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CollisionMoveSimple: Collide with 'ignore' nodes

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paramat committed Feb 26, 2018
1 parent 359a940 commit 6c9df2ffa7ee81a05b28fdd6123a926abd284c72
Showing with 5 additions and 2 deletions.
  1. +5 −2 src/collision.cpp
@@ -279,7 +279,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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;
@@ -327,14 +327,17 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
cinfo.emplace_back(false, 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.emplace_back(true, false, 0, p, box);
}
}

// 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;

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