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Carts: Improve movement behaviour (#2951)

Backported various changes from boost_cart
Improved direction handling and code cleanup
Smoothed-out 'end of rail' animation
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SmallJoker 2022-05-09 20:44:06 +02:00 committed by GitHub
parent 0c2ee1e41d
commit 38307da22a
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@ -46,9 +46,7 @@ function cart_entity:on_activate(staticdata, dtime_s)
return return
end end
self.railtype = data.railtype self.railtype = data.railtype
if data.old_dir then self.old_dir = data.old_dir or self.old_dir
self.old_dir = data.old_dir
end
end end
function cart_entity:get_staticdata() function cart_entity:get_staticdata()
@ -192,11 +190,11 @@ local function rail_on_step(self, dtime)
end end
local pos = self.object:get_pos() local pos = self.object:get_pos()
local cart_dir = carts:velocity_to_dir(vel) local dir = carts:velocity_to_dir(vel)
local same_dir = vector.equals(cart_dir, self.old_dir) local dir_changed = not vector.equals(dir, self.old_dir)
local update = {} local update = {}
if self.old_pos and not self.punched and same_dir then if self.old_pos and not self.punched and not dir_changed then
local flo_pos = vector.round(pos) local flo_pos = vector.round(pos)
local flo_old = vector.round(self.old_pos) local flo_old = vector.round(self.old_pos)
if vector.equals(flo_pos, flo_old) then if vector.equals(flo_pos, flo_old) then
@ -216,7 +214,7 @@ local function rail_on_step(self, dtime)
end end
local stop_wiggle = false local stop_wiggle = false
if self.old_pos and same_dir then if self.old_pos and not dir_changed then
-- Detection for "skipping" nodes (perhaps use average dtime?) -- Detection for "skipping" nodes (perhaps use average dtime?)
-- It's sophisticated enough to take the acceleration in account -- It's sophisticated enough to take the acceleration in account
local acc = self.object:get_acceleration() local acc = self.object:get_acceleration()
@ -231,7 +229,7 @@ local function rail_on_step(self, dtime)
-- No rail found: set to the expected position -- No rail found: set to the expected position
pos = new_pos pos = new_pos
update.pos = true update.pos = true
cart_dir = new_dir dir = new_dir
end end
elseif self.old_pos and self.old_dir.y ~= 1 and not self.punched then elseif self.old_pos and self.old_dir.y ~= 1 and not self.punched then
-- Stop wiggle -- Stop wiggle
@ -241,21 +239,27 @@ local function rail_on_step(self, dtime)
local railparams local railparams
-- dir: New moving direction of the cart -- dir: New moving direction of the cart
-- switch_keys: Currently pressed L/R key, used to ignore the key on the next rail node -- switch_keys: Currently pressed L(1) or R(2) key,
local dir, switch_keys = carts:get_rail_direction( -- used to ignore the key on the next rail node
pos, cart_dir, ctrl, self.old_switch, self.railtype local switch_keys
dir, switch_keys = carts:get_rail_direction(
pos, dir, ctrl, self.old_switch, self.railtype
) )
local dir_changed = not vector.equals(dir, self.old_dir) dir_changed = not vector.equals(dir, self.old_dir)
local new_acc = {x=0, y=0, z=0} local acc = 0
if stop_wiggle or vector.equals(dir, {x=0, y=0, z=0}) then if stop_wiggle or vector.equals(dir, {x=0, y=0, z=0}) then
dir = vector.new(self.old_dir)
vel = {x = 0, y = 0, z = 0} vel = {x = 0, y = 0, z = 0}
local pos_r = vector.round(pos) local pos_r = vector.round(pos)
if not carts:is_rail(pos_r, self.railtype) if not carts:is_rail(pos_r, self.railtype)
and self.old_pos then and self.old_pos then
pos = self.old_pos pos = self.old_pos
elseif not stop_wiggle then elseif not stop_wiggle then
-- End of rail: Smooth out.
pos = pos_r pos = pos_r
dir_changed = false
dir.y = 0
else else
pos.y = math.floor(pos.y + 0.5) pos.y = math.floor(pos.y + 0.5)
end end
@ -282,7 +286,7 @@ local function rail_on_step(self, dtime)
end end
-- Slow down or speed up.. -- Slow down or speed up..
local acc = dir.y * -4.0 acc = dir.y * -4.0
-- Get rail for corrected position -- Get rail for corrected position
railparams = get_railparams(pos) railparams = get_railparams(pos)
@ -300,25 +304,22 @@ local function rail_on_step(self, dtime)
acc = acc - 0.4 acc = acc - 0.4
end end
end end
new_acc = vector.multiply(dir, acc)
end end
-- Limits -- Limit cart speed
local max_vel = carts.speed_max local vel_len = vector.length(vel)
for _, v in pairs({"x","y","z"}) do if vel_len > carts.speed_max then
if math.abs(vel[v]) > max_vel then vel = vector.multiply(vel, carts.speed_max / vel_len)
vel[v] = carts:get_sign(vel[v]) * max_vel update.vel = true
new_acc[v] = 0 end
update.vel = true if vel_len >= carts.speed_max and acc > 0 then
end acc = 0
end end
self.object:set_acceleration(new_acc) self.object:set_acceleration(vector.multiply(dir, acc))
self.old_pos = vector.round(pos) self.old_pos = vector.round(pos)
if not vector.equals(dir, {x=0, y=0, z=0}) and not stop_wiggle then self.old_dir = vector.new(dir)
self.old_dir = vector.new(dir)
end
self.old_switch = switch_keys self.old_switch = switch_keys
if self.punched then if self.punched then
@ -344,11 +345,11 @@ local function rail_on_step(self, dtime)
end end
local yaw = 0 local yaw = 0
if self.old_dir.x < 0 then if dir.x < 0 then
yaw = 0.5 yaw = 0.5
elseif self.old_dir.x > 0 then elseif dir.x > 0 then
yaw = 1.5 yaw = 1.5
elseif self.old_dir.z < 0 then elseif dir.z < 0 then
yaw = 1 yaw = 1
end end
self.object:set_yaw(yaw * math.pi) self.object:set_yaw(yaw * math.pi)