#include <vector>
#include <set>
#include "util/timetaker.h"
-#include "main.h" // g_profiler
#include "profiler.h"
// float error is 10 - 9.96875 = 0.03125
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) &&
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;
ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
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);
if ((self == 0) || (self != current)) {
objects.push_back((ActiveObject*)current);
pos_f += speed_f * nearest_dtime;
dtime -= nearest_dtime;
}
-
+
bool is_collision = true;
if(is_unloaded[nearest_boxindex])
is_collision = false;
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