Float rounding strikes again - set destination coords using integers when moving particles with PSTN
instead of adding a delta value to the current position, which might not give the correct result. Particles (except solids) were on rare occasions ending up at a point 1 pixel away from where they should be after being pushed by PSTN. This led to stacking, and in the case of save 1732622 after changing BIZS to a liquid, to disintegration of the save. (TPT++ version of commit 2ad996dfe621887355f8532f1262c306421bc2de in jacksonmj fork)
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@ -282,10 +282,12 @@ int Element_PSTN::MoveStack(Simulation * sim, int stackX, int stackY, int direct
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//Move particles
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for(int j = 0; j < currentPos; j++) {
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int jP = tempParts[j];
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sim->pmap[(int)(sim->parts[jP].y + 0.5f)][(int)(sim->parts[jP].x + 0.5f)] = 0;
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sim->parts[jP].x += (float)((-directionX)*amount);
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sim->parts[jP].y += (float)((-directionY)*amount);
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sim->pmap[(int)(sim->parts[jP].y + 0.5f)][(int)(sim->parts[jP].x + 0.5f)] = sim->parts[jP].type|(jP<<8);
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int srcX = (int)(sim->parts[jP].x + 0.5f), srcY = (int)(sim->parts[jP].y + 0.5f);
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int destX = srcX-directionX*amount, destY = srcY-directionY*amount;
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sim->pmap[srcY][srcX] = 0;
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sim->parts[jP].x = destX;
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sim->parts[jP].y = destY;
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sim->pmap[destY][destX] = sim->parts[jP].type|(jP<<8);
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}
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return amount;
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}
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@ -304,10 +306,12 @@ int Element_PSTN::MoveStack(Simulation * sim, int stackX, int stackY, int direct
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}
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if(!possibleMovement)
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continue;
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sim->pmap[(int)(sim->parts[jP].y + 0.5f)][(int)(sim->parts[jP].x + 0.5f)] = 0;
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sim->parts[jP].x += (float)(directionX*possibleMovement);
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sim->parts[jP].y += (float)(directionY*possibleMovement);
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sim->pmap[(int)(sim->parts[jP].y + 0.5f)][(int)(sim->parts[jP].x + 0.5f)] = sim->parts[jP].type|(jP<<8);
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int srcX = (int)(sim->parts[jP].x + 0.5f), srcY = (int)(sim->parts[jP].y + 0.5f);
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int destX = srcX+directionX*possibleMovement, destY = srcY+directionY*possibleMovement;
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sim->pmap[srcY][srcX] = 0;
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sim->parts[jP].x = destX;
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sim->parts[jP].y = destY;
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sim->pmap[destY][destX] = sim->parts[jP].type|(jP<<8);
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}
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return possibleMovement;
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}
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