Core/Maps: restored a hack in gridmap liquid status code to solve precision issues (#29544)

Closes #29543
Closes #22020
This commit is contained in:
Ovahlord
2024-01-02 19:40:34 +01:00
committed by GitHub
parent 47813ad734
commit bfb9fd8a2c

View File

@@ -593,6 +593,8 @@ float GridMap::getLiquidLevel(float x, float y) const
return _liquidMap[cx_int*_liquidWidth + cy_int];
}
constexpr float GROUND_LEVEL_OFFSET_HACK = 0.02f; // due to floating point precision issues, we have to resort to a small hack to fix inconsistencies in liquids
// Get water state on map
ZLiquidStatus GridMap::GetLiquidStatus(float x, float y, float z, Optional<map_liquidHeaderTypeFlags> ReqLiquidType, LiquidData* data, float collisionHeight) const
{
@@ -656,11 +658,11 @@ ZLiquidStatus GridMap::GetLiquidStatus(float x, float y, float z, Optional<map_l
// Get water level
float liquid_level = _liquidMap ? _liquidMap[lx_int*_liquidWidth + ly_int] : _liquidLevel;
// Get ground level (sub 0.2 for fix some errors)
// Get ground level (sub 0.02 for fix some errors)
float ground_level = getHeight(x, y);
// Check water level and ground level
if (liquid_level < ground_level || z < ground_level)
if (liquid_level < (ground_level - GROUND_LEVEL_OFFSET_HACK) || z < (ground_level - GROUND_LEVEL_OFFSET_HACK))
return LIQUID_MAP_NO_WATER;
// All ok in water -> store data