collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
visual_size = {x=1, y=1},
- mesh = "model",
+ mesh = "model", -- for players (0, -1, 0) is ground level,
+ -- for all other entities (0, 0, 0) is ground level.
textures = {}, -- number of required textures depends on visual
colors = {}, -- number of required colors depends on visual
spritediv = {x=1, y=1},
}
if (m_is_local_player) {
LocalPlayer *player = m_env->getLocalPlayer();
+
player->makes_footstep_sound = m_prop.makes_footstep_sound;
+
+ aabb3f collisionbox = m_selection_box;
+ collisionbox.MinEdge += v3f(0, BS, 0);
+ collisionbox.MaxEdge += v3f(0, BS, 0);
+ player->setCollisionbox(collisionbox);
}
if ((m_is_player && !m_is_local_player) && m_prop.nametag == "")
bool PlayerSAO::getCollisionBox(aabb3f *toset) const
{
- *toset = aabb3f(-BS * 0.30, 0.0, -BS * 0.30, BS * 0.30, BS * 1.75, BS * 0.30);
+ //update collision box
+ toset->MinEdge = m_prop.collisionbox.MinEdge * BS + v3f(0, BS, 0);
+ toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS + v3f(0, BS, 0);
+
toset->MinEdge += m_base_position;
toset->MaxEdge += m_base_position;
return true;
v3f getEyePosition() const { return m_position + getEyeOffset(); }
v3f getEyeOffset() const;
+ void setCollisionbox(aabb3f box) { m_collisionbox = box; }
+
private:
void accelerateHorizontal(const v3f &target_speed, const f32 max_increase);
void accelerateVertical(const v3f &target_speed, const f32 max_increase);