forked from Mirrorlandia_minetest/minetest
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.
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@ -51,6 +51,7 @@ public:
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virtual scene::ISceneNode *getSceneNode() { return NULL; }
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virtual scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode() { return NULL; }
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virtual bool isLocalPlayer() const {return false;}
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virtual ClientActiveObject *getParent() const { return nullptr; };
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virtual void setAttachments() {}
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virtual bool doShowSelectionBox(){return true;}
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@ -360,11 +360,16 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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#ifndef SERVER
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ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env);
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if (c_env != 0) {
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f32 distance = speed_f->getLength();
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// Calculate distance by speed, add own extent and 1.5m of tolerance
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f32 distance = speed_f->getLength() * dtime +
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box_0.getExtent().getLength() + 1.5f * BS;
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std::vector<DistanceSortedActiveObject> clientobjects;
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c_env->getActiveObjects(*pos_f, distance * 1.5f, clientobjects);
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c_env->getActiveObjects(*pos_f, distance, clientobjects);
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for (auto &clientobject : clientobjects) {
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if (!self || (self != clientobject.obj)) {
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// Do collide with everything but itself and the parent CAO
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if (!self || (self != clientobject.obj &&
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self != clientobject.obj->getParent())) {
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objects.push_back((ActiveObject*) clientobject.obj);
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}
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}
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@ -374,12 +379,17 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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{
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ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
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if (s_env != NULL) {
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f32 distance = speed_f->getLength();
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// Calculate distance by speed, add own extent and 1.5m of tolerance
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f32 distance = speed_f->getLength() * dtime +
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box_0.getExtent().getLength() + 1.5f * BS;
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std::vector<u16> s_objects;
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s_env->getObjectsInsideRadius(s_objects, *pos_f, distance * 1.5f);
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s_env->getObjectsInsideRadius(s_objects, *pos_f, distance);
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for (u16 obj_id : s_objects) {
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ServerActiveObject *current = s_env->getActiveObject(obj_id);
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if (!self || (self != current)) {
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if (!self || (self != current &&
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self != current->getParent())) {
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objects.push_back((ActiveObject*)current);
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}
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}
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@ -139,8 +139,6 @@ public:
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void processInitData(const std::string &data);
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ClientActiveObject *getParent() const;
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bool getCollisionBox(aabb3f *toset) const;
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bool collideWithObjects() const;
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@ -181,6 +179,8 @@ public:
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void setChildrenVisible(bool toset);
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ClientActiveObject *getParent() const;
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void setAttachments();
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void removeFromScene(bool permanent);
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@ -118,15 +118,14 @@ UnitSAO::UnitSAO(ServerEnvironment *env, v3f pos):
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m_armor_groups["fleshy"] = 100;
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}
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bool UnitSAO::isAttached() const
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ServerActiveObject *UnitSAO::getParent() const
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{
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if (!m_attachment_parent_id)
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return false;
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return nullptr;
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// Check if the parent still exists
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ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
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if (obj)
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return true;
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return false;
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return obj;
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}
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void UnitSAO::setArmorGroups(const ItemGroupList &armor_groups)
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@ -42,7 +42,9 @@ public:
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// Use a function, if isDead can be defined by other conditions
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bool isDead() const { return m_hp == 0; }
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bool isAttached() const;
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inline bool isAttached() const
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{ return getParent(); }
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void setArmorGroups(const ItemGroupList &armor_groups);
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const ItemGroupList &getArmorGroups();
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void setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop);
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@ -57,6 +59,7 @@ public:
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void addAttachmentChild(int child_id);
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void removeAttachmentChild(int child_id);
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const std::unordered_set<int> &getAttachmentChildIds();
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ServerActiveObject *getParent() const;
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ObjectProperties* accessObjectProperties();
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void notifyObjectPropertiesModified();
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protected:
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@ -173,6 +173,7 @@ public:
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{}
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virtual const std::unordered_set<int> &getAttachmentChildIds()
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{ static const std::unordered_set<int> rv; return rv; }
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virtual ServerActiveObject *getParent() const { return nullptr; }
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virtual ObjectProperties* accessObjectProperties()
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{ return NULL; }
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virtual void notifyObjectPropertiesModified()
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