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Fix glitch through ceiling with Sneak Glitch (#14332)
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567f85752d
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df8a600b22
@ -437,16 +437,19 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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m_speed.Z = 0.0f;
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}
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if (y_diff > 0 && m_speed.Y <= 0.0f &&
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(physics_override.sneak_glitch || y_diff < BS * 0.6f)) {
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if (y_diff > 0 && m_speed.Y <= 0.0f) {
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// Move player to the maximal height when falling or when
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// the ledge is climbed on the next step.
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v3f check_pos = position;
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check_pos.Y += y_diff * dtime * 22.0f + BS * 0.01f;
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if (y_diff < BS * 0.6f || (physics_override.sneak_glitch
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&& !collision_check_intersection(env, m_client, m_collisionbox, check_pos))) {
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// Smoothen the movement (based on 'position.Y = bmax.Y')
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position.Y += y_diff * dtime * 22.0f + BS * 0.01f;
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position.Y = std::min(position.Y, bmax.Y);
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position.Y = std::min(check_pos.Y, bmax.Y);
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m_speed.Y = 0.0f;
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}
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}
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// Allow jumping on node edges while sneaking
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if (m_speed.Y == 0.0f || m_sneak_ladder_detected)
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@ -218,17 +218,131 @@ bool wouldCollideWithCeiling(
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return false;
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}
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static bool add_area_node_boxes(const v3s16 min, const v3s16 max, IGameDef *gamedef,
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Environment *env, std::vector<NearbyCollisionInfo> &cinfo)
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{
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const auto *nodedef = gamedef->getNodeDefManager();
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bool any_position_valid = false;
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thread_local std::vector<aabb3f> nodeboxes;
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Map *map = &env->getMap();
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v3s16 p;
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for (p.Z = min.Z; p.Z <= max.Z; p.Z++)
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for (p.Y = min.Y; p.Y <= max.Y; p.Y++)
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for (p.X = min.X; p.X <= max.X; p.X++) {
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bool is_position_valid;
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MapNode n = map->getNode(p, &is_position_valid);
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if (is_position_valid && n.getContent() != CONTENT_IGNORE) {
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// Object collides into walkable nodes
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any_position_valid = true;
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const ContentFeatures &f = nodedef->get(n);
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if (!f.walkable)
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continue;
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// Negative bouncy may have a meaning, but we need +value here.
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int n_bouncy_value = abs(itemgroup_get(f.groups, "bouncy"));
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u8 neighbors = n.getNeighbors(p, map);
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nodeboxes.clear();
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n.getCollisionBoxes(nodedef, &nodeboxes, neighbors);
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// Calculate float position only once
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v3f posf = intToFloat(p, BS);
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for (auto box : nodeboxes) {
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box.MinEdge += posf;
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box.MaxEdge += posf;
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cinfo.emplace_back(false, n_bouncy_value, p, box);
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}
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} else {
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// Collide with unloaded nodes (position invalid) and loaded
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// CONTENT_IGNORE nodes (position valid)
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aabb3f box = getNodeBox(p, BS);
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cinfo.emplace_back(true, 0, p, box);
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}
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}
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return any_position_valid;
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}
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static void add_object_boxes(Environment *env,
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const aabb3f &box_0, f32 dtime,
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const v3f pos_f, const v3f speed_f, ActiveObject *self,
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std::vector<NearbyCollisionInfo> &cinfo)
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{
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auto process_object = [&] (ActiveObject *object) {
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if (object && object->collideWithObjects()) {
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aabb3f box;
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if (object->getCollisionBox(&box))
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cinfo.emplace_back(object, 0, box);
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}
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};
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// Calculate distance by speed, add own extent and 1.5m of tolerance
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const f32 distance = speed_f.getLength() * dtime +
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box_0.getExtent().getLength() + 1.5f * BS;
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#ifndef SERVER
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ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env);
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if (c_env) {
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std::vector<DistanceSortedActiveObject> clientobjects;
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c_env->getActiveObjects(pos_f, distance, clientobjects);
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for (auto &clientobject : clientobjects) {
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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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process_object(clientobject.obj);
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}
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}
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// add collision with local player
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LocalPlayer *lplayer = c_env->getLocalPlayer();
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if (lplayer->getParent() == nullptr) {
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aabb3f lplayer_collisionbox = lplayer->getCollisionbox();
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v3f lplayer_pos = lplayer->getPosition();
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lplayer_collisionbox.MinEdge += lplayer_pos;
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lplayer_collisionbox.MaxEdge += lplayer_pos;
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auto *obj = (ActiveObject*) lplayer->getCAO();
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cinfo.emplace_back(obj, 0, lplayer_collisionbox);
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}
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}
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else
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#endif
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{
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ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
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if (s_env) {
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// search for objects which are not us, or we are not its parent.
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// we directly process the object in this callback to avoid useless
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// looping afterwards.
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auto include_obj_cb = [self, &process_object] (ServerActiveObject *obj) {
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if (!obj->isGone() &&
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(!self || (self != obj && self != obj->getParent()))) {
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process_object(obj);
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}
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return false;
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};
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// nothing is put into this vector
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std::vector<ServerActiveObject*> s_objects;
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s_env->getObjectsInsideRadius(s_objects, pos_f, distance, include_obj_cb);
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}
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}
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}
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#define PROFILER_NAME(text) (dynamic_cast<ServerEnvironment*>(env) ? ("Server: " text) : ("Client: " text))
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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,
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v3f accel_f, ActiveObject *self,
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bool collideWithObjects)
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bool collide_with_objects)
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{
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#define PROFILER_NAME(text) (s_env ? ("Server: " text) : ("Client: " text))
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static bool time_notification_done = false;
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Map *map = &env->getMap();
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ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
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ScopeProfiler sp(g_profiler, PROFILER_NAME("collisionMoveSimple()"), SPT_AVG, PRECISION_MICRO);
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@ -285,49 +399,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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v3s16 min = floatToInt(minpos_f + box_0.MinEdge, BS) - v3s16(1, 1, 1);
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v3s16 max = floatToInt(maxpos_f + box_0.MaxEdge, BS) + v3s16(1, 1, 1);
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const auto *nodedef = gamedef->getNodeDefManager();
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bool any_position_valid = false;
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thread_local std::vector<aabb3f> nodeboxes;
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v3s16 p;
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for (p.Z = min.Z; p.Z <= max.Z; p.Z++)
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for (p.Y = min.Y; p.Y <= max.Y; p.Y++)
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for (p.X = min.X; p.X <= max.X; p.X++) {
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bool is_position_valid;
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MapNode n = map->getNode(p, &is_position_valid);
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if (is_position_valid && n.getContent() != CONTENT_IGNORE) {
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// Object collides into walkable nodes
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any_position_valid = true;
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const ContentFeatures &f = nodedef->get(n);
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if (!f.walkable)
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continue;
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// Negative bouncy may have a meaning, but we need +value here.
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int n_bouncy_value = abs(itemgroup_get(f.groups, "bouncy"));
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u8 neighbors = n.getNeighbors(p, map);
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nodeboxes.clear();
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n.getCollisionBoxes(nodedef, &nodeboxes, neighbors);
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// Calculate float position only once
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v3f posf = intToFloat(p, BS);
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for (auto box : nodeboxes) {
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box.MinEdge += posf;
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box.MaxEdge += posf;
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cinfo.emplace_back(false, n_bouncy_value, p, box);
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}
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} else {
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// Collide with unloaded nodes (position invalid) and loaded
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// CONTENT_IGNORE nodes (position valid)
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aabb3f box = getNodeBox(p, BS);
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cinfo.emplace_back(true, 0, p, box);
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}
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}
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bool any_position_valid = add_area_node_boxes(min, max, gamedef, env, cinfo);
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// Do not move if world has not loaded yet, since custom node boxes
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// are not available for collision detection.
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@ -337,69 +409,13 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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*speed_f = v3f(0, 0, 0);
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return result;
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}
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}
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/*
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Collect object boxes in movement range
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*/
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auto process_object = [] (ActiveObject *object) {
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if (object && object->collideWithObjects()) {
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aabb3f box;
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if (object->getCollisionBox(&box))
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cinfo.emplace_back(object, 0, box);
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}
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};
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if (collideWithObjects) {
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// Calculate distance by speed, add own extent and 1.5m of tolerance
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const f32 distance = speed_f->getLength() * dtime +
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box_0.getExtent().getLength() + 1.5f * BS;
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#ifndef SERVER
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ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env);
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if (c_env) {
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std::vector<DistanceSortedActiveObject> clientobjects;
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c_env->getActiveObjects(*pos_f, distance, clientobjects);
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for (auto &clientobject : clientobjects) {
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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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process_object(clientobject.obj);
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}
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}
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// add collision with local player
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LocalPlayer *lplayer = c_env->getLocalPlayer();
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if (lplayer->getParent() == nullptr) {
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aabb3f lplayer_collisionbox = lplayer->getCollisionbox();
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v3f lplayer_pos = lplayer->getPosition();
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lplayer_collisionbox.MinEdge += lplayer_pos;
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lplayer_collisionbox.MaxEdge += lplayer_pos;
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auto *obj = (ActiveObject*) lplayer->getCAO();
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cinfo.emplace_back(obj, 0, lplayer_collisionbox);
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}
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}
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else
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#endif
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if (s_env) {
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// search for objects which are not us, or we are not its parent.
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// we directly process the object in this callback to avoid useless
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// looping afterwards.
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auto include_obj_cb = [self, &process_object] (ServerActiveObject *obj) {
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if (!obj->isGone() &&
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(!self || (self != obj && self != obj->getParent()))) {
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process_object(obj);
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}
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return false;
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};
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// nothing is put into this vector
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std::vector<ServerActiveObject*> s_objects;
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s_env->getObjectsInsideRadius(s_objects, *pos_f, distance, include_obj_cb);
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}
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if (collide_with_objects) {
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add_object_boxes(env, box_0, dtime, *pos_f, *speed_f, self, cinfo);
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}
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/*
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@ -579,3 +595,44 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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return result;
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}
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bool collision_check_intersection(Environment *env, IGameDef *gamedef,
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const aabb3f &box_0, const v3f &pos_f, ActiveObject *self,
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bool collide_with_objects)
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{
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ScopeProfiler sp(g_profiler, PROFILER_NAME("collision_check_intersection()"), SPT_AVG, PRECISION_MICRO);
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std::vector<NearbyCollisionInfo> cinfo;
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{
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v3s16 min = floatToInt(pos_f + box_0.MinEdge, BS) - v3s16(1, 1, 1);
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v3s16 max = floatToInt(pos_f + box_0.MaxEdge, BS) + v3s16(1, 1, 1);
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bool any_position_valid = add_area_node_boxes(min, max, gamedef, env, cinfo);
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if (!any_position_valid) {
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return true;
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}
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}
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if (collide_with_objects) {
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v3f speed;
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add_object_boxes(env, box_0, 0, pos_f, speed, self, cinfo);
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}
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/*
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Collision detection
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*/
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aabb3f checkbox = box_0;
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checkbox.MinEdge += pos_f;
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checkbox.MaxEdge += pos_f;
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/*
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Go through every node and object box
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*/
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for (const NearbyCollisionInfo &box_info : cinfo) {
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if (box_info.box.intersectsWithBox(checkbox))
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return true;
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}
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return false;
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}
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@ -71,7 +71,12 @@ collisionMoveResult collisionMoveSimple(Environment *env,IGameDef *gamedef,
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f32 stepheight, f32 dtime,
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v3f *pos_f, v3f *speed_f,
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v3f accel_f, ActiveObject *self=NULL,
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bool collideWithObjects=true);
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bool collide_with_objects=true);
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// check if box is in collision on actual position
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bool collision_check_intersection(Environment *env, IGameDef *gamedef,
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const aabb3f &box_0, const v3f &pos_f, ActiveObject *self = nullptr,
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bool collide_with_objects = true);
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// Helper function:
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// Checks for collision of a moving aabbox with a static aabbox
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