Improve piling of powders

This commit is contained in:
jacksonmj 2011-05-01 17:55:17 +01:00 committed by Simon Robertshaw
parent 59d9071e87
commit b5a334c2af

View File

@ -1911,7 +1911,6 @@ killed:
else
{
// liquids and powders
// TODO: rewrite to operate better with radial gravity
if (try_move(i, x, y, fin_x, fin_y)) {
parts[i].x = fin_xf;
parts[i].y = fin_yf;
@ -1934,44 +1933,43 @@ killed:
{
s = 1;
r = (rand()%2)*2-1;
if (clear_x!=x || clear_y!=y || nt || surround_space)
if ((clear_x!=x || clear_y!=y || nt || surround_space) &&
(fabsf(parts[i].vx)>0.01f || fabsf(parts[i].vy)>0.01f))
{
// allow diagonal movement if target position is blocked
// but no point trying this if particle is stuck in a block of identical particles
if (fin_y!=clear_y && try_move(i, x, y, clear_x+r, fin_y))
dx = parts[i].vx - parts[i].vy*r;
dy = parts[i].vy + parts[i].vx*r;
if (fabsf(dy)>fabsf(dx)) {
dx /= fabsf(dy);
dy /= fabsf(dy);
} else {
dx /= fabsf(dx);
dy /= fabsf(dx);
}
if (try_move(i, x, y, (int)(clear_xf+dx+0.5f), (int)(clear_yf+dy+0.5f)))
{
parts[i].x = clear_xf+r;
parts[i].y = fin_yf;
parts[i].x = clear_xf+dx;
parts[i].y = clear_yf+dy;
parts[i].vx *= ptypes[t].collision;
parts[i].vy *= ptypes[t].collision;
goto movedone;
}
else if (fin_y!=clear_y && try_move(i, x, y, clear_x-r, fin_y))
swappage = dx;
dx = dy*r;
dy = -swappage*r;
if (try_move(i, x, y, (int)(clear_xf+dx+0.5f), (int)(clear_yf+dy+0.5f)))
{
parts[i].x = clear_xf-r;
parts[i].y = fin_yf;
parts[i].x = clear_xf+dx;
parts[i].y = clear_yf+dy;
parts[i].vx *= ptypes[t].collision;
parts[i].vy *= ptypes[t].collision;
goto movedone;
}
else if (fin_x!=clear_x && try_move(i, x, y, fin_x, clear_y+r))
{
parts[i].x = fin_xf;
parts[i].y = clear_yf+r;
parts[i].vx *= ptypes[t].collision;
parts[i].vy *= ptypes[t].collision;
}
else if (fin_x!=clear_x && try_move(i, x, y, fin_x, clear_y-r))
{
parts[i].x = fin_xf;
parts[i].y = clear_yf-r;
parts[i].vx *= ptypes[t].collision;
parts[i].vy *= ptypes[t].collision;
}
else s = 0;
}
else s = 0;
// s==0 means particle has not yet moved, allow rest of movement code to run
if (s==0 && ptypes[t].falldown>1 && (parts[i].vy>fabs(parts[i].vx) || gravityMode==2))
if (ptypes[t].falldown>1 && (parts[i].vy>fabsf(parts[i].vx) || gravityMode==2))
{
// TODO: rewrite to operate better with radial gravity
s = 0;
// rt is true if FLAG_STAGNANT was set for this particle in previous frame
if (!rt || nt) //nt is if there is an something else besides the current particle type, around the particle
@ -2029,7 +2027,7 @@ killed:
parts[i].vx *= ptypes[t].collision;
parts[i].vy *= ptypes[t].collision;
}
else if (s==0)
else
{
if ((clear_x!=x||clear_y!=y) && try_move(i, x, y, clear_x, clear_y)) {
// if interpolation was done, try moving to last clear position
@ -2044,6 +2042,7 @@ killed:
}
}
}
movedone:
nx = (int)(parts[i].x+0.5f);
ny = (int)(parts[i].y+0.5f);
if (ny!=y || nx!=x)