Fix sqlite3 map shutdown fails due to missing to finalize list statement
[oweals/minetest.git] / src / collision.cpp
1 /*
2 Minetest
3 Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20 #include "collision.h"
21 #include "mapblock.h"
22 #include "map.h"
23 #include "nodedef.h"
24 #include "gamedef.h"
25 #include "log.h"
26 #include "environment.h"
27 #include "serverobject.h"
28 #include <vector>
29 #include <set>
30 #include "util/timetaker.h"
31 #include "main.h" // g_profiler
32 #include "profiler.h"
33
34 // float error is 10 - 9.96875 = 0.03125
35 //#define COLL_ZERO 0.032 // broken unit tests
36 #define COLL_ZERO 0
37
38 // Helper function:
39 // Checks for collision of a moving aabbox with a static aabbox
40 // Returns -1 if no collision, 0 if X collision, 1 if Y collision, 2 if Z collision
41 // The time after which the collision occurs is stored in dtime.
42 int axisAlignedCollision(
43                 const aabb3f &staticbox, const aabb3f &movingbox,
44                 const v3f &speed, f32 d, f32 &dtime)
45 {
46         //TimeTaker tt("axisAlignedCollision");
47
48         f32 xsize = (staticbox.MaxEdge.X - staticbox.MinEdge.X) - COLL_ZERO;     // reduce box size for solve collision stuck (flying sand)
49         f32 ysize = (staticbox.MaxEdge.Y - staticbox.MinEdge.Y); // - COLL_ZERO; // Y - no sense for falling, but maybe try later
50         f32 zsize = (staticbox.MaxEdge.Z - staticbox.MinEdge.Z) - COLL_ZERO;
51
52         aabb3f relbox(
53                         movingbox.MinEdge.X - staticbox.MinEdge.X,
54                         movingbox.MinEdge.Y - staticbox.MinEdge.Y,
55                         movingbox.MinEdge.Z - staticbox.MinEdge.Z,
56                         movingbox.MaxEdge.X - staticbox.MinEdge.X,
57                         movingbox.MaxEdge.Y - staticbox.MinEdge.Y,
58                         movingbox.MaxEdge.Z - staticbox.MinEdge.Z
59         );
60
61         if(speed.X > 0) // Check for collision with X- plane
62         {
63                 if(relbox.MaxEdge.X <= d)
64                 {
65                         dtime = - relbox.MaxEdge.X / speed.X;
66                         if((relbox.MinEdge.Y + speed.Y * dtime < ysize) &&
67                                         (relbox.MaxEdge.Y + speed.Y * dtime > COLL_ZERO) &&
68                                         (relbox.MinEdge.Z + speed.Z * dtime < zsize) &&
69                                         (relbox.MaxEdge.Z + speed.Z * dtime > COLL_ZERO))
70                                 return 0;
71                 }
72                 else if(relbox.MinEdge.X > xsize)
73                 {
74                         return -1;
75                 }
76         }
77         else if(speed.X < 0) // Check for collision with X+ plane
78         {
79                 if(relbox.MinEdge.X >= xsize - d)
80                 {
81                         dtime = (xsize - relbox.MinEdge.X) / speed.X;
82                         if((relbox.MinEdge.Y + speed.Y * dtime < ysize) &&
83                                         (relbox.MaxEdge.Y + speed.Y * dtime > COLL_ZERO) &&
84                                         (relbox.MinEdge.Z + speed.Z * dtime < zsize) &&
85                                         (relbox.MaxEdge.Z + speed.Z * dtime > COLL_ZERO))
86                                 return 0;
87                 }
88                 else if(relbox.MaxEdge.X < 0)
89                 {
90                         return -1;
91                 }
92         }
93
94         // NO else if here
95
96         if(speed.Y > 0) // Check for collision with Y- plane
97         {
98                 if(relbox.MaxEdge.Y <= d)
99                 {
100                         dtime = - relbox.MaxEdge.Y / speed.Y;
101                         if((relbox.MinEdge.X + speed.X * dtime < xsize) &&
102                                         (relbox.MaxEdge.X + speed.X * dtime > COLL_ZERO) &&
103                                         (relbox.MinEdge.Z + speed.Z * dtime < zsize) &&
104                                         (relbox.MaxEdge.Z + speed.Z * dtime > COLL_ZERO))
105                                 return 1;
106                 }
107                 else if(relbox.MinEdge.Y > ysize)
108                 {
109                         return -1;
110                 }
111         }
112         else if(speed.Y < 0) // Check for collision with Y+ plane
113         {
114                 if(relbox.MinEdge.Y >= ysize - d)
115                 {
116                         dtime = (ysize - relbox.MinEdge.Y) / speed.Y;
117                         if((relbox.MinEdge.X + speed.X * dtime < xsize) &&
118                                         (relbox.MaxEdge.X + speed.X * dtime > COLL_ZERO) &&
119                                         (relbox.MinEdge.Z + speed.Z * dtime < zsize) &&
120                                         (relbox.MaxEdge.Z + speed.Z * dtime > COLL_ZERO))
121                                 return 1;
122                 }
123                 else if(relbox.MaxEdge.Y < 0)
124                 {
125                         return -1;
126                 }
127         }
128
129         // NO else if here
130
131         if(speed.Z > 0) // Check for collision with Z- plane
132         {
133                 if(relbox.MaxEdge.Z <= d)
134                 {
135                         dtime = - relbox.MaxEdge.Z / speed.Z;
136                         if((relbox.MinEdge.X + speed.X * dtime < xsize) &&
137                                         (relbox.MaxEdge.X + speed.X * dtime > COLL_ZERO) &&
138                                         (relbox.MinEdge.Y + speed.Y * dtime < ysize) &&
139                                         (relbox.MaxEdge.Y + speed.Y * dtime > COLL_ZERO))
140                                 return 2;
141                 }
142                 //else if(relbox.MinEdge.Z > zsize)
143                 //{
144                 //      return -1;
145                 //}
146         }
147         else if(speed.Z < 0) // Check for collision with Z+ plane
148         {
149                 if(relbox.MinEdge.Z >= zsize - d)
150                 {
151                         dtime = (zsize - relbox.MinEdge.Z) / speed.Z;
152                         if((relbox.MinEdge.X + speed.X * dtime < xsize) &&
153                                         (relbox.MaxEdge.X + speed.X * dtime > COLL_ZERO) &&
154                                         (relbox.MinEdge.Y + speed.Y * dtime < ysize) &&
155                                         (relbox.MaxEdge.Y + speed.Y * dtime > COLL_ZERO))
156                                 return 2;
157                 }
158                 //else if(relbox.MaxEdge.Z < 0)
159                 //{
160                 //      return -1;
161                 //}
162         }
163
164         return -1;
165 }
166
167 // Helper function:
168 // Checks if moving the movingbox up by the given distance would hit a ceiling.
169 bool wouldCollideWithCeiling(
170                 const std::vector<aabb3f> &staticboxes,
171                 const aabb3f &movingbox,
172                 f32 y_increase, f32 d)
173 {
174         //TimeTaker tt("wouldCollideWithCeiling");
175
176         assert(y_increase >= 0);
177
178         for(std::vector<aabb3f>::const_iterator
179                         i = staticboxes.begin();
180                         i != staticboxes.end(); i++)
181         {
182                 const aabb3f& staticbox = *i;
183                 if((movingbox.MaxEdge.Y - d <= staticbox.MinEdge.Y) &&
184                                 (movingbox.MaxEdge.Y + y_increase > staticbox.MinEdge.Y) &&
185                                 (movingbox.MinEdge.X < staticbox.MaxEdge.X) &&
186                                 (movingbox.MaxEdge.X > staticbox.MinEdge.X) &&
187                                 (movingbox.MinEdge.Z < staticbox.MaxEdge.Z) &&
188                                 (movingbox.MaxEdge.Z > staticbox.MinEdge.Z))
189                         return true;
190         }
191
192         return false;
193 }
194
195
196 collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
197                 f32 pos_max_d, const aabb3f &box_0,
198                 f32 stepheight, f32 dtime,
199                 v3f &pos_f, v3f &speed_f,
200                 v3f &accel_f,ActiveObject* self,
201                 bool collideWithObjects)
202 {
203         Map *map = &env->getMap();
204         //TimeTaker tt("collisionMoveSimple");
205     ScopeProfiler sp(g_profiler, "collisionMoveSimple avg", SPT_AVG);
206
207         collisionMoveResult result;
208
209         /*
210                 Calculate new velocity
211         */
212         if( dtime > 0.5 ) {
213                 infostream<<"collisionMoveSimple: WARNING: maximum step interval exceeded, lost movement details!"<<std::endl;
214                 dtime = 0.5;
215         }
216         speed_f += accel_f * dtime;
217
218         // If there is no speed, there are no collisions
219         if(speed_f.getLength() == 0)
220                 return result;
221
222         // Limit speed for avoiding hangs
223         speed_f.Y=rangelim(speed_f.Y,-5000,5000);
224         speed_f.X=rangelim(speed_f.X,-5000,5000);
225         speed_f.Z=rangelim(speed_f.Z,-5000,5000);
226
227         /*
228                 Collect node boxes in movement range
229         */
230         std::vector<aabb3f> cboxes;
231         std::vector<bool> is_unloaded;
232         std::vector<bool> is_step_up;
233         std::vector<bool> is_object;
234         std::vector<int> bouncy_values;
235         std::vector<v3s16> node_positions;
236         {
237         //TimeTaker tt2("collisionMoveSimple collect boxes");
238     ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);
239
240         v3s16 oldpos_i = floatToInt(pos_f, BS);
241         v3s16 newpos_i = floatToInt(pos_f + speed_f * dtime, BS);
242         s16 min_x = MYMIN(oldpos_i.X, newpos_i.X) + (box_0.MinEdge.X / BS) - 1;
243         s16 min_y = MYMIN(oldpos_i.Y, newpos_i.Y) + (box_0.MinEdge.Y / BS) - 1;
244         s16 min_z = MYMIN(oldpos_i.Z, newpos_i.Z) + (box_0.MinEdge.Z / BS) - 1;
245         s16 max_x = MYMAX(oldpos_i.X, newpos_i.X) + (box_0.MaxEdge.X / BS) + 1;
246         s16 max_y = MYMAX(oldpos_i.Y, newpos_i.Y) + (box_0.MaxEdge.Y / BS) + 1;
247         s16 max_z = MYMAX(oldpos_i.Z, newpos_i.Z) + (box_0.MaxEdge.Z / BS) + 1;
248
249         for(s16 x = min_x; x <= max_x; x++)
250         for(s16 y = min_y; y <= max_y; y++)
251         for(s16 z = min_z; z <= max_z; z++)
252         {
253                 v3s16 p(x,y,z);
254                 try{
255                         // Object collides into walkable nodes
256                         MapNode n = map->getNode(p);
257                         const ContentFeatures &f = gamedef->getNodeDefManager()->get(n);
258                         if(f.walkable == false)
259                                 continue;
260                         int n_bouncy_value = itemgroup_get(f.groups, "bouncy");
261
262                         std::vector<aabb3f> nodeboxes = n.getNodeBoxes(gamedef->ndef());
263                         for(std::vector<aabb3f>::iterator
264                                         i = nodeboxes.begin();
265                                         i != nodeboxes.end(); i++)
266                         {
267                                 aabb3f box = *i;
268                                 box.MinEdge += v3f(x, y, z)*BS;
269                                 box.MaxEdge += v3f(x, y, z)*BS;
270                                 cboxes.push_back(box);
271                                 is_unloaded.push_back(false);
272                                 is_step_up.push_back(false);
273                                 bouncy_values.push_back(n_bouncy_value);
274                                 node_positions.push_back(p);
275                                 is_object.push_back(false);
276                         }
277                 }
278                 catch(InvalidPositionException &e)
279                 {
280                         // Collide with unloaded nodes
281                         aabb3f box = getNodeBox(p, BS);
282                         cboxes.push_back(box);
283                         is_unloaded.push_back(true);
284                         is_step_up.push_back(false);
285                         bouncy_values.push_back(0);
286                         node_positions.push_back(p);
287                         is_object.push_back(false);
288                 }
289         }
290         } // tt2
291
292         if(collideWithObjects)
293         {
294                 ScopeProfiler sp(g_profiler, "collisionMoveSimple objects avg", SPT_AVG);
295                 //TimeTaker tt3("collisionMoveSimple collect object boxes");
296
297                 /* add object boxes to cboxes */
298
299
300                 std::list<ActiveObject*> objects;
301 #ifndef SERVER
302                 ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env);
303                 if (c_env != 0)
304                 {
305                         f32 distance = speed_f.getLength();
306                         std::vector<DistanceSortedActiveObject> clientobjects;
307                         c_env->getActiveObjects(pos_f,distance * 1.5,clientobjects);
308                         for (size_t i=0; i < clientobjects.size(); i++)
309                         {
310                                 if ((self == 0) || (self != clientobjects[i].obj)) {
311                                         objects.push_back((ActiveObject*)clientobjects[i].obj);
312                                 }
313                         }
314                 }
315                 else
316 #endif
317                 {
318                         ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
319                         if (s_env != 0)
320                         {
321                                 f32 distance = speed_f.getLength();
322                                 std::set<u16> s_objects = s_env->getObjectsInsideRadius(pos_f,distance * 1.5);
323                                 for (std::set<u16>::iterator iter = s_objects.begin(); iter != s_objects.end(); iter++)
324                                 {
325                                         ServerActiveObject *current = s_env->getActiveObject(*iter);
326                                         if ((self == 0) || (self != current)) {
327                                                 objects.push_back((ActiveObject*)current);
328                                         }
329                                 }
330                         }
331                 }
332
333                 for (std::list<ActiveObject*>::const_iterator iter = objects.begin();iter != objects.end(); ++iter)
334                 {
335                         ActiveObject *object = *iter;
336
337                         if (object != NULL)
338                         {
339                                 aabb3f object_collisionbox;
340                                 if (object->getCollisionBox(&object_collisionbox) &&
341                                                 object->collideWithObjects())
342                                 {
343                                         cboxes.push_back(object_collisionbox);
344                                         is_unloaded.push_back(false);
345                                         is_step_up.push_back(false);
346                                         bouncy_values.push_back(0);
347                                         node_positions.push_back(v3s16(0,0,0));
348                                         is_object.push_back(true);
349                                 }
350                         }
351                 }
352         } //tt3
353
354         assert(cboxes.size() == is_unloaded.size());
355         assert(cboxes.size() == is_step_up.size());
356         assert(cboxes.size() == bouncy_values.size());
357         assert(cboxes.size() == node_positions.size());
358         assert(cboxes.size() == is_object.size());
359
360         /*
361                 Collision detection
362         */
363
364         /*
365                 Collision uncertainty radius
366                 Make it a bit larger than the maximum distance of movement
367         */
368         f32 d = pos_max_d * 1.1;
369         // A fairly large value in here makes moving smoother
370         //f32 d = 0.15*BS;
371
372         // This should always apply, otherwise there are glitches
373         assert(d > pos_max_d);
374
375         int loopcount = 0;
376
377         while(dtime > BS*1e-10)
378         {
379                 //TimeTaker tt3("collisionMoveSimple dtime loop");
380         ScopeProfiler sp(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG);
381
382                 // Avoid infinite loop
383                 loopcount++;
384                 if(loopcount >= 100)
385                 {
386                         infostream<<"collisionMoveSimple: WARNING: Loop count exceeded, aborting to avoid infiniite loop"<<std::endl;
387                         dtime = 0;
388                         break;
389                 }
390
391                 aabb3f movingbox = box_0;
392                 movingbox.MinEdge += pos_f;
393                 movingbox.MaxEdge += pos_f;
394
395                 int nearest_collided = -1;
396                 f32 nearest_dtime = dtime;
397                 u32 nearest_boxindex = -1;
398
399                 /*
400                         Go through every nodebox, find nearest collision
401                 */
402                 for(u32 boxindex = 0; boxindex < cboxes.size(); boxindex++)
403                 {
404                         // Ignore if already stepped up this nodebox.
405                         if(is_step_up[boxindex])
406                                 continue;
407
408                         // Find nearest collision of the two boxes (raytracing-like)
409                         f32 dtime_tmp;
410                         int collided = axisAlignedCollision(
411                                         cboxes[boxindex], movingbox, speed_f, d, dtime_tmp);
412
413                         if(collided == -1 || dtime_tmp >= nearest_dtime)
414                                 continue;
415
416                         nearest_dtime = dtime_tmp;
417                         nearest_collided = collided;
418                         nearest_boxindex = boxindex;
419                 }
420
421                 if(nearest_collided == -1)
422                 {
423                         // No collision with any collision box.
424                         pos_f += speed_f * dtime;
425                         dtime = 0;  // Set to 0 to avoid "infinite" loop due to small FP numbers
426                 }
427                 else
428                 {
429                         // Otherwise, a collision occurred.
430
431                         const aabb3f& cbox = cboxes[nearest_boxindex];
432
433                         // Check for stairs.
434                         bool step_up = (nearest_collided != 1) && // must not be Y direction
435                                         (movingbox.MinEdge.Y < cbox.MaxEdge.Y) &&
436                                         (movingbox.MinEdge.Y + stepheight > cbox.MaxEdge.Y) &&
437                                         (!wouldCollideWithCeiling(cboxes, movingbox,
438                                                         cbox.MaxEdge.Y - movingbox.MinEdge.Y,
439                                                         d));
440
441                         // Get bounce multiplier
442                         bool bouncy = (bouncy_values[nearest_boxindex] >= 1);
443                         float bounce = -(float)bouncy_values[nearest_boxindex] / 100.0;
444
445                         // Move to the point of collision and reduce dtime by nearest_dtime
446                         if(nearest_dtime < 0)
447                         {
448                                 // Handle negative nearest_dtime (can be caused by the d allowance)
449                                 if(!step_up)
450                                 {
451                                         if(nearest_collided == 0)
452                                                 pos_f.X += speed_f.X * nearest_dtime;
453                                         if(nearest_collided == 1)
454                                                 pos_f.Y += speed_f.Y * nearest_dtime;
455                                         if(nearest_collided == 2)
456                                                 pos_f.Z += speed_f.Z * nearest_dtime;
457                                 }
458                         }
459                         else
460                         {
461                                 pos_f += speed_f * nearest_dtime;
462                                 dtime -= nearest_dtime;
463                         }
464                         
465                         bool is_collision = true;
466                         if(is_unloaded[nearest_boxindex])
467                                 is_collision = false;
468
469                         CollisionInfo info;
470                         if (is_object[nearest_boxindex]) {
471                                 info.type = COLLISION_OBJECT;
472                         }
473                         else {
474                                 info.type = COLLISION_NODE;
475                         }
476                         info.node_p = node_positions[nearest_boxindex];
477                         info.bouncy = bouncy;
478                         info.old_speed = speed_f;
479
480                         // Set the speed component that caused the collision to zero
481                         if(step_up)
482                         {
483                                 // Special case: Handle stairs
484                                 is_step_up[nearest_boxindex] = true;
485                                 is_collision = false;
486                         }
487                         else if(nearest_collided == 0) // X
488                         {
489                                 if(fabs(speed_f.X) > BS*3)
490                                         speed_f.X *= bounce;
491                                 else
492                                         speed_f.X = 0;
493                                 result.collides = true;
494                                 result.collides_xz = true;
495                         }
496                         else if(nearest_collided == 1) // Y
497                         {
498                                 if(fabs(speed_f.Y) > BS*3)
499                                         speed_f.Y *= bounce;
500                                 else
501                                         speed_f.Y = 0;
502                                 result.collides = true;
503                         }
504                         else if(nearest_collided == 2) // Z
505                         {
506                                 if(fabs(speed_f.Z) > BS*3)
507                                         speed_f.Z *= bounce;
508                                 else
509                                         speed_f.Z = 0;
510                                 result.collides = true;
511                                 result.collides_xz = true;
512                         }
513
514                         info.new_speed = speed_f;
515                         if(info.new_speed.getDistanceFrom(info.old_speed) < 0.1*BS)
516                                 is_collision = false;
517
518                         if(is_collision){
519                                 result.collisions.push_back(info);
520                         }
521                 }
522         }
523
524         /*
525                 Final touches: Check if standing on ground, step up stairs.
526         */
527         aabb3f box = box_0;
528         box.MinEdge += pos_f;
529         box.MaxEdge += pos_f;
530         for(u32 boxindex = 0; boxindex < cboxes.size(); boxindex++)
531         {
532                 const aabb3f& cbox = cboxes[boxindex];
533
534                 /*
535                         See if the object is touching ground.
536
537                         Object touches ground if object's minimum Y is near node's
538                         maximum Y and object's X-Z-area overlaps with the node's
539                         X-Z-area.
540
541                         Use 0.15*BS so that it is easier to get on a node.
542                 */
543                 if(
544                                 cbox.MaxEdge.X-d > box.MinEdge.X &&
545                                 cbox.MinEdge.X+d < box.MaxEdge.X &&
546                                 cbox.MaxEdge.Z-d > box.MinEdge.Z &&
547                                 cbox.MinEdge.Z+d < box.MaxEdge.Z
548                 ){
549                         if(is_step_up[boxindex])
550                         {
551                                 pos_f.Y += (cbox.MaxEdge.Y - box.MinEdge.Y);
552                                 box = box_0;
553                                 box.MinEdge += pos_f;
554                                 box.MaxEdge += pos_f;
555                         }
556                         if(fabs(cbox.MaxEdge.Y-box.MinEdge.Y) < 0.15*BS)
557                         {
558                                 result.touching_ground = true;
559                                 if(is_unloaded[boxindex])
560                                         result.standing_on_unloaded = true;
561                         }
562                 }
563         }
564
565         return result;
566 }
567
568 #if 0
569 // This doesn't seem to work and isn't used
570 collisionMoveResult collisionMovePrecise(Map *map, IGameDef *gamedef,
571                 f32 pos_max_d, const aabb3f &box_0,
572                 f32 stepheight, f32 dtime,
573                 v3f &pos_f, v3f &speed_f, v3f &accel_f)
574 {
575         //TimeTaker tt("collisionMovePrecise");
576     ScopeProfiler sp(g_profiler, "collisionMovePrecise avg", SPT_AVG);
577         
578         collisionMoveResult final_result;
579
580         // If there is no speed, there are no collisions
581         if(speed_f.getLength() == 0)
582                 return final_result;
583
584         // Don't allow overly huge dtime
585         if(dtime > 2.0)
586                 dtime = 2.0;
587
588         f32 dtime_downcount = dtime;
589
590         u32 loopcount = 0;
591         do
592         {
593                 loopcount++;
594
595                 // Maximum time increment (for collision detection etc)
596                 // time = distance / speed
597                 f32 dtime_max_increment = 1.0;
598                 if(speed_f.getLength() != 0)
599                         dtime_max_increment = pos_max_d / speed_f.getLength();
600
601                 // Maximum time increment is 10ms or lower
602                 if(dtime_max_increment > 0.01)
603                         dtime_max_increment = 0.01;
604
605                 f32 dtime_part;
606                 if(dtime_downcount > dtime_max_increment)
607                 {
608                         dtime_part = dtime_max_increment;
609                         dtime_downcount -= dtime_part;
610                 }
611                 else
612                 {
613                         dtime_part = dtime_downcount;
614                         /*
615                                 Setting this to 0 (no -=dtime_part) disables an infinite loop
616                                 when dtime_part is so small that dtime_downcount -= dtime_part
617                                 does nothing
618                         */
619                         dtime_downcount = 0;
620                 }
621
622                 collisionMoveResult result = collisionMoveSimple(map, gamedef,
623                                 pos_max_d, box_0, stepheight, dtime_part,
624                                 pos_f, speed_f, accel_f);
625
626                 if(result.touching_ground)
627                         final_result.touching_ground = true;
628                 if(result.collides)
629                         final_result.collides = true;
630                 if(result.collides_xz)
631                         final_result.collides_xz = true;
632                 if(result.standing_on_unloaded)
633                         final_result.standing_on_unloaded = true;
634         }
635         while(dtime_downcount > 0.001);
636
637         return final_result;
638 }
639 #endif