#include "localplayer.h"
#include "util/numeric.h" // For IntervalLimiter
#include "util/serialize.h"
+#include "util/mathconstants.h"
+#include "map.h"
class Settings;
struct ToolCapabilities;
box.MinEdge *= BS;
box.MaxEdge *= BS;
collisionMoveResult moveresult;
- f32 pos_max_d = BS*0.25; // Distance per iteration
+ f32 pos_max_d = BS*0.125; // Distance per iteration
+ f32 stepheight = 0;
v3f p_pos = m_position;
v3f p_velocity = m_velocity;
+ v3f p_acceleration = m_acceleration;
IGameDef *gamedef = env->getGameDef();
- moveresult = collisionMovePrecise(&env->getMap(), gamedef,
- pos_max_d, box, dtime, p_pos, p_velocity);
+ moveresult = collisionMoveSimple(&env->getMap(), gamedef,
+ pos_max_d, box, stepheight, dtime,
+ p_pos, p_velocity, p_acceleration);
// Apply results
m_position = p_pos;
m_velocity = p_velocity;
+ m_acceleration = p_acceleration;
bool is_end_position = moveresult.collides;
pos_translator.update(m_position, is_end_position, dtime);
pos_translator.translate(dtime);
updateNodePos();
-
- m_velocity += dtime * m_acceleration;
} else {
m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
m_velocity += dtime * m_acceleration;