fix: input.add_callback and blocks placing when shift pressed
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9dadae6e34
commit
9211e835db
@ -31,16 +31,17 @@ static int l_mousecode(lua_State* L) {
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return 1;
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}
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static int l_add_callback(lua_State* L) {
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static int l_add_callback(lua_State*) {
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auto bindname = state->requireString(1);
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const auto& bind = Events::bindings.find(bindname);
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if (bind == Events::bindings.end()) {
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throw std::runtime_error("unknown binding "+util::quote(bindname));
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}
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state->pushvalue(2);
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runnable actual_callback = state->createRunnable();
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runnable callback = [=]() {
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if (!scripting::engine->getGUI()->isFocusCaught()) {
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state->createRunnable();
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actual_callback();
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}
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};
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if (hud) {
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@ -33,6 +33,7 @@ void PhysicsSolver::step(
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hitbox->grounded = false;
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for (uint i = 0; i < substeps; i++) {
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float px = pos.x;
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float py = pos.y;
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float pz = pos.z;
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vel += gravity * dt * gravityScale;
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@ -44,6 +45,9 @@ void PhysicsSolver::step(
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vel.z *= glm::max(0.0f, 1.0f - dt * linear_damping);
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pos += vel * dt + gravity * gravityScale * dt * dt * 0.5f;
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if (hitbox->grounded) {
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pos.y = py;
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}
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if (shifting && hitbox->grounded){
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float y = (pos.y-half.y-E);
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@ -220,6 +224,7 @@ bool PhysicsSolver::isBlockInside(int x, int y, int z, Hitbox* hitbox) {
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}
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bool PhysicsSolver::isBlockInside(int x, int y, int z, Block* def, blockstate state, Hitbox* hitbox) {
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const float E = 0.001f; // inaccuracy
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const glm::vec3& pos = hitbox->position;
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const glm::vec3& half = hitbox->halfsize;
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const auto& boxes = def->rotatable
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@ -228,10 +233,9 @@ bool PhysicsSolver::isBlockInside(int x, int y, int z, Block* def, blockstate st
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for (const auto& block_hitbox : boxes) {
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glm::vec3 min = block_hitbox.min();
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glm::vec3 max = block_hitbox.max();
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// 0.00001 - inaccuracy
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if (min.x < pos.x+half.x-x-0.00001f && max.x > pos.x-half.x-x+0.00001f &&
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min.z < pos.z+half.z-z-0.00001f && max.z > pos.z-half.z-z+0.00001f &&
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min.y < pos.y+half.y-y-0.00001f && max.y > pos.y-half.y-y+0.00001f)
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if (min.x < pos.x+half.x-x-E && max.x > pos.x-half.x-x+E &&
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min.z < pos.z+half.z-z-E && max.z > pos.z-half.z-z+E &&
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min.y < pos.y+half.y-y-E && max.y > pos.y-half.y-y+E)
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return true;
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}
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return false;
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