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Add object's own position for each collision to moveresult (#14608)
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@ -40,6 +40,7 @@ core.features = {
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lsystem_decoration_type = true,
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lsystem_decoration_type = true,
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item_meta_range = true,
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item_meta_range = true,
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node_interaction_actor = true,
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node_interaction_actor = true,
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moveresult_new_pos = true,
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}
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}
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function core.has_feature(arg)
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function core.has_feature(arg)
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@ -103,7 +103,7 @@ if core.set_push_moveresult1 then
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-- must match CollisionAxis in collision.h
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-- must match CollisionAxis in collision.h
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local AXES = {"x", "y", "z"}
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local AXES = {"x", "y", "z"}
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-- <=> script/common/c_content.cpp push_collision_move_result()
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-- <=> script/common/c_content.cpp push_collision_move_result()
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core.set_push_moveresult1(function(b0, b1, b2, axis, npx, npy, npz, v0x, v0y, v0z, v1x, v1y, v1z)
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core.set_push_moveresult1(function(b0, b1, b2, axis, npx, npy, npz, v0x, v0y, v0z, v1x, v1y, v1z, v2x, v2y, v2z)
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return {
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return {
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touching_ground = b0,
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touching_ground = b0,
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collides = b1,
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collides = b1,
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@ -112,8 +112,9 @@ if core.set_push_moveresult1 then
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type = "node",
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type = "node",
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axis = AXES[axis],
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axis = AXES[axis],
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node_pos = vector.new(npx, npy, npz),
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node_pos = vector.new(npx, npy, npz),
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old_velocity = vector.new(v0x, v0y, v0z),
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new_pos = vector.new(v0x, v0y, v0z),
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new_velocity = vector.new(v1x, v1y, v1z),
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old_velocity = vector.new(v1x, v1y, v1z),
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new_velocity = vector.new(v2x, v2y, v2z),
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}},
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}},
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}
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}
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end)
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end)
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@ -5124,6 +5124,9 @@ Collision info passed to `on_step` (`moveresult` argument):
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axis = string, -- "x", "y" or "z"
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axis = string, -- "x", "y" or "z"
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node_pos = vector, -- if type is "node"
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node_pos = vector, -- if type is "node"
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object = ObjectRef, -- if type is "object"
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object = ObjectRef, -- if type is "object"
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-- The position of the entity when the collision occurred.
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-- Available since feature "moveresult_new_pos".
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new_pos = vector,
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old_velocity = vector,
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old_velocity = vector,
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new_velocity = vector,
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new_velocity = vector,
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},
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},
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@ -5437,6 +5440,8 @@ Utilities
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-- Allow passing an optional "actor" ObjectRef to the following functions:
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-- Allow passing an optional "actor" ObjectRef to the following functions:
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-- minetest.place_node, minetest.dig_node, minetest.punch_node (5.9.0)
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-- minetest.place_node, minetest.dig_node, minetest.punch_node (5.9.0)
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node_interaction_actor = true,
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node_interaction_actor = true,
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-- "new_pos" field in entity moveresult (5.9.0)
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moveresult_new_pos = true,
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}
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}
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```
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```
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@ -510,6 +510,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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info.node_p = nearest_info.position;
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info.node_p = nearest_info.position;
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info.object = nearest_info.obj;
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info.object = nearest_info.obj;
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info.new_pos = *pos_f;
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info.old_speed = *speed_f;
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info.old_speed = *speed_f;
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info.plane = nearest_collided;
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info.plane = nearest_collided;
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@ -49,6 +49,7 @@ struct CollisionInfo
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CollisionAxis axis = COLLISION_AXIS_NONE;
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CollisionAxis axis = COLLISION_AXIS_NONE;
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v3s16 node_p = v3s16(-32768,-32768,-32768); // COLLISION_NODE
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v3s16 node_p = v3s16(-32768,-32768,-32768); // COLLISION_NODE
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ActiveObject *object = nullptr; // COLLISION_OBJECT
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ActiveObject *object = nullptr; // COLLISION_OBJECT
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v3f new_pos;
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v3f old_speed;
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v3f old_speed;
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v3f new_speed;
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v3f new_speed;
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int plane = -1;
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int plane = -1;
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@ -2492,12 +2492,12 @@ void push_collision_move_result(lua_State *L, const collisionMoveResult &res)
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lua_pushinteger(L, c.node_p.X);
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lua_pushinteger(L, c.node_p.X);
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lua_pushinteger(L, c.node_p.Y);
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lua_pushinteger(L, c.node_p.Y);
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lua_pushinteger(L, c.node_p.Z);
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lua_pushinteger(L, c.node_p.Z);
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for (v3f v : {c.old_speed / BS, c.new_speed / BS}) {
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for (v3f v : {c.new_pos / BS, c.old_speed / BS, c.new_speed / BS}) {
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lua_pushnumber(L, v.X);
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lua_pushnumber(L, v.X);
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lua_pushnumber(L, v.Y);
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lua_pushnumber(L, v.Y);
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lua_pushnumber(L, v.Z);
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lua_pushnumber(L, v.Z);
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}
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}
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lua_call(L, 3 + 1 + 3 + 3 * 2, 1);
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lua_call(L, 3 + 1 + 3 + 3 * 3, 1);
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return;
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return;
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}
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}
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@ -2511,7 +2511,7 @@ void push_collision_move_result(lua_State *L, const collisionMoveResult &res)
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lua_createtable(L, res.collisions.size(), 0);
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lua_createtable(L, res.collisions.size(), 0);
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int i = 1;
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int i = 1;
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for (const auto &c : res.collisions) {
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for (const auto &c : res.collisions) {
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lua_createtable(L, 0, 5);
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lua_createtable(L, 0, 6);
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lua_pushstring(L, collision_type_str[c.type]);
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lua_pushstring(L, collision_type_str[c.type]);
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lua_setfield(L, -2, "type");
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lua_setfield(L, -2, "type");
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@ -2528,6 +2528,9 @@ void push_collision_move_result(lua_State *L, const collisionMoveResult &res)
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lua_setfield(L, -2, "object");
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lua_setfield(L, -2, "object");
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}
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}
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push_v3f(L, c.new_pos / BS);
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lua_setfield(L, -2, "new_pos");
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push_v3f(L, c.old_speed / BS);
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push_v3f(L, c.old_speed / BS);
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lua_setfield(L, -2, "old_velocity");
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lua_setfield(L, -2, "old_velocity");
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