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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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@@ -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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