3 Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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.
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.
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.
20 #include "collision.h"
25 #include "clientenvironment.h"
26 #include "serverenvironment.h"
27 #include "serverobject.h"
30 // float error is 10 - 9.96875 = 0.03125
31 //#define COLL_ZERO 0.032 // broken unit tests
35 struct NearbyCollisionInfo {
36 NearbyCollisionInfo(bool is_ul, bool is_obj, int bouncy,
37 const v3s16 &pos, const aabb3f &box) :
56 // Checks for collision of a moving aabbox with a static aabbox
57 // Returns -1 if no collision, 0 if X collision, 1 if Y collision, 2 if Z collision
58 // The time after which the collision occurs is stored in dtime.
59 int axisAlignedCollision(
60 const aabb3f &staticbox, const aabb3f &movingbox,
61 const v3f &speed, f32 d, f32 *dtime)
63 //TimeTaker tt("axisAlignedCollision");
65 f32 xsize = (staticbox.MaxEdge.X - staticbox.MinEdge.X) - COLL_ZERO; // reduce box size for solve collision stuck (flying sand)
66 f32 ysize = (staticbox.MaxEdge.Y - staticbox.MinEdge.Y); // - COLL_ZERO; // Y - no sense for falling, but maybe try later
67 f32 zsize = (staticbox.MaxEdge.Z - staticbox.MinEdge.Z) - COLL_ZERO;
70 movingbox.MinEdge.X - staticbox.MinEdge.X,
71 movingbox.MinEdge.Y - staticbox.MinEdge.Y,
72 movingbox.MinEdge.Z - staticbox.MinEdge.Z,
73 movingbox.MaxEdge.X - staticbox.MinEdge.X,
74 movingbox.MaxEdge.Y - staticbox.MinEdge.Y,
75 movingbox.MaxEdge.Z - staticbox.MinEdge.Z
78 if(speed.X > 0) // Check for collision with X- plane
80 if (relbox.MaxEdge.X <= d) {
81 *dtime = -relbox.MaxEdge.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))
88 else if(relbox.MinEdge.X > xsize)
93 else if(speed.X < 0) // Check for collision with X+ plane
95 if (relbox.MinEdge.X >= xsize - d) {
96 *dtime = (xsize - relbox.MinEdge.X) / speed.X;
97 if ((relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
98 (relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO) &&
99 (relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
100 (relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
103 else if(relbox.MaxEdge.X < 0)
111 if(speed.Y > 0) // Check for collision with Y- plane
113 if (relbox.MaxEdge.Y <= d) {
114 *dtime = -relbox.MaxEdge.Y / speed.Y;
115 if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
116 (relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
117 (relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
118 (relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
121 else if(relbox.MinEdge.Y > ysize)
126 else if(speed.Y < 0) // Check for collision with Y+ plane
128 if (relbox.MinEdge.Y >= ysize - d) {
129 *dtime = (ysize - relbox.MinEdge.Y) / speed.Y;
130 if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
131 (relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
132 (relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
133 (relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
136 else if(relbox.MaxEdge.Y < 0)
144 if(speed.Z > 0) // Check for collision with Z- plane
146 if (relbox.MaxEdge.Z <= d) {
147 *dtime = -relbox.MaxEdge.Z / speed.Z;
148 if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
149 (relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
150 (relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
151 (relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO))
154 //else if(relbox.MinEdge.Z > zsize)
159 else if(speed.Z < 0) // Check for collision with Z+ plane
161 if (relbox.MinEdge.Z >= zsize - d) {
162 *dtime = (zsize - relbox.MinEdge.Z) / speed.Z;
163 if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
164 (relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
165 (relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
166 (relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO))
169 //else if(relbox.MaxEdge.Z < 0)
179 // Checks if moving the movingbox up by the given distance would hit a ceiling.
180 bool wouldCollideWithCeiling(
181 const std::vector<NearbyCollisionInfo> &cinfo,
182 const aabb3f &movingbox,
183 f32 y_increase, f32 d)
185 //TimeTaker tt("wouldCollideWithCeiling");
187 assert(y_increase >= 0); // pre-condition
189 for (std::vector<NearbyCollisionInfo>::const_iterator it = cinfo.begin();
190 it != cinfo.end(); ++it) {
191 const aabb3f &staticbox = it->box;
192 if ((movingbox.MaxEdge.Y - d <= staticbox.MinEdge.Y) &&
193 (movingbox.MaxEdge.Y + y_increase > staticbox.MinEdge.Y) &&
194 (movingbox.MinEdge.X < staticbox.MaxEdge.X) &&
195 (movingbox.MaxEdge.X > staticbox.MinEdge.X) &&
196 (movingbox.MinEdge.Z < staticbox.MaxEdge.Z) &&
197 (movingbox.MaxEdge.Z > staticbox.MinEdge.Z))
204 static inline void getNeighborConnectingFace(v3s16 p, INodeDefManager *nodedef,
205 Map *map, MapNode n, int v, int *neighbors)
207 MapNode n2 = map->getNodeNoEx(p);
208 if (nodedef->nodeboxConnects(n, n2, v))
212 collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
213 f32 pos_max_d, const aabb3f &box_0,
214 f32 stepheight, f32 dtime,
215 v3f *pos_f, v3f *speed_f,
216 v3f accel_f, ActiveObject *self,
217 bool collideWithObjects)
219 static bool time_notification_done = false;
220 Map *map = &env->getMap();
221 //TimeTaker tt("collisionMoveSimple");
222 ScopeProfiler sp(g_profiler, "collisionMoveSimple avg", SPT_AVG);
224 collisionMoveResult result;
227 Calculate new velocity
230 if (!time_notification_done) {
231 time_notification_done = true;
232 infostream << "collisionMoveSimple: maximum step interval exceeded,"
233 " lost movement details!"<<std::endl;
237 time_notification_done = false;
239 *speed_f += accel_f * dtime;
241 // If there is no speed, there are no collisions
242 if (speed_f->getLength() == 0)
245 // Limit speed for avoiding hangs
246 speed_f->Y = rangelim(speed_f->Y, -5000, 5000);
247 speed_f->X = rangelim(speed_f->X, -5000, 5000);
248 speed_f->Z = rangelim(speed_f->Z, -5000, 5000);
251 Collect node boxes in movement range
253 std::vector<NearbyCollisionInfo> cinfo;
255 //TimeTaker tt2("collisionMoveSimple collect boxes");
256 ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);
258 v3s16 oldpos_i = floatToInt(*pos_f, BS);
259 v3s16 newpos_i = floatToInt(*pos_f + *speed_f * dtime, BS);
260 s16 min_x = MYMIN(oldpos_i.X, newpos_i.X) + (box_0.MinEdge.X / BS) - 1;
261 s16 min_y = MYMIN(oldpos_i.Y, newpos_i.Y) + (box_0.MinEdge.Y / BS) - 1;
262 s16 min_z = MYMIN(oldpos_i.Z, newpos_i.Z) + (box_0.MinEdge.Z / BS) - 1;
263 s16 max_x = MYMAX(oldpos_i.X, newpos_i.X) + (box_0.MaxEdge.X / BS) + 1;
264 s16 max_y = MYMAX(oldpos_i.Y, newpos_i.Y) + (box_0.MaxEdge.Y / BS) + 1;
265 s16 max_z = MYMAX(oldpos_i.Z, newpos_i.Z) + (box_0.MaxEdge.Z / BS) + 1;
267 bool any_position_valid = false;
269 for(s16 x = min_x; x <= max_x; x++)
270 for(s16 y = min_y; y <= max_y; y++)
271 for(s16 z = min_z; z <= max_z; z++)
275 bool is_position_valid;
276 MapNode n = map->getNodeNoEx(p, &is_position_valid);
278 if (is_position_valid) {
279 // Object collides into walkable nodes
281 any_position_valid = true;
282 INodeDefManager *nodedef = gamedef->getNodeDefManager();
283 const ContentFeatures &f = nodedef->get(n);
284 if(f.walkable == false)
286 int n_bouncy_value = itemgroup_get(f.groups, "bouncy");
289 if (f.drawtype == NDT_NODEBOX && f.node_box.type == NODEBOX_CONNECTED) {
293 getNeighborConnectingFace(p2, nodedef, map, n, 1, &neighbors);
297 getNeighborConnectingFace(p2, nodedef, map, n, 2, &neighbors);
301 getNeighborConnectingFace(p2, nodedef, map, n, 4, &neighbors);
305 getNeighborConnectingFace(p2, nodedef, map, n, 8, &neighbors);
309 getNeighborConnectingFace(p2, nodedef, map, n, 16, &neighbors);
313 getNeighborConnectingFace(p2, nodedef, map, n, 32, &neighbors);
315 std::vector<aabb3f> nodeboxes;
316 n.getCollisionBoxes(gamedef->ndef(), &nodeboxes, neighbors);
317 for(std::vector<aabb3f>::iterator
318 i = nodeboxes.begin();
319 i != nodeboxes.end(); ++i)
322 box.MinEdge += v3f(x, y, z)*BS;
323 box.MaxEdge += v3f(x, y, z)*BS;
324 cinfo.push_back(NearbyCollisionInfo(false,
325 false, n_bouncy_value, p, box));
328 // Collide with unloaded nodes
329 aabb3f box = getNodeBox(p, BS);
330 cinfo.push_back(NearbyCollisionInfo(true, false, 0, p, box));
334 // Do not move if world has not loaded yet, since custom node boxes
335 // are not available for collision detection.
336 if (!any_position_valid) {
337 *speed_f = v3f(0, 0, 0);
343 if(collideWithObjects)
345 ScopeProfiler sp(g_profiler, "collisionMoveSimple objects avg", SPT_AVG);
346 //TimeTaker tt3("collisionMoveSimple collect object boxes");
348 /* add object boxes to cinfo */
350 std::vector<ActiveObject*> objects;
352 ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env);
354 f32 distance = speed_f->getLength();
355 std::vector<DistanceSortedActiveObject> clientobjects;
356 c_env->getActiveObjects(*pos_f, distance * 1.5, clientobjects);
357 for (size_t i=0; i < clientobjects.size(); i++) {
358 if ((self == 0) || (self != clientobjects[i].obj)) {
359 objects.push_back((ActiveObject*)clientobjects[i].obj);
366 ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
368 f32 distance = speed_f->getLength();
369 std::vector<u16> s_objects;
370 s_env->getObjectsInsideRadius(s_objects, *pos_f, distance * 1.5);
371 for (std::vector<u16>::iterator iter = s_objects.begin(); iter != s_objects.end(); ++iter) {
372 ServerActiveObject *current = s_env->getActiveObject(*iter);
373 if ((self == 0) || (self != current)) {
374 objects.push_back((ActiveObject*)current);
380 for (std::vector<ActiveObject*>::const_iterator iter = objects.begin();
381 iter != objects.end(); ++iter) {
382 ActiveObject *object = *iter;
384 if (object != NULL) {
385 aabb3f object_collisionbox;
386 if (object->getCollisionBox(&object_collisionbox) &&
387 object->collideWithObjects()) {
388 cinfo.push_back(NearbyCollisionInfo(false, true, 0, v3s16(), object_collisionbox));
399 Collision uncertainty radius
400 Make it a bit larger than the maximum distance of movement
402 f32 d = pos_max_d * 1.1;
403 // A fairly large value in here makes moving smoother
406 // This should always apply, otherwise there are glitches
407 assert(d > pos_max_d); // invariant
411 while(dtime > BS * 1e-10) {
412 //TimeTaker tt3("collisionMoveSimple dtime loop");
413 ScopeProfiler sp(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG);
415 // Avoid infinite loop
417 if (loopcount >= 100) {
418 warningstream << "collisionMoveSimple: Loop count exceeded, aborting to avoid infiniite loop" << std::endl;
422 aabb3f movingbox = box_0;
423 movingbox.MinEdge += *pos_f;
424 movingbox.MaxEdge += *pos_f;
426 int nearest_collided = -1;
427 f32 nearest_dtime = dtime;
428 int nearest_boxindex = -1;
431 Go through every nodebox, find nearest collision
433 for (u32 boxindex = 0; boxindex < cinfo.size(); boxindex++) {
434 NearbyCollisionInfo box_info = cinfo[boxindex];
435 // Ignore if already stepped up this nodebox.
436 if (box_info.is_step_up)
439 // Find nearest collision of the two boxes (raytracing-like)
441 int collided = axisAlignedCollision(box_info.box,
442 movingbox, *speed_f, d, &dtime_tmp);
444 if (collided == -1 || dtime_tmp >= nearest_dtime)
447 nearest_dtime = dtime_tmp;
448 nearest_collided = collided;
449 nearest_boxindex = boxindex;
452 if (nearest_collided == -1) {
453 // No collision with any collision box.
454 *pos_f += *speed_f * dtime;
455 dtime = 0; // Set to 0 to avoid "infinite" loop due to small FP numbers
457 // Otherwise, a collision occurred.
458 NearbyCollisionInfo &nearest_info = cinfo[nearest_boxindex];
459 const aabb3f& cbox = nearest_info.box;
461 bool step_up = (nearest_collided != 1) && // must not be Y direction
462 (movingbox.MinEdge.Y < cbox.MaxEdge.Y) &&
463 (movingbox.MinEdge.Y + stepheight > cbox.MaxEdge.Y) &&
464 (!wouldCollideWithCeiling(cinfo, movingbox,
465 cbox.MaxEdge.Y - movingbox.MinEdge.Y,
468 // Get bounce multiplier
469 bool bouncy = (nearest_info.bouncy >= 1);
470 float bounce = -(float)nearest_info.bouncy / 100.0;
472 // Move to the point of collision and reduce dtime by nearest_dtime
473 if (nearest_dtime < 0) {
474 // Handle negative nearest_dtime (can be caused by the d allowance)
476 if (nearest_collided == 0)
477 pos_f->X += speed_f->X * nearest_dtime;
478 if (nearest_collided == 1)
479 pos_f->Y += speed_f->Y * nearest_dtime;
480 if (nearest_collided == 2)
481 pos_f->Z += speed_f->Z * nearest_dtime;
484 *pos_f += *speed_f * nearest_dtime;
485 dtime -= nearest_dtime;
488 bool is_collision = true;
489 if (nearest_info.is_unloaded)
490 is_collision = false;
493 if (nearest_info.is_object)
494 info.type = COLLISION_OBJECT;
496 info.type = COLLISION_NODE;
498 info.node_p = nearest_info.position;
499 info.bouncy = bouncy;
500 info.old_speed = *speed_f;
502 // Set the speed component that caused the collision to zero
504 // Special case: Handle stairs
505 nearest_info.is_step_up = true;
506 is_collision = false;
507 } else if (nearest_collided == 0) { // X
508 if (fabs(speed_f->X) > BS * 3)
509 speed_f->X *= bounce;
512 result.collides = true;
513 result.collides_xz = true;
514 } else if (nearest_collided == 1) { // Y
515 if(fabs(speed_f->Y) > BS * 3)
516 speed_f->Y *= bounce;
519 result.collides = true;
520 } else if (nearest_collided == 2) { // Z
521 if (fabs(speed_f->Z) > BS * 3)
522 speed_f->Z *= bounce;
525 result.collides = true;
526 result.collides_xz = true;
529 info.new_speed = *speed_f;
530 if (info.new_speed.getDistanceFrom(info.old_speed) < 0.1 * BS)
531 is_collision = false;
534 result.collisions.push_back(info);
540 Final touches: Check if standing on ground, step up stairs.
543 box.MinEdge += *pos_f;
544 box.MaxEdge += *pos_f;
545 for (u32 boxindex = 0; boxindex < cinfo.size(); boxindex++) {
546 NearbyCollisionInfo &box_info = cinfo[boxindex];
547 const aabb3f &cbox = box_info.box;
550 See if the object is touching ground.
552 Object touches ground if object's minimum Y is near node's
553 maximum Y and object's X-Z-area overlaps with the node's
556 Use 0.15*BS so that it is easier to get on a node.
558 if (cbox.MaxEdge.X - d > box.MinEdge.X && cbox.MinEdge.X + d < box.MaxEdge.X &&
559 cbox.MaxEdge.Z - d > box.MinEdge.Z &&
560 cbox.MinEdge.Z + d < box.MaxEdge.Z) {
561 if (box_info.is_step_up) {
562 pos_f->Y += cbox.MaxEdge.Y - box.MinEdge.Y;
564 box.MinEdge += *pos_f;
565 box.MaxEdge += *pos_f;
567 if (fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15 * BS) {
568 result.touching_ground = true;
570 if (box_info.is_object)
571 result.standing_on_object = true;
572 if (box_info.is_unloaded)
573 result.standing_on_unloaded = true;