#include "nodedef.h"
#include "gamedef.h"
#ifndef SERVER
-#include "clientenvironment.h"
+#include "client/clientenvironment.h"
#endif
#include "serverenvironment.h"
#include "serverobject.h"
#ifndef SERVER
ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env);
if (c_env != 0) {
- f32 distance = speed_f->getLength();
+ // Calculate distance by speed, add own extent and 1.5m of tolerance
+ f32 distance = speed_f->getLength() * dtime +
+ box_0.getExtent().getLength() + 1.5f * BS;
std::vector<DistanceSortedActiveObject> clientobjects;
- c_env->getActiveObjects(*pos_f, distance * 1.5f, clientobjects);
+ c_env->getActiveObjects(*pos_f, distance, clientobjects);
+
for (auto &clientobject : clientobjects) {
- if (!self || (self != clientobject.obj)) {
+ // Do collide with everything but itself and the parent CAO
+ if (!self || (self != clientobject.obj &&
+ self != clientobject.obj->getParent())) {
objects.push_back((ActiveObject*) clientobject.obj);
}
}
{
ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
if (s_env != NULL) {
- f32 distance = speed_f->getLength();
+ // Calculate distance by speed, add own extent and 1.5m of tolerance
+ f32 distance = speed_f->getLength() * dtime +
+ box_0.getExtent().getLength() + 1.5f * BS;
std::vector<u16> s_objects;
- s_env->getObjectsInsideRadius(s_objects, *pos_f, distance * 1.5f);
+ s_env->getObjectsInsideRadius(s_objects, *pos_f, distance);
+
for (u16 obj_id : s_objects) {
ServerActiveObject *current = s_env->getActiveObject(obj_id);
- if (!self || (self != current)) {
+
+ if (!self || (self != current &&
+ self != current->getParent())) {
objects.push_back((ActiveObject*)current);
}
}
info.node_p = nearest_info.position;
info.old_speed = *speed_f;
+ info.plane = nearest_collided;
// Set the speed component that caused the collision to zero
if (step_up) {