#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
{
//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,
{
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)
{
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)
{
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)
{
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)
{
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)
{
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)
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");
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);
+
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++)
is_object.push_back(false);
}
}
- catch(InvalidPositionException &e)
- {
+ else {
// Collide with unloaded nodes
aabb3f box = getNodeBox(p, BS);
cboxes.push_back(box);
}
} // tt2
+ if(collideWithObjects)
{
ScopeProfiler sp(g_profiler, "collisionMoveSimple objects avg", SPT_AVG);
//TimeTaker tt3("collisionMoveSimple collect object boxes");
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++)
+ for (size_t i=0; i < clientobjects.size(); i++)
{
- objects.push_back((ActiveObject*)clientobjects[i].obj);
+ if ((self == 0) || (self != clientobjects[i].obj)) {
+ objects.push_back((ActiveObject*)clientobjects[i].obj);
+ }
}
}
else
for (std::set<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);
+ }
}
}
}
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);
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;