFromMeta = [](NIBBLETYPE a_BlockMeta) -> NIBBLETYPE
+ {
+ // Falling water blocks are always full height (0)
+ return ((a_BlockMeta & 0x08) != 0) ? 0 : a_BlockMeta;
+ };
- Points.reserve(4); // Already allocate 4 places :D
+ auto BlockMeta = m_World.GetBlockMeta(a_X, a_Y, a_Z);
+ NIBBLETYPE CentralPoint = HeightFromMeta(BlockMeta);
+ NIBBLETYPE LevelPoint[4];
- // add blocks around the checking pos
- Points.push_back(new Vector3i(a_X - 1, a_Y, a_Z));
- Points.push_back(new Vector3i(a_X + 1, a_Y, a_Z));
- Points.push_back(new Vector3i(a_X, a_Y, a_Z + 1));
- Points.push_back(new Vector3i(a_X, a_Y, a_Z - 1));
+ // blocks around the checking pos
+ Vector3i Points[]
+ {
+ { a_X + 1, a_Y, a_Z },
+ { a_X, a_Y, a_Z + 1 },
+ { a_X - 1, a_Y, a_Z },
+ { a_X, a_Y, a_Z - 1 }
+ };
- for (auto itr = Points.cbegin(), end = Points.cend(); itr != end; ++itr)
+ for (size_t i = 0; i < ARRAYCOUNT(LevelPoint); i++)
{
- Vector3i * Pos = (*itr);
- auto PosBlockID = m_World.GetBlock(Pos->x, Pos->y, Pos->z);
- if (IsAllowedBlock(PosBlockID))
+ if (IsAllowedBlock(m_World.GetBlock(Points[i])))
{
- NIBBLETYPE Meta = m_World.GetBlockMeta(Pos->x, Pos->y, Pos->z);
-
- if (Meta > LowestPoint)
- {
- LowestPoint = Meta;
- X = Pos->x;
- Z = Pos->z;
- }
+ LevelPoint[i] = HeightFromMeta(m_World.GetBlockMeta(Points[i]));
}
- else if (PosBlockID == E_BLOCK_AIR)
+ else
{
- LowestPoint = 9; // This always dominates
- X = Pos->x;
- Z = Pos->z;
-
+ LevelPoint[i] = CentralPoint;
}
- delete Pos;
- Pos = nullptr;
}
- if (LowestPoint == m_World.GetBlockMeta(a_X, a_Y, a_Z))
- {
- return NONE;
- }
+ Vector3f Direction;
- if (a_X - X > 0)
- {
- return X_MINUS;
- }
-
- if (a_X - X < 0)
- {
- return X_PLUS;
- }
+ // Calculate the flow direction
- if (a_Z - Z > 0)
- {
- return Z_MINUS;
- }
+ Direction.x = (LevelPoint[0] - LevelPoint[2]) / 2.0f;
+ Direction.z = (LevelPoint[1] - LevelPoint[3]) / 2.0f;
- if (a_Z - Z < 0)
+ if ((BlockMeta & 0x08) != 0) // Test falling bit
{
- return Z_PLUS;
+ Direction.y = -1.0f;
}
- return NONE;
+ return Direction;
}
-
-
-
diff --git a/src/Simulator/FluidSimulator.h b/src/Simulator/FluidSimulator.h
index 86bcfb116..7e79c2751 100644
--- a/src/Simulator/FluidSimulator.h
+++ b/src/Simulator/FluidSimulator.h
@@ -28,7 +28,7 @@ class cFluidSimulatorData
{
public:
virtual ~cFluidSimulatorData() {}
-} ;
+};
@@ -45,8 +45,8 @@ public:
// cSimulator overrides:
virtual bool IsAllowedBlock(BLOCKTYPE a_BlockType) override;
- /** Gets the flowing direction. If a_Over is true also the block over the current block affects the direction (standard) */
- virtual Direction GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a_Over = true);
+ /** Returns a unit vector in the direction the fluid is flowing or a zero-vector if not flowing. */
+ virtual Vector3f GetFlowingDirection(int a_X, int a_Y, int a_Z);
/** Creates a ChunkData object for the simulator to use. The simulator returns the correct object type. */
virtual cFluidSimulatorData * CreateChunkData(void) { return nullptr; }
@@ -66,7 +66,7 @@ public:
protected:
BLOCKTYPE m_FluidBlock; // The fluid block type that needs simulating
BLOCKTYPE m_StationaryFluidBlock; // The fluid block type that indicates no simulation is needed
-} ;
+};