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Expose collided objects in moveresult

closes #9787
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sfan5 committed May 6, 2020
1 parent cb159f8 commit b6b80f55c8a2bf4eae440108b3274f2f921e3a94
Showing with 31 additions and 14 deletions.
  1. +1 −0 doc/lua_api.txt
  2. +26 −14 src/collision.cpp
  3. +1 −0 src/collision.h
  4. +3 −0 src/script/common/c_content.cpp
@@ -6632,6 +6632,7 @@ Collision info passed to `on_step`:
type = string, -- "node" or "object",
axis = string, -- "x", "y" or "z"
node_pos = vector, -- if type is "node"
object = ObjectRef, -- if type is "object"
old_velocity = vector,
new_velocity = vector,
},
@@ -37,18 +37,30 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#endif

struct NearbyCollisionInfo {
NearbyCollisionInfo(bool is_ul, bool is_obj, int bouncy,
const v3s16 &pos, const aabb3f &box) :
// node
NearbyCollisionInfo(bool is_ul, int bouncy, const v3s16 &pos,
const aabb3f &box) :
is_unloaded(is_ul),
is_object(is_obj),
obj(nullptr),
bouncy(bouncy),
position(pos),
box(box)
{}

// object
NearbyCollisionInfo(ActiveObject *obj, int bouncy,
const aabb3f &box) :
is_unloaded(false),
obj(obj),
bouncy(bouncy),
box(box)
{}

inline bool isObject() const { return obj != nullptr; }

bool is_unloaded;
bool is_step_up = false;
bool is_object;
ActiveObject *obj;
int bouncy;
v3s16 position;
aabb3f box;
@@ -312,13 +324,13 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
for (auto box : nodeboxes) {
box.MinEdge += posf;
box.MaxEdge += posf;
cinfo.emplace_back(false, false, n_bouncy_value, p, box);
cinfo.emplace_back(false, n_bouncy_value, p, box);
}
} else {
// 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);
cinfo.emplace_back(true, 0, p, box);
}
}

@@ -383,12 +395,10 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
iter != objects.end(); ++iter) {
ActiveObject *object = *iter;

if (object) {
if (object && object->collideWithObjects()) {
aabb3f object_collisionbox;
if (object->getCollisionBox(&object_collisionbox) &&
object->collideWithObjects()) {
cinfo.emplace_back(false, true, 0, v3s16(), object_collisionbox);
}
if (object->getCollisionBox(&object_collisionbox))
cinfo.emplace_back(object, 0, object_collisionbox);
}
}
#ifndef SERVER
@@ -399,7 +409,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
v3f lplayer_pos = lplayer->getPosition();
lplayer_collisionbox.MinEdge += lplayer_pos;
lplayer_collisionbox.MaxEdge += lplayer_pos;
cinfo.emplace_back(false, true, 0, v3s16(), lplayer_collisionbox);
ActiveObject *obj = (ActiveObject*) lplayer->getCAO();
cinfo.emplace_back(obj, 0, lplayer_collisionbox);
}
}
#endif
@@ -498,12 +509,13 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
is_collision = false;

CollisionInfo info;
if (nearest_info.is_object)
if (nearest_info.isObject())
info.type = COLLISION_OBJECT;
else
info.type = COLLISION_NODE;

info.node_p = nearest_info.position;
info.object = nearest_info.obj;
info.old_speed = *speed_f;
info.plane = nearest_collided;

@@ -572,7 +584,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
if (std::fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.05f) {
result.touching_ground = true;

if (box_info.is_object)
if (box_info.isObject())
result.standing_on_object = true;
}
}
@@ -48,6 +48,7 @@ struct CollisionInfo
CollisionType type = COLLISION_NODE;
CollisionAxis axis = COLLISION_AXIS_NONE;
v3s16 node_p = v3s16(-32768,-32768,-32768); // COLLISION_NODE
ActiveObject *object = nullptr; // COLLISION_OBJECT
v3f old_speed;
v3f new_speed;
int plane = -1;
@@ -2043,6 +2043,9 @@ void push_collision_move_result(lua_State *L, const collisionMoveResult &res)
if (c.type == COLLISION_NODE) {
push_v3s16(L, c.node_p);
lua_setfield(L, -2, "node_pos");
} else if (c.type == COLLISION_OBJECT) {
push_objectRef(L, c.object->getId());
lua_setfield(L, -2, "object");
}

push_v3f(L, c.old_speed / BS);

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