Make mapgen factory setup more elegant, add mapgen_v6.h
[oweals/minetest.git] / src / collision.cpp
index 09a7df7c2c069265c36ba4a1245fb9ec480cb472..143b559fa7e427e3e7a3078e9f2ddc82a370da86 100644 (file)
@@ -211,6 +211,8 @@ collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
        std::vector<aabb3f> cboxes;
        std::vector<bool> is_unloaded;
        std::vector<bool> is_step_up;
+       std::vector<int> bouncy_values;
+       std::vector<v3s16> node_positions;
        {
        //TimeTaker tt2("collisionMoveSimple collect boxes");
     ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);
@@ -228,11 +230,14 @@ collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
        for(s16 y = min_y; y <= max_y; y++)
        for(s16 z = min_z; z <= max_z; z++)
        {
+               v3s16 p(x,y,z);
                try{
                        // Object collides into walkable nodes
-                       MapNode n = map->getNode(v3s16(x,y,z));
-                       if(gamedef->getNodeDefManager()->get(n).walkable == false)
+                       MapNode n = map->getNode(p);
+                       const ContentFeatures &f = gamedef->getNodeDefManager()->get(n);
+                       if(f.walkable == false)
                                continue;
+                       int n_bouncy_value = itemgroup_get(f.groups, "bouncy");
 
                        std::vector<aabb3f> nodeboxes = n.getNodeBoxes(gamedef->ndef());
                        for(std::vector<aabb3f>::iterator
@@ -245,21 +250,27 @@ collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
                                cboxes.push_back(box);
                                is_unloaded.push_back(false);
                                is_step_up.push_back(false);
+                               bouncy_values.push_back(n_bouncy_value);
+                               node_positions.push_back(p);
                        }
                }
                catch(InvalidPositionException &e)
                {
                        // Collide with unloaded nodes
-                       aabb3f box = getNodeBox(v3s16(x,y,z), BS);
+                       aabb3f box = getNodeBox(p, BS);
                        cboxes.push_back(box);
                        is_unloaded.push_back(true);
                        is_step_up.push_back(false);
+                       bouncy_values.push_back(0);
+                       node_positions.push_back(p);
                }
        }
        } // tt2
 
        assert(cboxes.size() == is_unloaded.size());
        assert(cboxes.size() == is_step_up.size());
+       assert(cboxes.size() == bouncy_values.size());
+       assert(cboxes.size() == node_positions.size());
 
        /*
                Collision detection
@@ -342,6 +353,10 @@ collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
                                                        cbox.MaxEdge.Y - movingbox.MinEdge.Y,
                                                        d));
 
+                       // Get bounce multiplier
+                       bool bouncy = (bouncy_values[nearest_boxindex] >= 1);
+                       float bounce = -(float)bouncy_values[nearest_boxindex] / 100.0;
+
                        // Move to the point of collision and reduce dtime by nearest_dtime
                        if(nearest_dtime < 0)
                        {
@@ -361,30 +376,58 @@ collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
                                pos_f += speed_f * nearest_dtime;
                                dtime -= nearest_dtime;
                        }
+                       
+                       bool is_collision = true;
+                       if(is_unloaded[nearest_boxindex])
+                               is_collision = false;
+
+                       CollisionInfo info;
+                       info.type = COLLISION_NODE;
+                       info.node_p = node_positions[nearest_boxindex];
+                       info.bouncy = bouncy;
+                       info.old_speed = speed_f;
 
                        // Set the speed component that caused the collision to zero
                        if(step_up)
                        {
                                // Special case: Handle stairs
                                is_step_up[nearest_boxindex] = true;
+                               is_collision = false;
                        }
                        else if(nearest_collided == 0) // X
                        {
-                               speed_f.X = 0;
+                               if(fabs(speed_f.X) > BS*3)
+                                       speed_f.X *= bounce;
+                               else
+                                       speed_f.X = 0;
                                result.collides = true;
                                result.collides_xz = true;
                        }
                        else if(nearest_collided == 1) // Y
                        {
-                               speed_f.Y = 0;
+                               if(fabs(speed_f.Y) > BS*3)
+                                       speed_f.Y *= bounce;
+                               else
+                                       speed_f.Y = 0;
                                result.collides = true;
                        }
                        else if(nearest_collided == 2) // Z
                        {
-                               speed_f.Z = 0;
+                               if(fabs(speed_f.Z) > BS*3)
+                                       speed_f.Z *= bounce;
+                               else
+                                       speed_f.Z = 0;
                                result.collides = true;
                                result.collides_xz = true;
                        }
+
+                       info.new_speed = speed_f;
+                       if(info.new_speed.getDistanceFrom(info.old_speed) < 0.1*BS)
+                               is_collision = false;
+
+                       if(is_collision){
+                               result.collisions.push_back(info);
+                       }
                }
        }