Fix how address is logged when a wrong password is supplied
[oweals/minetest.git] / src / collision.cpp
index cd170196f4ef17e5b10666b0b3cbe9af79c28a6f..5d52202d9b3a7935ca40ff9ec5ad941184834f03 100644 (file)
@@ -28,9 +28,12 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include <vector>
 #include <set>
 #include "util/timetaker.h"
-#include "main.h" // g_profiler
 #include "profiler.h"
 
+// float error is 10 - 9.96875 = 0.03125
+//#define COLL_ZERO 0.032 // broken unit tests
+#define COLL_ZERO 0
+
 // Helper function:
 // 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
@@ -41,9 +44,9 @@ int axisAlignedCollision(
 {
        //TimeTaker tt("axisAlignedCollision");
 
-       f32 xsize = (staticbox.MaxEdge.X - staticbox.MinEdge.X);
-       f32 ysize = (staticbox.MaxEdge.Y - staticbox.MinEdge.Y);
-       f32 zsize = (staticbox.MaxEdge.Z - staticbox.MinEdge.Z);
+       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,
@@ -60,9 +63,9 @@ int axisAlignedCollision(
                {
                        dtime = - relbox.MaxEdge.X / speed.X;
                        if((relbox.MinEdge.Y + speed.Y * dtime < ysize) &&
-                                       (relbox.MaxEdge.Y + speed.Y * dtime > 0) &&
+                                       (relbox.MaxEdge.Y + speed.Y * dtime > COLL_ZERO) &&
                                        (relbox.MinEdge.Z + speed.Z * dtime < zsize) &&
-                                       (relbox.MaxEdge.Z + speed.Z * dtime > 0))
+                                       (relbox.MaxEdge.Z + speed.Z * dtime > COLL_ZERO))
                                return 0;
                }
                else if(relbox.MinEdge.X > xsize)
@@ -76,9 +79,9 @@ int axisAlignedCollision(
                {
                        dtime = (xsize - relbox.MinEdge.X) / speed.X;
                        if((relbox.MinEdge.Y + speed.Y * dtime < ysize) &&
-                                       (relbox.MaxEdge.Y + speed.Y * dtime > 0) &&
+                                       (relbox.MaxEdge.Y + speed.Y * dtime > COLL_ZERO) &&
                                        (relbox.MinEdge.Z + speed.Z * dtime < zsize) &&
-                                       (relbox.MaxEdge.Z + speed.Z * dtime > 0))
+                                       (relbox.MaxEdge.Z + speed.Z * dtime > COLL_ZERO))
                                return 0;
                }
                else if(relbox.MaxEdge.X < 0)
@@ -95,9 +98,9 @@ int axisAlignedCollision(
                {
                        dtime = - relbox.MaxEdge.Y / speed.Y;
                        if((relbox.MinEdge.X + speed.X * dtime < xsize) &&
-                                       (relbox.MaxEdge.X + speed.X * dtime > 0) &&
+                                       (relbox.MaxEdge.X + speed.X * dtime > COLL_ZERO) &&
                                        (relbox.MinEdge.Z + speed.Z * dtime < zsize) &&
-                                       (relbox.MaxEdge.Z + speed.Z * dtime > 0))
+                                       (relbox.MaxEdge.Z + speed.Z * dtime > COLL_ZERO))
                                return 1;
                }
                else if(relbox.MinEdge.Y > ysize)
@@ -111,9 +114,9 @@ int axisAlignedCollision(
                {
                        dtime = (ysize - relbox.MinEdge.Y) / speed.Y;
                        if((relbox.MinEdge.X + speed.X * dtime < xsize) &&
-                                       (relbox.MaxEdge.X + speed.X * dtime > 0) &&
+                                       (relbox.MaxEdge.X + speed.X * dtime > COLL_ZERO) &&
                                        (relbox.MinEdge.Z + speed.Z * dtime < zsize) &&
-                                       (relbox.MaxEdge.Z + speed.Z * dtime > 0))
+                                       (relbox.MaxEdge.Z + speed.Z * dtime > COLL_ZERO))
                                return 1;
                }
                else if(relbox.MaxEdge.Y < 0)
@@ -130,9 +133,9 @@ int axisAlignedCollision(
                {
                        dtime = - relbox.MaxEdge.Z / speed.Z;
                        if((relbox.MinEdge.X + speed.X * dtime < xsize) &&
-                                       (relbox.MaxEdge.X + speed.X * dtime > 0) &&
+                                       (relbox.MaxEdge.X + speed.X * dtime > COLL_ZERO) &&
                                        (relbox.MinEdge.Y + speed.Y * dtime < ysize) &&
-                                       (relbox.MaxEdge.Y + speed.Y * dtime > 0))
+                                       (relbox.MaxEdge.Y + speed.Y * dtime > COLL_ZERO))
                                return 2;
                }
                //else if(relbox.MinEdge.Z > zsize)
@@ -146,9 +149,9 @@ int axisAlignedCollision(
                {
                        dtime = (zsize - relbox.MinEdge.Z) / speed.Z;
                        if((relbox.MinEdge.X + speed.X * dtime < xsize) &&
-                                       (relbox.MaxEdge.X + speed.X * dtime > 0) &&
+                                       (relbox.MaxEdge.X + speed.X * dtime > COLL_ZERO) &&
                                        (relbox.MinEdge.Y + speed.Y * dtime < ysize) &&
-                                       (relbox.MaxEdge.Y + speed.Y * dtime > 0))
+                                       (relbox.MaxEdge.Y + speed.Y * dtime > COLL_ZERO))
                                return 2;
                }
                //else if(relbox.MaxEdge.Z < 0)
@@ -169,11 +172,11 @@ bool wouldCollideWithCeiling(
 {
        //TimeTaker tt("wouldCollideWithCeiling");
 
-       assert(y_increase >= 0);
+       assert(y_increase >= 0);        // pre-condition
 
        for(std::vector<aabb3f>::const_iterator
                        i = staticboxes.begin();
-                       i != staticboxes.end(); i++)
+                       i != staticboxes.end(); ++i)
        {
                const aabb3f& staticbox = *i;
                if((movingbox.MaxEdge.Y - d <= staticbox.MinEdge.Y) &&
@@ -192,7 +195,9 @@ bool wouldCollideWithCeiling(
 collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                f32 pos_max_d, const aabb3f &box_0,
                f32 stepheight, f32 dtime,
-               v3f &pos_f, v3f &speed_f, v3f &accel_f)
+               v3f &pos_f, v3f &speed_f,
+               v3f &accel_f,ActiveObject* self,
+               bool collideWithObjects)
 {
        Map *map = &env->getMap();
        //TimeTaker tt("collisionMoveSimple");
@@ -240,23 +245,30 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
        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;
 
+       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);
-               try{
+
+               bool is_position_valid;
+               MapNode n = map->getNodeNoEx(p, &is_position_valid);
+
+               if (is_position_valid) {
                        // Object collides into walkable nodes
-                       MapNode n = map->getNode(p);
+
+                       any_position_valid = true;
                        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());
+                       std::vector<aabb3f> nodeboxes = n.getCollisionBoxes(gamedef->ndef());
                        for(std::vector<aabb3f>::iterator
                                        i = nodeboxes.begin();
-                                       i != nodeboxes.end(); i++)
+                                       i != nodeboxes.end(); ++i)
                        {
                                aabb3f box = *i;
                                box.MinEdge += v3f(x, y, z)*BS;
@@ -269,8 +281,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                                is_object.push_back(false);
                        }
                }
-               catch(InvalidPositionException &e)
-               {
+               else {
                        // Collide with unloaded nodes
                        aabb3f box = getNodeBox(p, BS);
                        cboxes.push_back(box);
@@ -281,53 +292,59 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                        is_object.push_back(false);
                }
        }
+
+       // Do not move if world has not loaded yet, since custom node boxes
+       // are not available for collision detection.
+       if (!any_position_valid)
+               return result;
+
        } // tt2
 
+       if(collideWithObjects)
        {
                ScopeProfiler sp(g_profiler, "collisionMoveSimple objects avg", SPT_AVG);
                //TimeTaker tt3("collisionMoveSimple collect object boxes");
 
                /* add object boxes to cboxes */
 
-
-               std::list<ActiveObject*> objects;
+               std::vector<ActiveObject*> objects;
 #ifndef SERVER
                ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env);
-               if (c_env != 0)
-               {
+               if (c_env != 0) {
                        f32 distance = speed_f.getLength();
                        std::vector<DistanceSortedActiveObject> clientobjects;
                        c_env->getActiveObjects(pos_f,distance * 1.5,clientobjects);
-                       for (int i=0; i < clientobjects.size(); i++)
-                       {
-                               objects.push_back((ActiveObject*)clientobjects[i].obj);
+                       for (size_t i=0; i < clientobjects.size(); i++) {
+                               if ((self == 0) || (self != clientobjects[i].obj)) {
+                                       objects.push_back((ActiveObject*)clientobjects[i].obj);
+                               }
                        }
                }
                else
 #endif
                {
                        ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
-                       if (s_env != 0)
-                       {
+                       if (s_env != 0) {
                                f32 distance = speed_f.getLength();
-                               std::set<u16> s_objects = s_env->getObjectsInsideRadius(pos_f,distance * 1.5);
-                               for (std::set<u16>::iterator iter = s_objects.begin(); iter != s_objects.end(); iter++)
-                               {
+                               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);
-                                       objects.push_back((ActiveObject*)current);
+                                       if ((self == 0) || (self != current)) {
+                                               objects.push_back((ActiveObject*)current);
+                                       }
                                }
                        }
                }
 
-               for (std::list<ActiveObject*>::const_iterator iter = objects.begin();iter != objects.end(); ++iter)
-               {
+               for (std::vector<ActiveObject*>::const_iterator iter = objects.begin();
+                               iter != objects.end(); ++iter) {
                        ActiveObject *object = *iter;
 
-                       if (object != NULL)
-                       {
+                       if (object != NULL) {
                                aabb3f object_collisionbox;
-                               if (object->getCollisionBox(&object_collisionbox))
-                               {
+                               if (object->getCollisionBox(&object_collisionbox) &&
+                                               object->collideWithObjects()) {
                                        cboxes.push_back(object_collisionbox);
                                        is_unloaded.push_back(false);
                                        is_step_up.push_back(false);
@@ -339,11 +356,11 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                }
        } //tt3
 
-       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());
-       assert(cboxes.size() == is_object.size());
+       assert(cboxes.size() == is_unloaded.size());    // post-condition
+       assert(cboxes.size() == is_step_up.size());     // post-condition
+       assert(cboxes.size() == bouncy_values.size());  // post-condition
+       assert(cboxes.size() == node_positions.size()); // post-condition
+       assert(cboxes.size() == is_object.size());      // post-condition
 
        /*
                Collision detection
@@ -358,7 +375,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
        //f32 d = 0.15*BS;
 
        // This should always apply, otherwise there are glitches
-       assert(d > pos_max_d);
+       assert(d > pos_max_d);  // invariant
 
        int loopcount = 0;
 
@@ -449,7 +466,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                                pos_f += speed_f * nearest_dtime;
                                dtime -= nearest_dtime;
                        }
-                       
+
                        bool is_collision = true;
                        if(is_unloaded[nearest_boxindex])
                                is_collision = false;
@@ -458,8 +475,9 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                        if (is_object[nearest_boxindex]) {
                                info.type = COLLISION_OBJECT;
                        }
-                       else
+                       else {
                                info.type = COLLISION_NODE;
+                       }
                        info.node_p = node_positions[nearest_boxindex];
                        info.bouncy = bouncy;
                        info.old_speed = speed_f;
@@ -551,76 +569,3 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
 
        return result;
 }
-
-#if 0
-// This doesn't seem to work and isn't used
-collisionMoveResult collisionMovePrecise(Map *map, IGameDef *gamedef,
-               f32 pos_max_d, const aabb3f &box_0,
-               f32 stepheight, f32 dtime,
-               v3f &pos_f, v3f &speed_f, v3f &accel_f)
-{
-       //TimeTaker tt("collisionMovePrecise");
-    ScopeProfiler sp(g_profiler, "collisionMovePrecise avg", SPT_AVG);
-       
-       collisionMoveResult final_result;
-
-       // If there is no speed, there are no collisions
-       if(speed_f.getLength() == 0)
-               return final_result;
-
-       // Don't allow overly huge dtime
-       if(dtime > 2.0)
-               dtime = 2.0;
-
-       f32 dtime_downcount = dtime;
-
-       u32 loopcount = 0;
-       do
-       {
-               loopcount++;
-
-               // Maximum time increment (for collision detection etc)
-               // time = distance / speed
-               f32 dtime_max_increment = 1.0;
-               if(speed_f.getLength() != 0)
-                       dtime_max_increment = pos_max_d / speed_f.getLength();
-
-               // Maximum time increment is 10ms or lower
-               if(dtime_max_increment > 0.01)
-                       dtime_max_increment = 0.01;
-
-               f32 dtime_part;
-               if(dtime_downcount > dtime_max_increment)
-               {
-                       dtime_part = dtime_max_increment;
-                       dtime_downcount -= dtime_part;
-               }
-               else
-               {
-                       dtime_part = dtime_downcount;
-                       /*
-                               Setting this to 0 (no -=dtime_part) disables an infinite loop
-                               when dtime_part is so small that dtime_downcount -= dtime_part
-                               does nothing
-                       */
-                       dtime_downcount = 0;
-               }
-
-               collisionMoveResult result = collisionMoveSimple(map, gamedef,
-                               pos_max_d, box_0, stepheight, dtime_part,
-                               pos_f, speed_f, accel_f);
-
-               if(result.touching_ground)
-                       final_result.touching_ground = true;
-               if(result.collides)
-                       final_result.collides = true;
-               if(result.collides_xz)
-                       final_result.collides_xz = true;
-               if(result.standing_on_unloaded)
-                       final_result.standing_on_unloaded = true;
-       }
-       while(dtime_downcount > 0.001);
-
-       return final_result;
-}
-#endif