*/
#include "collision.h"
+#include <cmath>
#include "mapblock.h"
#include "map.h"
#include "nodedef.h"
#include "gamedef.h"
-#include "clientenvironment.h"
-#include "serverobject.h"
+#ifndef SERVER
+#include "client/clientenvironment.h"
+#include "client/localplayer.h"
+#endif
+#include "serverenvironment.h"
+#include "server/serveractiveobject.h"
+#include "util/timetaker.h"
#include "profiler.h"
-// float error is 10 - 9.96875 = 0.03125
-//#define COLL_ZERO 0.032 // broken unit tests
-#define COLL_ZERO 0
-
+#ifdef __FAST_MATH__
+#warning "-ffast-math is known to cause bugs in collision code, do not use!"
+#endif
struct NearbyCollisionInfo {
- NearbyCollisionInfo(bool is_ul, bool is_obj, int bouncy,
- const v3s16 &pos, const aabb3f &box) :
+ // node
+ NearbyCollisionInfo(bool is_ul, int bouncy, const v3s16 &pos,
+ const aabb3f &box) :
is_unloaded(is_ul),
- is_step_up(false),
- is_object(is_obj),
+ obj(nullptr),
bouncy(bouncy),
position(pos),
box(box)
{}
+ // object
+ NearbyCollisionInfo(ActiveObject *obj, int bouncy,
+ const aabb3f &box) :
+ is_unloaded(false),
+ obj(obj),
+ bouncy(bouncy),
+ box(box)
+ {}
+
+ inline bool isObject() const { return obj != nullptr; }
+
bool is_unloaded;
- bool is_step_up;
- bool is_object;
+ bool is_step_up = false;
+ ActiveObject *obj;
int bouncy;
v3s16 position;
aabb3f box;
// Checks for collision of a moving aabbox with a static aabbox
// Returns -1 if no collision, 0 if X collision, 1 if Y collision, 2 if Z collision
// The time after which the collision occurs is stored in dtime.
-int axisAlignedCollision(
+CollisionAxis axisAlignedCollision(
const aabb3f &staticbox, const aabb3f &movingbox,
- const v3f &speed, f32 d, f32 *dtime)
+ const v3f &speed, f32 *dtime)
{
//TimeTaker tt("axisAlignedCollision");
- f32 xsize = (staticbox.MaxEdge.X - staticbox.MinEdge.X) - COLL_ZERO; // reduce box size for solve collision stuck (flying sand)
- f32 ysize = (staticbox.MaxEdge.Y - staticbox.MinEdge.Y); // - COLL_ZERO; // Y - no sense for falling, but maybe try later
- f32 zsize = (staticbox.MaxEdge.Z - staticbox.MinEdge.Z) - COLL_ZERO;
-
aabb3f relbox(
- movingbox.MinEdge.X - staticbox.MinEdge.X,
- movingbox.MinEdge.Y - staticbox.MinEdge.Y,
- movingbox.MinEdge.Z - staticbox.MinEdge.Z,
- movingbox.MaxEdge.X - staticbox.MinEdge.X,
- movingbox.MaxEdge.Y - staticbox.MinEdge.Y,
- movingbox.MaxEdge.Z - staticbox.MinEdge.Z
+ movingbox.MaxEdge.X - movingbox.MinEdge.X + staticbox.MaxEdge.X - staticbox.MinEdge.X, // sum of the widths
+ movingbox.MaxEdge.Y - movingbox.MinEdge.Y + staticbox.MaxEdge.Y - staticbox.MinEdge.Y,
+ movingbox.MaxEdge.Z - movingbox.MinEdge.Z + staticbox.MaxEdge.Z - staticbox.MinEdge.Z,
+ std::max(movingbox.MaxEdge.X, staticbox.MaxEdge.X) - std::min(movingbox.MinEdge.X, staticbox.MinEdge.X), //outer bounding 'box' dimensions
+ std::max(movingbox.MaxEdge.Y, staticbox.MaxEdge.Y) - std::min(movingbox.MinEdge.Y, staticbox.MinEdge.Y),
+ std::max(movingbox.MaxEdge.Z, staticbox.MaxEdge.Z) - std::min(movingbox.MinEdge.Z, staticbox.MinEdge.Z)
);
- if(speed.X > 0) // Check for collision with X- plane
- {
- if (relbox.MaxEdge.X <= d) {
- *dtime = -relbox.MaxEdge.X / speed.X;
- if ((relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
- (relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO) &&
- (relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
- (relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
- return 0;
- }
- else if(relbox.MinEdge.X > xsize)
- {
- return -1;
- }
- }
- else if(speed.X < 0) // Check for collision with X+ plane
- {
- if (relbox.MinEdge.X >= xsize - d) {
- *dtime = (xsize - relbox.MinEdge.X) / speed.X;
- if ((relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
- (relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO) &&
- (relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
- (relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
- return 0;
- }
- else if(relbox.MaxEdge.X < 0)
- {
- return -1;
+ const f32 dtime_max = *dtime;
+ const f32 inner_margin = -1.5f;
+ f32 distance;
+ f32 time;
+
+ if (speed.X) {
+ distance = relbox.MaxEdge.X - relbox.MinEdge.X;
+
+ *dtime = distance >= 0 ? std::abs(distance / speed.X) : -std::abs(distance / speed.X);
+ time = std::max(*dtime, 0.0f);
+
+ if (distance > inner_margin) {
+ if (*dtime <= dtime_max) {
+ if ((speed.X > 0 && staticbox.MaxEdge.X > movingbox.MaxEdge.X) ||
+ (speed.X < 0 && staticbox.MinEdge.X < movingbox.MinEdge.X)) {
+ if (
+ (std::max(movingbox.MaxEdge.Y + speed.Y * time, staticbox.MaxEdge.Y)
+ - std::min(movingbox.MinEdge.Y + speed.Y * time, staticbox.MinEdge.Y)
+ - relbox.MinEdge.Y < 0) &&
+ (std::max(movingbox.MaxEdge.Z + speed.Z * time, staticbox.MaxEdge.Z)
+ - std::min(movingbox.MinEdge.Z + speed.Z * time, staticbox.MinEdge.Z)
+ - relbox.MinEdge.Z < 0)
+ )
+ return COLLISION_AXIS_X;
+ }
+ } else {
+ return COLLISION_AXIS_NONE;
+ }
}
}
// NO else if here
- if(speed.Y > 0) // Check for collision with Y- plane
- {
- if (relbox.MaxEdge.Y <= d) {
- *dtime = -relbox.MaxEdge.Y / speed.Y;
- if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
- (relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
- (relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
- (relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
- return 1;
- }
- else if(relbox.MinEdge.Y > ysize)
- {
- return -1;
- }
- }
- else if(speed.Y < 0) // Check for collision with Y+ plane
- {
- if (relbox.MinEdge.Y >= ysize - d) {
- *dtime = (ysize - relbox.MinEdge.Y) / speed.Y;
- if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
- (relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
- (relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
- (relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
- return 1;
- }
- else if(relbox.MaxEdge.Y < 0)
- {
- return -1;
+ if (speed.Y) {
+ distance = relbox.MaxEdge.Y - relbox.MinEdge.Y;
+
+ *dtime = distance >= 0 ? std::abs(distance / speed.Y) : -std::abs(distance / speed.Y);
+ time = std::max(*dtime, 0.0f);
+
+ if (distance > inner_margin) {
+ if (*dtime <= dtime_max) {
+ if ((speed.Y > 0 && staticbox.MaxEdge.Y > movingbox.MaxEdge.Y) ||
+ (speed.Y < 0 && staticbox.MinEdge.Y < movingbox.MinEdge.Y)) {
+ if (
+ (std::max(movingbox.MaxEdge.X + speed.X * time, staticbox.MaxEdge.X)
+ - std::min(movingbox.MinEdge.X + speed.X * time, staticbox.MinEdge.X)
+ - relbox.MinEdge.X < 0) &&
+ (std::max(movingbox.MaxEdge.Z + speed.Z * time, staticbox.MaxEdge.Z)
+ - std::min(movingbox.MinEdge.Z + speed.Z * time, staticbox.MinEdge.Z)
+ - relbox.MinEdge.Z < 0)
+ )
+ return COLLISION_AXIS_Y;
+ }
+ } else {
+ return COLLISION_AXIS_NONE;
+ }
}
}
// NO else if here
- if(speed.Z > 0) // Check for collision with Z- plane
- {
- if (relbox.MaxEdge.Z <= d) {
- *dtime = -relbox.MaxEdge.Z / speed.Z;
- if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
- (relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
- (relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
- (relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO))
- return 2;
- }
- //else if(relbox.MinEdge.Z > zsize)
- //{
- // return -1;
- //}
- }
- else if(speed.Z < 0) // Check for collision with Z+ plane
- {
- if (relbox.MinEdge.Z >= zsize - d) {
- *dtime = (zsize - relbox.MinEdge.Z) / speed.Z;
- if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
- (relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
- (relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
- (relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO))
- return 2;
+ if (speed.Z) {
+ distance = relbox.MaxEdge.Z - relbox.MinEdge.Z;
+
+ *dtime = distance >= 0 ? std::abs(distance / speed.Z) : -std::abs(distance / speed.Z);
+ time = std::max(*dtime, 0.0f);
+
+ if (distance > inner_margin) {
+ if (*dtime <= dtime_max) {
+ if ((speed.Z > 0 && staticbox.MaxEdge.Z > movingbox.MaxEdge.Z) ||
+ (speed.Z < 0 && staticbox.MinEdge.Z < movingbox.MinEdge.Z)) {
+ if (
+ (std::max(movingbox.MaxEdge.X + speed.X * time, staticbox.MaxEdge.X)
+ - std::min(movingbox.MinEdge.X + speed.X * time, staticbox.MinEdge.X)
+ - relbox.MinEdge.X < 0) &&
+ (std::max(movingbox.MaxEdge.Y + speed.Y * time, staticbox.MaxEdge.Y)
+ - std::min(movingbox.MinEdge.Y + speed.Y * time, staticbox.MinEdge.Y)
+ - relbox.MinEdge.Y < 0)
+ )
+ return COLLISION_AXIS_Z;
+ }
+ }
}
- //else if(relbox.MaxEdge.Z < 0)
- //{
- // return -1;
- //}
}
- return -1;
+ return COLLISION_AXIS_NONE;
}
// Helper function:
assert(y_increase >= 0); // pre-condition
- for (std::vector<NearbyCollisionInfo>::const_iterator it = cinfo.begin();
- it != cinfo.end(); ++it) {
- const aabb3f &staticbox = it->box;
+ for (const auto &it : cinfo) {
+ const aabb3f &staticbox = it.box;
if ((movingbox.MaxEdge.Y - d <= staticbox.MinEdge.Y) &&
(movingbox.MaxEdge.Y + y_increase > staticbox.MinEdge.Y) &&
(movingbox.MinEdge.X < staticbox.MaxEdge.X) &&
return false;
}
-static inline void getNeighborConnectingFace(v3s16 p, INodeDefManager *nodedef,
- Map *map, MapNode n, int v, int *neighbors)
+static inline void getNeighborConnectingFace(const v3s16 &p,
+ const NodeDefManager *nodedef, Map *map, MapNode n, int v, int *neighbors)
{
- MapNode n2 = map->getNodeNoEx(p);
+ MapNode n2 = map->getNode(p);
if (nodedef->nodeboxConnects(n, n2, v))
*neighbors |= v;
}
{
static bool time_notification_done = false;
Map *map = &env->getMap();
- //TimeTaker tt("collisionMoveSimple");
- ScopeProfiler sp(g_profiler, "collisionMoveSimple avg", SPT_AVG);
+
+ ScopeProfiler sp(g_profiler, "collisionMoveSimple()", SPT_AVG);
collisionMoveResult result;
/*
Calculate new velocity
*/
- if (dtime > 0.5) {
+ if (dtime > 0.5f) {
if (!time_notification_done) {
time_notification_done = true;
infostream << "collisionMoveSimple: maximum step interval exceeded,"
" lost movement details!"<<std::endl;
}
- dtime = 0.5;
+ dtime = 0.5f;
} else {
time_notification_done = false;
}
std::vector<NearbyCollisionInfo> cinfo;
{
//TimeTaker tt2("collisionMoveSimple collect boxes");
- ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);
+ ScopeProfiler sp2(g_profiler, "collisionMoveSimple(): collect boxes", SPT_AVG);
- v3s16 oldpos_i = floatToInt(*pos_f, BS);
- v3s16 newpos_i = floatToInt(*pos_f + *speed_f * dtime, BS);
- s16 min_x = MYMIN(oldpos_i.X, newpos_i.X) + (box_0.MinEdge.X / BS) - 1;
- s16 min_y = MYMIN(oldpos_i.Y, newpos_i.Y) + (box_0.MinEdge.Y / BS) - 1;
- s16 min_z = MYMIN(oldpos_i.Z, newpos_i.Z) + (box_0.MinEdge.Z / BS) - 1;
- s16 max_x = MYMAX(oldpos_i.X, newpos_i.X) + (box_0.MaxEdge.X / BS) + 1;
- s16 max_y = MYMAX(oldpos_i.Y, newpos_i.Y) + (box_0.MaxEdge.Y / BS) + 1;
- s16 max_z = MYMAX(oldpos_i.Z, newpos_i.Z) + (box_0.MaxEdge.Z / BS) + 1;
+ v3f newpos_f = *pos_f + *speed_f * dtime;
+ v3f minpos_f(
+ MYMIN(pos_f->X, newpos_f.X),
+ MYMIN(pos_f->Y, newpos_f.Y) + 0.01f * BS, // bias rounding, player often at +/-n.5
+ MYMIN(pos_f->Z, newpos_f.Z)
+ );
+ v3f maxpos_f(
+ MYMAX(pos_f->X, newpos_f.X),
+ MYMAX(pos_f->Y, newpos_f.Y),
+ MYMAX(pos_f->Z, newpos_f.Z)
+ );
+ v3s16 min = floatToInt(minpos_f + box_0.MinEdge, BS) - v3s16(1, 1, 1);
+ v3s16 max = floatToInt(maxpos_f + box_0.MaxEdge, BS) + v3s16(1, 1, 1);
bool any_position_valid = false;
- for(s16 x = min_x; x <= max_x; x++)
- for(s16 y = min_y; y <= max_y; y++)
- for(s16 z = min_z; z <= max_z; z++)
- {
- v3s16 p(x,y,z);
-
+ v3s16 p;
+ for (p.X = min.X; p.X <= max.X; p.X++)
+ for (p.Y = min.Y; p.Y <= max.Y; p.Y++)
+ for (p.Z = min.Z; p.Z <= max.Z; p.Z++) {
bool is_position_valid;
- MapNode n = map->getNodeNoEx(p, &is_position_valid);
+ MapNode n = map->getNode(p, &is_position_valid);
- if (is_position_valid) {
+ if (is_position_valid && n.getContent() != CONTENT_IGNORE) {
// Object collides into walkable nodes
any_position_valid = true;
- INodeDefManager *nodedef = gamedef->getNodeDefManager();
+ const NodeDefManager *nodedef = gamedef->getNodeDefManager();
const ContentFeatures &f = nodedef->get(n);
- if(f.walkable == false)
+
+ if (!f.walkable)
continue;
+
int n_bouncy_value = itemgroup_get(f.groups, "bouncy");
int neighbors = 0;
- if (f.drawtype == NDT_NODEBOX && f.node_box.type == NODEBOX_CONNECTED) {
+ if (f.drawtype == NDT_NODEBOX &&
+ f.node_box.type == NODEBOX_CONNECTED) {
v3s16 p2 = p;
p2.Y++;
}
std::vector<aabb3f> nodeboxes;
n.getCollisionBoxes(gamedef->ndef(), &nodeboxes, neighbors);
- for(std::vector<aabb3f>::iterator
- i = nodeboxes.begin();
- i != nodeboxes.end(); ++i)
- {
- aabb3f box = *i;
- box.MinEdge += v3f(x, y, z)*BS;
- box.MaxEdge += v3f(x, y, z)*BS;
- cinfo.push_back(NearbyCollisionInfo(false,
- false, n_bouncy_value, p, box));
+
+ // Calculate float position only once
+ v3f posf = intToFloat(p, BS);
+ for (auto box : nodeboxes) {
+ box.MinEdge += posf;
+ box.MaxEdge += posf;
+ cinfo.emplace_back(false, n_bouncy_value, p, box);
}
} else {
- // Collide with unloaded nodes
+ // Collide with unloaded nodes (position invalid) and loaded
+ // CONTENT_IGNORE nodes (position valid)
aabb3f box = getNodeBox(p, BS);
- cinfo.push_back(NearbyCollisionInfo(true, false, 0, p, box));
+ cinfo.emplace_back(true, 0, p, box);
}
}
// Do not move if world has not loaded yet, since custom node boxes
// are not available for collision detection.
+ // This also intentionally occurs in the case of the object being positioned
+ // solely on loaded CONTENT_IGNORE nodes, no matter where they come from.
if (!any_position_valid) {
*speed_f = v3f(0, 0, 0);
return result;
if(collideWithObjects)
{
- ScopeProfiler sp(g_profiler, "collisionMoveSimple objects avg", SPT_AVG);
- //TimeTaker tt3("collisionMoveSimple collect object boxes");
-
/* add object boxes to cinfo */
std::vector<ActiveObject*> objects;
#ifndef SERVER
ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env);
if (c_env != 0) {
- f32 distance = speed_f->getLength();
+ // Calculate distance by speed, add own extent and 1.5m of tolerance
+ f32 distance = speed_f->getLength() * dtime +
+ box_0.getExtent().getLength() + 1.5f * BS;
std::vector<DistanceSortedActiveObject> clientobjects;
- c_env->getActiveObjects(*pos_f, distance * 1.5, clientobjects);
- for (size_t i=0; i < clientobjects.size(); i++) {
- if ((self == 0) || (self != clientobjects[i].obj)) {
- objects.push_back((ActiveObject*)clientobjects[i].obj);
+ c_env->getActiveObjects(*pos_f, distance, clientobjects);
+
+ for (auto &clientobject : clientobjects) {
+ // Do collide with everything but itself and the parent CAO
+ if (!self || (self != clientobject.obj &&
+ self != clientobject.obj->getParent())) {
+ objects.push_back((ActiveObject*) clientobject.obj);
}
}
}
{
ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
if (s_env != NULL) {
- f32 distance = speed_f->getLength();
- std::vector<u16> s_objects;
- s_env->getObjectsInsideRadius(s_objects, *pos_f, distance * 1.5);
- for (std::vector<u16>::iterator iter = s_objects.begin(); iter != s_objects.end(); ++iter) {
- ServerActiveObject *current = s_env->getActiveObject(*iter);
- if ((self == 0) || (self != current)) {
- objects.push_back((ActiveObject*)current);
+ // Calculate distance by speed, add own extent and 1.5m of tolerance
+ f32 distance = speed_f->getLength() * dtime +
+ box_0.getExtent().getLength() + 1.5f * BS;
+
+ // search for objects which are not us, or we are not its parent
+ // we directly use the callback to populate the result to prevent
+ // a useless result loop here
+ auto include_obj_cb = [self, &objects] (ServerActiveObject *obj) {
+ if (!self || (self != obj && self != obj->getParent())) {
+ objects.push_back((ActiveObject *)obj);
}
- }
+ return false;
+ };
+
+ std::vector<ServerActiveObject *> s_objects;
+ s_env->getObjectsInsideRadius(s_objects, *pos_f, distance, include_obj_cb);
}
}
iter != objects.end(); ++iter) {
ActiveObject *object = *iter;
- if (object != NULL) {
+ if (object && object->collideWithObjects()) {
aabb3f object_collisionbox;
- if (object->getCollisionBox(&object_collisionbox) &&
- object->collideWithObjects()) {
- cinfo.push_back(NearbyCollisionInfo(false, true, 0, v3s16(), object_collisionbox));
- }
+ if (object->getCollisionBox(&object_collisionbox))
+ cinfo.emplace_back(object, 0, object_collisionbox);
}
}
+#ifndef SERVER
+ if (self && c_env) {
+ LocalPlayer *lplayer = c_env->getLocalPlayer();
+ if (lplayer->getParent() == nullptr) {
+ aabb3f lplayer_collisionbox = lplayer->getCollisionbox();
+ v3f lplayer_pos = lplayer->getPosition();
+ lplayer_collisionbox.MinEdge += lplayer_pos;
+ lplayer_collisionbox.MaxEdge += lplayer_pos;
+ ActiveObject *obj = (ActiveObject*) lplayer->getCAO();
+ cinfo.emplace_back(obj, 0, lplayer_collisionbox);
+ }
+ }
+#endif
} //tt3
/*
Collision detection
*/
- /*
- Collision uncertainty radius
- Make it a bit larger than the maximum distance of movement
- */
- f32 d = pos_max_d * 1.1;
- // A fairly large value in here makes moving smoother
- //f32 d = 0.15*BS;
-
- // This should always apply, otherwise there are glitches
- assert(d > pos_max_d); // invariant
+ f32 d = 0.0f;
int loopcount = 0;
- while(dtime > BS * 1e-10) {
- //TimeTaker tt3("collisionMoveSimple dtime loop");
- ScopeProfiler sp(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG);
-
+ while(dtime > BS * 1e-10f) {
// Avoid infinite loop
loopcount++;
if (loopcount >= 100) {
movingbox.MinEdge += *pos_f;
movingbox.MaxEdge += *pos_f;
- int nearest_collided = -1;
+ CollisionAxis nearest_collided = COLLISION_AXIS_NONE;
f32 nearest_dtime = dtime;
int nearest_boxindex = -1;
Go through every nodebox, find nearest collision
*/
for (u32 boxindex = 0; boxindex < cinfo.size(); boxindex++) {
- NearbyCollisionInfo box_info = cinfo[boxindex];
+ const NearbyCollisionInfo &box_info = cinfo[boxindex];
// Ignore if already stepped up this nodebox.
if (box_info.is_step_up)
continue;
// Find nearest collision of the two boxes (raytracing-like)
- f32 dtime_tmp;
- int collided = axisAlignedCollision(box_info.box,
- movingbox, *speed_f, d, &dtime_tmp);
+ f32 dtime_tmp = nearest_dtime;
+ CollisionAxis collided = axisAlignedCollision(box_info.box,
+ movingbox, *speed_f, &dtime_tmp);
if (collided == -1 || dtime_tmp >= nearest_dtime)
continue;
nearest_boxindex = boxindex;
}
- if (nearest_collided == -1) {
+ if (nearest_collided == COLLISION_AXIS_NONE) {
// No collision with any collision box.
*pos_f += *speed_f * dtime;
dtime = 0; // Set to 0 to avoid "infinite" loop due to small FP numbers
// Otherwise, a collision occurred.
NearbyCollisionInfo &nearest_info = cinfo[nearest_boxindex];
const aabb3f& cbox = nearest_info.box;
+
+ //movingbox except moved to the horizontal position it would be after step up
+ aabb3f stepbox = movingbox;
+ stepbox.MinEdge.X += speed_f->X * dtime;
+ stepbox.MinEdge.Z += speed_f->Z * dtime;
+ stepbox.MaxEdge.X += speed_f->X * dtime;
+ stepbox.MaxEdge.Z += speed_f->Z * dtime;
// Check for stairs.
- bool step_up = (nearest_collided != 1) && // must not be Y direction
+ bool step_up = (nearest_collided != COLLISION_AXIS_Y) && // must not be Y direction
(movingbox.MinEdge.Y < cbox.MaxEdge.Y) &&
(movingbox.MinEdge.Y + stepheight > cbox.MaxEdge.Y) &&
- (!wouldCollideWithCeiling(cinfo, movingbox,
+ (!wouldCollideWithCeiling(cinfo, stepbox,
cbox.MaxEdge.Y - movingbox.MinEdge.Y,
d));
// Get bounce multiplier
- bool bouncy = (nearest_info.bouncy >= 1);
- float bounce = -(float)nearest_info.bouncy / 100.0;
+ float bounce = -(float)nearest_info.bouncy / 100.0f;
// Move to the point of collision and reduce dtime by nearest_dtime
if (nearest_dtime < 0) {
- // Handle negative nearest_dtime (can be caused by the d allowance)
+ // Handle negative nearest_dtime
if (!step_up) {
- if (nearest_collided == 0)
+ if (nearest_collided == COLLISION_AXIS_X)
pos_f->X += speed_f->X * nearest_dtime;
- if (nearest_collided == 1)
+ if (nearest_collided == COLLISION_AXIS_Y)
pos_f->Y += speed_f->Y * nearest_dtime;
- if (nearest_collided == 2)
+ if (nearest_collided == COLLISION_AXIS_Z)
pos_f->Z += speed_f->Z * nearest_dtime;
}
} else {
is_collision = false;
CollisionInfo info;
- if (nearest_info.is_object)
+ if (nearest_info.isObject())
info.type = COLLISION_OBJECT;
else
info.type = COLLISION_NODE;
info.node_p = nearest_info.position;
- info.bouncy = bouncy;
+ info.object = nearest_info.obj;
info.old_speed = *speed_f;
+ info.plane = nearest_collided;
// Set the speed component that caused the collision to zero
if (step_up) {
// Special case: Handle stairs
nearest_info.is_step_up = true;
is_collision = false;
- } else if (nearest_collided == 0) { // X
+ } else if (nearest_collided == COLLISION_AXIS_X) {
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
+ } else if (nearest_collided == COLLISION_AXIS_Y) {
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
+ } else if (nearest_collided == COLLISION_AXIS_Z) {
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)
+ if (info.new_speed.getDistanceFrom(info.old_speed) < 0.1f * BS)
is_collision = false;
if (is_collision) {
+ info.axis = nearest_collided;
result.collisions.push_back(info);
}
}
aabb3f box = box_0;
box.MinEdge += *pos_f;
box.MaxEdge += *pos_f;
- for (u32 boxindex = 0; boxindex < cinfo.size(); boxindex++) {
- NearbyCollisionInfo &box_info = cinfo[boxindex];
+ for (const auto &box_info : cinfo) {
const aabb3f &cbox = box_info.box;
/*
Object touches ground if object's minimum Y is near node's
maximum Y and object's X-Z-area overlaps with the node's
X-Z-area.
-
- Use 0.15*BS so that it is easier to get on a node.
*/
+
if (cbox.MaxEdge.X - d > box.MinEdge.X && cbox.MinEdge.X + d < box.MaxEdge.X &&
cbox.MaxEdge.Z - d > box.MinEdge.Z &&
cbox.MinEdge.Z + d < box.MaxEdge.Z) {
box.MinEdge += *pos_f;
box.MaxEdge += *pos_f;
}
- if (fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15 * BS) {
+ if (std::fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.05f) {
result.touching_ground = true;
- if (box_info.is_object)
+ if (box_info.isObject())
result.standing_on_object = true;
- if (box_info.is_unloaded)
- result.standing_on_unloaded = true;
}
}
}