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fix objects colliding with its own collision boxes
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parent
7d002b60ff
commit
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@ -192,7 +192,7 @@ bool wouldCollideWithCeiling(
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collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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f32 pos_max_d, const aabb3f &box_0,
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f32 stepheight, f32 dtime,
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v3f &pos_f, v3f &speed_f, v3f &accel_f)
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v3f &pos_f, v3f &speed_f, v3f &accel_f,ActiveObject* self)
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{
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Map *map = &env->getMap();
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//TimeTaker tt("collisionMoveSimple");
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@ -300,7 +300,9 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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c_env->getActiveObjects(pos_f,distance * 1.5,clientobjects);
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for (int i=0; i < clientobjects.size(); i++)
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{
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objects.push_back((ActiveObject*)clientobjects[i].obj);
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if ((self == 0) || (self != clientobjects[i].obj)) {
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objects.push_back((ActiveObject*)clientobjects[i].obj);
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}
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}
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}
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else
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@ -314,7 +316,9 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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for (std::set<u16>::iterator iter = s_objects.begin(); iter != s_objects.end(); iter++)
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{
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ServerActiveObject *current = s_env->getActiveObject(*iter);
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objects.push_back((ActiveObject*)current);
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if ((self == 0) || (self != current)) {
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objects.push_back((ActiveObject*)current);
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}
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}
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}
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}
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@ -458,8 +462,9 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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if (is_object[nearest_boxindex]) {
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info.type = COLLISION_OBJECT;
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}
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else
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else {
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info.type = COLLISION_NODE;
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}
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info.node_p = node_positions[nearest_boxindex];
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info.bouncy = bouncy;
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info.old_speed = speed_f;
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@ -26,6 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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class Map;
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class IGameDef;
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class Environment;
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class ActiveObject;
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enum CollisionType
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{
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@ -70,7 +71,7 @@ struct collisionMoveResult
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collisionMoveResult collisionMoveSimple(Environment *env,IGameDef *gamedef,
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f32 pos_max_d, const aabb3f &box_0,
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f32 stepheight, f32 dtime,
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v3f &pos_f, v3f &speed_f, v3f &accel_f);
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v3f &pos_f, v3f &speed_f, v3f &accel_f,ActiveObject* self=0);
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#if 0
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// This doesn't seem to work and isn't used
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@ -1152,7 +1152,7 @@ public:
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v3f p_acceleration = m_acceleration;
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moveresult = collisionMoveSimple(env,env->getGameDef(),
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pos_max_d, box, stepheight, dtime,
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p_pos, p_velocity, p_acceleration);
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p_pos, p_velocity, p_acceleration,this);
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// Apply results
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m_position = p_pos;
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m_velocity = p_velocity;
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@ -502,7 +502,7 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
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v3f p_acceleration = m_acceleration;
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moveresult = collisionMoveSimple(m_env,m_env->getGameDef(),
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pos_max_d, box, stepheight, dtime,
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p_pos, p_velocity, p_acceleration);
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p_pos, p_velocity, p_acceleration,this);
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// Apply results
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m_base_position = p_pos;
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m_velocity = p_velocity;
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