Don't set the player to previous position when uncrouching.

This commit is contained in:
William Moberg
2016-03-09 17:51:26 +01:00
parent 4ae39dcc36
commit 9581e9ac84
5 changed files with 21 additions and 2 deletions
@@ -18,6 +18,7 @@ public:
virtual const glm::vec3 Rotation() const { return m_Rotation; }
virtual bool Jumping() const { return m_Jumping; }
virtual bool Crouching() const { return m_Crouching; }
virtual bool CrouchingLastFrame() const { return m_CrouchingLastFrame; }
virtual bool DoubleJumping() const { return m_DoubleJumping; }
virtual void SetDoubleJumping(bool isDoubleJumping) {
m_DoubleJumping = isDoubleJumping;
@@ -43,6 +44,7 @@ protected:
bool m_Jumping = false;
bool m_DoubleJumping = false;
bool m_Crouching = false;
bool m_CrouchingLastFrame = false;
//assault dash membervariables - needed to calculate the doubletap- and dashlogic
double m_AssaultDashDoubleTapDeltaTime = 0.0;
double m_DashEffectResetTimer = 0.0;
@@ -82,6 +84,7 @@ void FirstPersonInputController<EventContext>::Reset()
{
m_Rotation = glm::vec3(0.f, 0.f, 0.f);
m_Jumping = false;
m_CrouchingLastFrame = m_Crouching;
}
template <typename EventContext>
@@ -1,3 +1,4 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Collidable xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Collidable.xsd">
<JitterGuard>true</JitterGuard>
</Collidable>
@@ -7,5 +7,10 @@
<xs:annotation>
<xs:documentation>Needs a Model or AABB component to work, uses AABB if both are attached.</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:all>
<xs:element name="JitterGuard" type="t:bool" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
+3 -2
View File
@@ -66,7 +66,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
}
}
}
bool& jitterGuard = (bool&)entity["Collidable"]["JitterGuard"];
// Collide against octree items
m_OctreeResult.clear();
m_Octree->ObjectsInSameRegion(*boundingBox, m_OctreeResult);
@@ -93,7 +93,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
float verticalStepHeight = (float)(double)cPhysics["VerticalStepHeight"];
if (Collision::AABBvsTriangles(boxA, model->Vertices(), model->m_Indices, modelMatrix, inOutVelocity, verticalStepHeight, isOnGround, resolutionVector)) {
//Move the position to previous position if it is not moving in the xz-plane, else resolve with the resolution vector.
(glm::vec3&)cTransform["Position"] += notMovingxz ? prevPosIt->second - boxA.Origin() : resolutionVector;
(glm::vec3&)cTransform["Position"] += jitterGuard && notMovingxz ? prevPosIt->second - boxA.Origin() : resolutionVector;
boxA = *Collision::EntityAbsoluteAABB(entity);
cPhysics["Velocity"] = inOutVelocity;
if (isOnGround) {
@@ -118,6 +118,7 @@ void CollisionSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& c
(bool)cPhysics["IsOnGround"] = false;
}
jitterGuard = true;
m_PrevPositions[entity] = boxA.Origin();
}
}
@@ -273,6 +273,15 @@ void PlayerMovementSystem::updateMovementControllers(double dt)
size = glm::vec3(1.f, 1.f, 1.f);
} else {
size = glm::vec3(1.f, 1.6f, 1.f);
if (controller->CrouchingLastFrame() && player.HasComponent("Collidable")) {
// Disable jitter guard so player doesn't get stuck in the ground.
(bool&)player["Collidable"]["JitterGuard"] = false;
if (isOnGround) {
// The collision should resolve this anyway, but
// this is more reliable, since the box gets larger.
((glm::vec3&)cTransform["Position"]).y += 0.3f;
}
}
}
}