Predict param2 of facedir nodes and attachment of attached_node nodes
[oweals/minetest.git] / src / collision.h
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 #ifndef COLLISION_HEADER
21 #define COLLISION_HEADER
22
23 #include "irrlichttypes_bloated.h"
24 #include <vector>
25
26 class Map;
27 class IGameDef;
28 class Environment;
29 class ActiveObject;
30
31 enum CollisionType
32 {
33         COLLISION_NODE,
34         COLLISION_OBJECT,
35 };
36
37 struct CollisionInfo
38 {
39         enum CollisionType type;
40         v3s16 node_p; // COLLISION_NODE
41         bool bouncy;
42         v3f old_speed;
43         v3f new_speed;
44
45         CollisionInfo():
46                 type(COLLISION_NODE),
47                 node_p(-32768,-32768,-32768),
48                 bouncy(false),
49                 old_speed(0,0,0),
50                 new_speed(0,0,0)
51         {}
52 };
53
54 struct collisionMoveResult
55 {
56         bool touching_ground;
57         bool collides;
58         bool collides_xz;
59         bool standing_on_unloaded;
60         std::vector<CollisionInfo> collisions;
61
62         collisionMoveResult():
63                 touching_ground(false),
64                 collides(false),
65                 collides_xz(false),
66                 standing_on_unloaded(false)
67         {}
68 };
69
70 // Moves using a single iteration; speed should not exceed pos_max_d/dtime
71 collisionMoveResult collisionMoveSimple(Environment *env,IGameDef *gamedef,
72                 f32 pos_max_d, const aabb3f &box_0,
73                 f32 stepheight, f32 dtime,
74                 v3f &pos_f, v3f &speed_f, v3f &accel_f,ActiveObject* self=0);
75
76 #if 0
77 // This doesn't seem to work and isn't used
78 // Moves using as many iterations as needed
79 collisionMoveResult collisionMovePrecise(Map *map, IGameDef *gamedef,
80                 f32 pos_max_d, const aabb3f &box_0,
81                 f32 stepheight, f32 dtime,
82                 v3f &pos_f, v3f &speed_f, v3f &accel_f);
83 #endif
84
85 // Helper function:
86 // Checks for collision of a moving aabbox with a static aabbox
87 // Returns -1 if no collision, 0 if X collision, 1 if Y collision, 2 if Z collision
88 // dtime receives time until first collision, invalid if -1 is returned
89 int axisAlignedCollision(
90                 const aabb3f &staticbox, const aabb3f &movingbox,
91                 const v3f &speed, f32 d, f32 &dtime);
92
93 // Helper function:
94 // Checks if moving the movingbox up by the given distance would hit a ceiling.
95 bool wouldCollideWithCeiling(
96                 const std::vector<aabb3f> &staticboxes,
97                 const aabb3f &movingbox,
98                 f32 y_increase, f32 d);
99
100
101 #endif
102