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