mirror of
https://github.com/minetest/minetest.git
synced 2024-11-27 01:53:45 +01:00
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.
This commit is contained in:
parent
88efebdf86
commit
ee63b94f2c
@ -51,6 +51,7 @@ public:
|
||||
virtual scene::ISceneNode *getSceneNode() { return NULL; }
|
||||
virtual scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode() { return NULL; }
|
||||
virtual bool isLocalPlayer() const {return false;}
|
||||
virtual ClientActiveObject *getParent() const { return nullptr; };
|
||||
virtual void setAttachments() {}
|
||||
virtual bool doShowSelectionBox(){return true;}
|
||||
|
||||
|
@ -360,11 +360,16 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
|
||||
#ifndef SERVER
|
||||
ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env);
|
||||
if (c_env != 0) {
|
||||
f32 distance = speed_f->getLength();
|
||||
// Calculate distance by speed, add own extent and 1.5m of tolerance
|
||||
f32 distance = speed_f->getLength() * dtime +
|
||||
box_0.getExtent().getLength() + 1.5f * BS;
|
||||
std::vector<DistanceSortedActiveObject> clientobjects;
|
||||
c_env->getActiveObjects(*pos_f, distance * 1.5f, clientobjects);
|
||||
c_env->getActiveObjects(*pos_f, distance, clientobjects);
|
||||
|
||||
for (auto &clientobject : clientobjects) {
|
||||
if (!self || (self != clientobject.obj)) {
|
||||
// Do collide with everything but itself and the parent CAO
|
||||
if (!self || (self != clientobject.obj &&
|
||||
self != clientobject.obj->getParent())) {
|
||||
objects.push_back((ActiveObject*) clientobject.obj);
|
||||
}
|
||||
}
|
||||
@ -374,12 +379,17 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
|
||||
{
|
||||
ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
|
||||
if (s_env != NULL) {
|
||||
f32 distance = speed_f->getLength();
|
||||
// Calculate distance by speed, add own extent and 1.5m of tolerance
|
||||
f32 distance = speed_f->getLength() * dtime +
|
||||
box_0.getExtent().getLength() + 1.5f * BS;
|
||||
std::vector<u16> s_objects;
|
||||
s_env->getObjectsInsideRadius(s_objects, *pos_f, distance * 1.5f);
|
||||
s_env->getObjectsInsideRadius(s_objects, *pos_f, distance);
|
||||
|
||||
for (u16 obj_id : s_objects) {
|
||||
ServerActiveObject *current = s_env->getActiveObject(obj_id);
|
||||
if (!self || (self != current)) {
|
||||
|
||||
if (!self || (self != current &&
|
||||
self != current->getParent())) {
|
||||
objects.push_back((ActiveObject*)current);
|
||||
}
|
||||
}
|
||||
|
@ -139,8 +139,6 @@ public:
|
||||
|
||||
void processInitData(const std::string &data);
|
||||
|
||||
ClientActiveObject *getParent() const;
|
||||
|
||||
bool getCollisionBox(aabb3f *toset) const;
|
||||
|
||||
bool collideWithObjects() const;
|
||||
@ -181,6 +179,8 @@ public:
|
||||
|
||||
void setChildrenVisible(bool toset);
|
||||
|
||||
ClientActiveObject *getParent() const;
|
||||
|
||||
void setAttachments();
|
||||
|
||||
void removeFromScene(bool permanent);
|
||||
|
@ -118,15 +118,14 @@ UnitSAO::UnitSAO(ServerEnvironment *env, v3f pos):
|
||||
m_armor_groups["fleshy"] = 100;
|
||||
}
|
||||
|
||||
bool UnitSAO::isAttached() const
|
||||
ServerActiveObject *UnitSAO::getParent() const
|
||||
{
|
||||
if (!m_attachment_parent_id)
|
||||
return false;
|
||||
return nullptr;
|
||||
// Check if the parent still exists
|
||||
ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
|
||||
if (obj)
|
||||
return true;
|
||||
return false;
|
||||
|
||||
return obj;
|
||||
}
|
||||
|
||||
void UnitSAO::setArmorGroups(const ItemGroupList &armor_groups)
|
||||
|
@ -42,7 +42,9 @@ public:
|
||||
// Use a function, if isDead can be defined by other conditions
|
||||
bool isDead() const { return m_hp == 0; }
|
||||
|
||||
bool isAttached() const;
|
||||
inline bool isAttached() const
|
||||
{ return getParent(); }
|
||||
|
||||
void setArmorGroups(const ItemGroupList &armor_groups);
|
||||
const ItemGroupList &getArmorGroups();
|
||||
void setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop);
|
||||
@ -57,6 +59,7 @@ public:
|
||||
void addAttachmentChild(int child_id);
|
||||
void removeAttachmentChild(int child_id);
|
||||
const std::unordered_set<int> &getAttachmentChildIds();
|
||||
ServerActiveObject *getParent() const;
|
||||
ObjectProperties* accessObjectProperties();
|
||||
void notifyObjectPropertiesModified();
|
||||
protected:
|
||||
|
@ -173,6 +173,7 @@ public:
|
||||
{}
|
||||
virtual const std::unordered_set<int> &getAttachmentChildIds()
|
||||
{ static const std::unordered_set<int> rv; return rv; }
|
||||
virtual ServerActiveObject *getParent() const { return nullptr; }
|
||||
virtual ObjectProperties* accessObjectProperties()
|
||||
{ return NULL; }
|
||||
virtual void notifyObjectPropertiesModified()
|
||||
|
Loading…
Reference in New Issue
Block a user