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authorSmallJoker <SmallJoker@users.noreply.github.com>2022-10-17 13:56:04 +0200
committerGitHub <noreply@github.com>2022-10-17 07:56:04 -0400
commit5d8a4917c570e85917a3b4cf3a7b012a299012c6 (patch)
tree38203e8c91237e326b7962acf0e0a3160339f186 /src
parent25c5400250c5c6877e2144a759995aa47b24cff3 (diff)
downloadminetest-5d8a4917c570e85917a3b4cf3a7b012a299012c6.tar.xz
LocalPlayer: Fix sneaking on nodes with large collisionboxes (#12626)
Diffstat (limited to 'src')
-rw-r--r--src/client/localplayer.cpp44
1 files changed, 27 insertions, 17 deletions
diff --git a/src/client/localplayer.cpp b/src/client/localplayer.cpp
index ef249235b..80501f818 100644
--- a/src/client/localplayer.cpp
+++ b/src/client/localplayer.cpp
@@ -55,9 +55,12 @@ static aabb3f getNodeBoundingBox(const std::vector<aabb3f> &nodeboxes)
return b_max;
}
+
bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
const v3f &sneak_max)
{
+ // Acceptable distance to node center
+ constexpr f32 allowed_range = (0.5f + 0.1f) * BS;
static const v3s16 dir9_center[9] = {
v3s16( 0, 0, 0),
v3s16( 1, 0, 0),
@@ -76,7 +79,7 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
bool new_sneak_node_exists = m_sneak_node_exists;
// We want the top of the sneak node to be below the players feet
- f32 position_y_mod = 0.05f * BS;
+ f32 position_y_mod = 0.02f * BS;
if (m_sneak_node_exists)
position_y_mod = m_sneak_node_bb_top.MaxEdge.Y - position_y_mod;
@@ -97,24 +100,31 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
// Get new sneak node
m_sneak_ladder_detected = false;
- f32 min_distance_f = 100000.0f * BS;
+ f32 min_distance_sq = HUGE_VALF;
for (const auto &d : dir9_center) {
const v3s16 p = current_node + d;
- const v3f pf = intToFloat(p, BS);
- const v2f diff(position.X - pf.X, position.Z - pf.Z);
- f32 distance_f = diff.getLength();
- if (distance_f > min_distance_f ||
- fabs(diff.X) > (0.5f + 0.1f) * BS + sneak_max.X ||
- fabs(diff.Y) > (0.5f + 0.1f) * BS + sneak_max.Z)
+ node = map->getNode(p, &is_valid_position);
+ // The node to be sneaked on has to be walkable
+ if (!is_valid_position || !nodemgr->get(node).walkable)
continue;
+ v3f pf = intToFloat(p, BS);
+ {
+ std::vector<aabb3f> nodeboxes;
+ node.getCollisionBoxes(nodemgr, &nodeboxes);
+ pf += getNodeBoundingBox(nodeboxes).getCenter();
+ }
+
+ const v2f diff(position.X - pf.X, position.Z - pf.Z);
+ const f32 distance_sq = diff.getLengthSQ();
- // The node to be sneaked on has to be walkable
- node = map->getNode(p, &is_valid_position);
- if (!is_valid_position || !nodemgr->get(node).walkable)
+ if (distance_sq > min_distance_sq ||
+ std::fabs(diff.X) > allowed_range + sneak_max.X ||
+ std::fabs(diff.Y) > allowed_range + sneak_max.Z)
continue;
+
// And the node(s) above have to be nonwalkable
bool ok = true;
if (!physics_override.sneak_glitch) {
@@ -135,7 +145,7 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
if (!ok)
continue;
- min_distance_f = distance_f;
+ min_distance_sq = distance_sq;
m_sneak_node = p;
new_sneak_node_exists = true;
}
@@ -306,7 +316,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
// Add new collisions to the vector
if (collision_info && !free_move) {
v3f diff = intToFloat(m_standing_node, BS) - position;
- f32 distance = diff.getLength();
+ f32 distance_sq = diff.getLengthSQ();
// Force update each ClientEnvironment::step()
bool is_first = collision_info->empty();
@@ -321,10 +331,10 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
diff = intToFloat(colinfo.node_p, BS) - position;
// Find nearest colliding node
- f32 len = diff.getLength();
- if (is_first || len < distance) {
+ f32 len_sq = diff.getLengthSQ();
+ if (is_first || len_sq < distance_sq) {
m_standing_node = colinfo.node_p;
- distance = len;
+ distance_sq = len_sq;
is_first = false;
}
}
@@ -342,7 +352,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
// Max. distance (X, Z) over border for sneaking determined by collision box
// * 0.49 to keep the center just barely on the node
- v3f sneak_max = m_collisionbox.getExtent() * 0.49;
+ v3f sneak_max = m_collisionbox.getExtent() * 0.49f;
if (m_sneak_ladder_detected) {
// restore legacy behaviour (this makes the m_speed.Y hack necessary)