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-rw-r--r--src/collision.cpp34
1 files changed, 21 insertions, 13 deletions
diff --git a/src/collision.cpp b/src/collision.cpp
index c0891c152..8faf05f54 100644
--- a/src/collision.cpp
+++ b/src/collision.cpp
@@ -258,27 +258,32 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
//TimeTaker tt2("collisionMoveSimple collect boxes");
ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);
- v3s16 oldpos_i = floatToInt(*pos_f, BS);
- v3s16 newpos_i = floatToInt(*pos_f + *speed_f * dtime, BS);
- s16 min_x = MYMIN(oldpos_i.X, newpos_i.X) + (box_0.MinEdge.X / BS) - 1;
- s16 min_y = MYMIN(oldpos_i.Y, newpos_i.Y) + (box_0.MinEdge.Y / BS) - 1;
- s16 min_z = MYMIN(oldpos_i.Z, newpos_i.Z) + (box_0.MinEdge.Z / BS) - 1;
- s16 max_x = MYMAX(oldpos_i.X, newpos_i.X) + (box_0.MaxEdge.X / BS) + 1;
- s16 max_y = MYMAX(oldpos_i.Y, newpos_i.Y) + (box_0.MaxEdge.Y / BS) + 1;
- s16 max_z = MYMAX(oldpos_i.Z, newpos_i.Z) + (box_0.MaxEdge.Z / BS) + 1;
+ v3f newpos_f = *pos_f + *speed_f * dtime;
+ v3f minpos_f(
+ MYMIN(pos_f->X, newpos_f.X),
+ MYMIN(pos_f->Y, newpos_f.Y) + 0.01 * BS, // bias rounding, player often at +/-n.5
+ MYMIN(pos_f->Z, newpos_f.Z)
+ );
+ v3f maxpos_f(
+ MYMAX(pos_f->X, newpos_f.X),
+ MYMAX(pos_f->Y, newpos_f.Y),
+ MYMAX(pos_f->Z, newpos_f.Z)
+ );
+ v3s16 min = floatToInt(minpos_f + box_0.MinEdge, BS) - v3s16(1, 1, 1);
+ v3s16 max = floatToInt(maxpos_f + box_0.MaxEdge, BS) + v3s16(1, 1, 1);
bool any_position_valid = false;
- for(s16 x = min_x; x <= max_x; x++)
- for(s16 y = min_y; y <= max_y; y++)
- for(s16 z = min_z; z <= max_z; z++)
+ for(s16 x = min.X; x <= max.X; x++)
+ for(s16 y = min.Y; y <= max.Y; y++)
+ for(s16 z = min.Z; z <= max.Z; z++)
{
v3s16 p(x,y,z);
bool is_position_valid;
MapNode n = map->getNodeNoEx(p, &is_position_valid);
- if (is_position_valid) {
+ if (is_position_valid && n.getContent() != CONTENT_IGNORE) {
// Object collides into walkable nodes
any_position_valid = true;
@@ -328,7 +333,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
false, n_bouncy_value, p, box));
}
} else {
- // Collide with unloaded nodes
+ // Collide with unloaded nodes (position invalid) and loaded
+ // CONTENT_IGNORE nodes (position valid)
aabb3f box = getNodeBox(p, BS);
cinfo.push_back(NearbyCollisionInfo(true, false, 0, p, box));
}
@@ -336,6 +342,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
// Do not move if world has not loaded yet, since custom node boxes
// are not available for collision detection.
+ // This also intentionally occurs in the case of the object being positioned
+ // solely on loaded CONTENT_IGNORE nodes, no matter where they come from.
if (!any_position_valid) {
*speed_f = v3f(0, 0, 0);
return result;