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Prevent objects from colliding with own child attachments (#7610)

Also, use a better distance calculation for 'collide with objects'.
Fixes the issue of a vehicle occasionally colliding with its own driver,
causing one of the velocity components to be set to zero.
This commit is contained in:
SmallJoker 2018-08-05 22:28:41 +02:00 committed by Paramat
parent 88efebdf86
commit ee63b94f2c
6 changed files with 28 additions and 14 deletions

View file

@ -360,11 +360,16 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
#ifndef SERVER
ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env);
if (c_env != 0) {
f32 distance = speed_f->getLength();
// Calculate distance by speed, add own extent and 1.5m of tolerance
f32 distance = speed_f->getLength() * dtime +
box_0.getExtent().getLength() + 1.5f * BS;
std::vector<DistanceSortedActiveObject> clientobjects;
c_env->getActiveObjects(*pos_f, distance * 1.5f, clientobjects);
c_env->getActiveObjects(*pos_f, distance, clientobjects);
for (auto &clientobject : clientobjects) {
if (!self || (self != clientobject.obj)) {
// Do collide with everything but itself and the parent CAO
if (!self || (self != clientobject.obj &&
self != clientobject.obj->getParent())) {
objects.push_back((ActiveObject*) clientobject.obj);
}
}
@ -374,12 +379,17 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
{
ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
if (s_env != NULL) {
f32 distance = speed_f->getLength();
// Calculate distance by speed, add own extent and 1.5m of tolerance
f32 distance = speed_f->getLength() * dtime +
box_0.getExtent().getLength() + 1.5f * BS;
std::vector<u16> s_objects;
s_env->getObjectsInsideRadius(s_objects, *pos_f, distance * 1.5f);
s_env->getObjectsInsideRadius(s_objects, *pos_f, distance);
for (u16 obj_id : s_objects) {
ServerActiveObject *current = s_env->getActiveObject(obj_id);
if (!self || (self != current)) {
if (!self || (self != current &&
self != current->getParent())) {
objects.push_back((ActiveObject*)current);
}
}