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Fix jittering sounds on entities (fixes #2974) #3040

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merged 1 commit into from Oct 26, 2015
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@@ -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;
@@ -415,26 +412,22 @@ 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;
nearest_collided = collided;
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;
}
}
Copy path View file
@@ -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)
{}
};

Copy path View file
@@ -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);

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