diff options
Diffstat (limited to 'src/collision.cpp')
-rw-r--r-- | src/collision.cpp | 34 |
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; |