Make the player collisionbox settable

This commit is contained in:
TeTpaAka 2015-05-29 20:30:55 +02:00 committed by ShadowNinja
parent 43d1f375d1
commit b6f4a9c7e1
4 changed files with 14 additions and 2 deletions

@ -3705,7 +3705,8 @@ Definition tables
collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5}, collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem", visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
visual_size = {x=1, y=1}, visual_size = {x=1, y=1},
mesh = "model", mesh = "model", -- for players (0, -1, 0) is ground level,
-- for all other entities (0, 0, 0) is ground level.
textures = {}, -- number of required textures depends on visual textures = {}, -- number of required textures depends on visual
colors = {}, -- number of required colors depends on visual colors = {}, -- number of required colors depends on visual
spritediv = {x=1, y=1}, spritediv = {x=1, y=1},

@ -1585,7 +1585,13 @@ void GenericCAO::processMessage(const std::string &data)
} }
if (m_is_local_player) { if (m_is_local_player) {
LocalPlayer *player = m_env->getLocalPlayer(); LocalPlayer *player = m_env->getLocalPlayer();
player->makes_footstep_sound = m_prop.makes_footstep_sound; player->makes_footstep_sound = m_prop.makes_footstep_sound;
aabb3f collisionbox = m_selection_box;
collisionbox.MinEdge += v3f(0, BS, 0);
collisionbox.MaxEdge += v3f(0, BS, 0);
player->setCollisionbox(collisionbox);
} }
if ((m_is_player && !m_is_local_player) && m_prop.nametag == "") if ((m_is_player && !m_is_local_player) && m_prop.nametag == "")

@ -1429,7 +1429,10 @@ bool PlayerSAO::checkMovementCheat()
bool PlayerSAO::getCollisionBox(aabb3f *toset) const bool PlayerSAO::getCollisionBox(aabb3f *toset) const
{ {
*toset = aabb3f(-BS * 0.30, 0.0, -BS * 0.30, BS * 0.30, BS * 1.75, BS * 0.30); //update collision box
toset->MinEdge = m_prop.collisionbox.MinEdge * BS + v3f(0, BS, 0);
toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS + v3f(0, BS, 0);
toset->MinEdge += m_base_position; toset->MinEdge += m_base_position;
toset->MaxEdge += m_base_position; toset->MaxEdge += m_base_position;
return true; return true;

@ -137,6 +137,8 @@ public:
v3f getEyePosition() const { return m_position + getEyeOffset(); } v3f getEyePosition() const { return m_position + getEyeOffset(); }
v3f getEyeOffset() const; v3f getEyeOffset() const;
void setCollisionbox(aabb3f box) { m_collisionbox = box; }
private: private:
void accelerateHorizontal(const v3f &target_speed, const f32 max_increase); void accelerateHorizontal(const v3f &target_speed, const f32 max_increase);
void accelerateVertical(const v3f &target_speed, const f32 max_increase); void accelerateVertical(const v3f &target_speed, const f32 max_increase);