Enable collide_with_objects for falling entities
falling nodes intentionally still fall through players fixes #5313master
parent
723926a995
commit
e8e5d282da
|
@ -43,7 +43,7 @@ core.register_entity(":__builtin:falling_node", {
|
|||
textures = {},
|
||||
physical = true,
|
||||
is_visible = false,
|
||||
collide_with_objects = false,
|
||||
collide_with_objects = true,
|
||||
collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
|
||||
},
|
||||
|
||||
|
@ -272,9 +272,14 @@ core.register_entity(":__builtin:falling_node", {
|
|||
end
|
||||
|
||||
local bcp, bcn
|
||||
local player_collision
|
||||
if moveresult.touching_ground then
|
||||
for _, info in ipairs(moveresult.collisions) do
|
||||
if info.axis == "y" then
|
||||
if info.type == "object" then
|
||||
if info.axis == "y" and info.object:is_player() then
|
||||
player_collision = info
|
||||
end
|
||||
elseif info.axis == "y" then
|
||||
bcp = info.node_pos
|
||||
bcn = core.get_node(bcp)
|
||||
break
|
||||
|
@ -284,6 +289,20 @@ core.register_entity(":__builtin:falling_node", {
|
|||
|
||||
if not bcp then
|
||||
-- We're colliding with something, but not the ground. Irrelevant to us.
|
||||
if player_collision then
|
||||
-- Continue falling through players by moving a little into
|
||||
-- their collision box
|
||||
-- TODO: this hack could be avoided in the future if objects
|
||||
-- could choose who to collide with
|
||||
local vel = self.object:get_velocity()
|
||||
self.object:set_velocity({
|
||||
x = vel.x,
|
||||
y = player_collision.old_velocity.y,
|
||||
z = vel.z
|
||||
})
|
||||
self.object:set_pos(vector.add(self.object:get_pos(),
|
||||
{x = 0, y = -0.2, z = 0}))
|
||||
end
|
||||
return
|
||||
elseif bcn.name == "ignore" then
|
||||
-- Delete on contact with ignore at world edges
|
||||
|
|
Loading…
Reference in New Issue