implemented rats in new system to verify that it works
[oweals/minetest.git] / src / collision.cpp
1 /*
2 Minetest-c55
3 Copyright (C) 2010 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 General Public License as published by
7 the Free Software Foundation; either version 2 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 General Public License for more details.
14
15 You should have received a copy of the GNU 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
24 collisionMoveResult collisionMoveSimple(Map *map, f32 pos_max_d,
25                 const core::aabbox3d<f32> &box_0,
26                 f32 dtime, v3f &pos_f, v3f &speed_f)
27 {
28         collisionMoveResult result;
29
30         v3f oldpos_f = pos_f;
31         v3s16 oldpos_i = floatToInt(oldpos_f, BS);
32
33         /*
34                 Calculate new position
35         */
36         pos_f += speed_f * dtime;
37
38         /*
39                 Collision detection
40         */
41         
42         // position in nodes
43         v3s16 pos_i = floatToInt(pos_f, BS);
44         
45         /*
46                 Collision uncertainty radius
47                 Make it a bit larger than the maximum distance of movement
48         */
49         f32 d = pos_max_d * 1.1;
50         // A fairly large value in here makes moving smoother
51         //f32 d = 0.15*BS;
52
53         // This should always apply, otherwise there are glitches
54         assert(d > pos_max_d);
55         
56         /*
57                 Calculate collision box
58         */
59         core::aabbox3d<f32> box = box_0;
60         box.MaxEdge += pos_f;
61         box.MinEdge += pos_f;
62         core::aabbox3d<f32> oldbox = box_0;
63         oldbox.MaxEdge += oldpos_f;
64         oldbox.MinEdge += oldpos_f;
65
66         /*
67                 If the object lies on a walkable node, this is set to true.
68         */
69         result.touching_ground = false;
70         
71         /*
72                 Go through every node around the object
73         */
74         for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
75         for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
76         for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
77         {
78                 try{
79                         // Object collides into walkable nodes
80                         if(content_walkable(map->getNode(v3s16(x,y,z)).d) == false)
81                                 continue;
82                 }
83                 catch(InvalidPositionException &e)
84                 {
85                         // Doing nothing here will block the object from
86                         // walking over map borders
87                 }
88
89                 core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
90                 
91                 /*
92                         See if the object is touching ground.
93
94                         Object touches ground if object's minimum Y is near node's
95                         maximum Y and object's X-Z-area overlaps with the node's
96                         X-Z-area.
97
98                         Use 0.15*BS so that it is easier to get on a node.
99                 */
100                 if(
101                                 //fabs(nodebox.MaxEdge.Y-box.MinEdge.Y) < d
102                                 fabs(nodebox.MaxEdge.Y-box.MinEdge.Y) < 0.15*BS
103                                 && nodebox.MaxEdge.X-d > box.MinEdge.X
104                                 && nodebox.MinEdge.X+d < box.MaxEdge.X
105                                 && nodebox.MaxEdge.Z-d > box.MinEdge.Z
106                                 && nodebox.MinEdge.Z+d < box.MaxEdge.Z
107                 ){
108                         result.touching_ground = true;
109                 }
110                 
111                 // If object doesn't intersect with node, ignore node.
112                 if(box.intersectsWithBox(nodebox) == false)
113                         continue;
114                 
115                 /*
116                         Go through every axis
117                 */
118                 v3f dirs[3] = {
119                         v3f(0,0,1), // back-front
120                         v3f(0,1,0), // top-bottom
121                         v3f(1,0,0), // right-left
122                 };
123                 for(u16 i=0; i<3; i++)
124                 {
125                         /*
126                                 Calculate values along the axis
127                         */
128                         f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
129                         f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
130                         f32 objectmax = box.MaxEdge.dotProduct(dirs[i]);
131                         f32 objectmin = box.MinEdge.dotProduct(dirs[i]);
132                         f32 objectmax_old = oldbox.MaxEdge.dotProduct(dirs[i]);
133                         f32 objectmin_old = oldbox.MinEdge.dotProduct(dirs[i]);
134                         
135                         /*
136                                 Check collision for the axis.
137                                 Collision happens when object is going through a surface.
138                         */
139                         bool negative_axis_collides =
140                                 (nodemax > objectmin && nodemax <= objectmin_old + d
141                                         && speed_f.dotProduct(dirs[i]) < 0);
142                         bool positive_axis_collides =
143                                 (nodemin < objectmax && nodemin >= objectmax_old - d
144                                         && speed_f.dotProduct(dirs[i]) > 0);
145                         bool main_axis_collides =
146                                         negative_axis_collides || positive_axis_collides;
147                         
148                         /*
149                                 Check overlap of object and node in other axes
150                         */
151                         bool other_axes_overlap = true;
152                         for(u16 j=0; j<3; j++)
153                         {
154                                 if(j == i)
155                                         continue;
156                                 f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
157                                 f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
158                                 f32 objectmax = box.MaxEdge.dotProduct(dirs[j]);
159                                 f32 objectmin = box.MinEdge.dotProduct(dirs[j]);
160                                 if(!(nodemax - d > objectmin && nodemin + d < objectmax))
161                                 {
162                                         other_axes_overlap = false;
163                                         break;
164                                 }
165                         }
166                         
167                         /*
168                                 If this is a collision, revert the pos_f in the main
169                                 direction.
170                         */
171                         if(other_axes_overlap && main_axis_collides)
172                         {
173                                 speed_f -= speed_f.dotProduct(dirs[i]) * dirs[i];
174                                 pos_f -= pos_f.dotProduct(dirs[i]) * dirs[i];
175                                 pos_f += oldpos_f.dotProduct(dirs[i]) * dirs[i];
176                         }
177                 
178                 }
179         } // xyz
180         
181         return result;
182 }
183
184