#include "map.h"
#include "nodedef.h"
#include "gamedef.h"
-#include "log.h"
-#include "environment.h"
+#ifndef SERVER
+#include "clientenvironment.h"
+#endif
+#include "serverenvironment.h"
#include "serverobject.h"
-#include <vector>
-#include <set>
#include "util/timetaker.h"
#include "profiler.h"
//#define COLL_ZERO 0.032 // broken unit tests
#define COLL_ZERO 0
+
+struct NearbyCollisionInfo {
+ NearbyCollisionInfo(bool is_ul, bool is_obj, int bouncy,
+ const v3s16 &pos, const aabb3f &box) :
+ is_unloaded(is_ul),
+ is_step_up(false),
+ is_object(is_obj),
+ bouncy(bouncy),
+ position(pos),
+ box(box)
+ {}
+
+ bool is_unloaded;
+ bool is_step_up;
+ bool is_object;
+ int bouncy;
+ v3s16 position;
+ aabb3f box;
+};
+
+
// 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
// Helper function:
// Checks if moving the movingbox up by the given distance would hit a ceiling.
bool wouldCollideWithCeiling(
- const std::vector<aabb3f> &staticboxes,
+ const std::vector<NearbyCollisionInfo> &cinfo,
const aabb3f &movingbox,
f32 y_increase, f32 d)
{
assert(y_increase >= 0); // pre-condition
- for(std::vector<aabb3f>::const_iterator
- i = staticboxes.begin();
- i != staticboxes.end(); ++i)
- {
- const aabb3f& staticbox = *i;
- if((movingbox.MaxEdge.Y - d <= staticbox.MinEdge.Y) &&
+ for (std::vector<NearbyCollisionInfo>::const_iterator it = cinfo.begin();
+ it != cinfo.end(); ++it) {
+ 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) &&
(movingbox.MaxEdge.X > staticbox.MinEdge.X) &&
return false;
}
+static inline void getNeighborConnectingFace(v3s16 p, INodeDefManager *nodedef,
+ Map *map, MapNode n, int v, int *neighbors)
+{
+ MapNode n2 = map->getNodeNoEx(p);
+ if (nodedef->nodeboxConnects(n, n2, v))
+ *neighbors |= v;
+}
collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
f32 pos_max_d, const aabb3f &box_0,
/*
Collect node boxes in movement range
*/
- std::vector<aabb3f> cboxes;
- std::vector<bool> is_unloaded;
- std::vector<bool> is_step_up;
- std::vector<bool> is_object;
- std::vector<int> bouncy_values;
- std::vector<v3s16> node_positions;
+ std::vector<NearbyCollisionInfo> cinfo;
{
//TimeTaker tt2("collisionMoveSimple collect boxes");
- ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);
+ ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);
v3s16 oldpos_i = floatToInt(*pos_f, BS);
v3s16 newpos_i = floatToInt(*pos_f + *speed_f * dtime, BS);
bool any_position_valid = false;
- // The order is important here, must be y first
- for(s16 y = max_y; y >= min_y; y--)
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);
// Object collides into walkable nodes
any_position_valid = true;
- const ContentFeatures &f = gamedef->getNodeDefManager()->get(n);
+ INodeDefManager *nodedef = gamedef->getNodeDefManager();
+ const ContentFeatures &f = nodedef->get(n);
if(f.walkable == false)
continue;
int n_bouncy_value = itemgroup_get(f.groups, "bouncy");
- std::vector<aabb3f> nodeboxes = n.getCollisionBoxes(gamedef->ndef());
+ int neighbors = 0;
+ if (f.drawtype == NDT_NODEBOX && f.node_box.type == NODEBOX_CONNECTED) {
+ v3s16 p2 = p;
+
+ p2.Y++;
+ getNeighborConnectingFace(p2, nodedef, map, n, 1, &neighbors);
+
+ p2 = p;
+ p2.Y--;
+ getNeighborConnectingFace(p2, nodedef, map, n, 2, &neighbors);
+
+ p2 = p;
+ p2.Z--;
+ getNeighborConnectingFace(p2, nodedef, map, n, 4, &neighbors);
+
+ p2 = p;
+ p2.X--;
+ getNeighborConnectingFace(p2, nodedef, map, n, 8, &neighbors);
+
+ p2 = p;
+ p2.Z++;
+ getNeighborConnectingFace(p2, nodedef, map, n, 16, &neighbors);
+
+ p2 = p;
+ p2.X++;
+ getNeighborConnectingFace(p2, nodedef, map, n, 32, &neighbors);
+ }
+ 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;
- 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);
- is_object.push_back(false);
+ cinfo.push_back(NearbyCollisionInfo(false,
+ false, n_bouncy_value, p, box));
}
- }
- else {
+ } else {
// Collide with unloaded nodes
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);
- is_object.push_back(false);
+ cinfo.push_back(NearbyCollisionInfo(true, false, 0, p, box));
}
}
// Do not move if world has not loaded yet, since custom node boxes
// are not available for collision detection.
- if (!any_position_valid)
+ if (!any_position_valid) {
+ *speed_f = v3f(0, 0, 0);
return result;
+ }
} // tt2
ScopeProfiler sp(g_profiler, "collisionMoveSimple objects avg", SPT_AVG);
//TimeTaker tt3("collisionMoveSimple collect object boxes");
- /* add object boxes to cboxes */
+ /* add object boxes to cinfo */
std::vector<ActiveObject*> objects;
#ifndef SERVER
#endif
{
ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
- if (s_env != 0) {
+ if (s_env != NULL) {
f32 distance = speed_f->getLength();
std::vector<u16> s_objects;
s_env->getObjectsInsideRadius(s_objects, *pos_f, distance * 1.5);
aabb3f 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);
- bouncy_values.push_back(0);
- node_positions.push_back(v3s16(0,0,0));
- is_object.push_back(true);
+ cinfo.push_back(NearbyCollisionInfo(false, true, 0, v3s16(), object_collisionbox));
}
}
}
} //tt3
- 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
*/
while(dtime > BS * 1e-10) {
//TimeTaker tt3("collisionMoveSimple dtime loop");
- ScopeProfiler sp(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG);
+ ScopeProfiler sp(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG);
// Avoid infinite loop
loopcount++;
if (loopcount >= 100) {
warningstream << "collisionMoveSimple: Loop count exceeded, aborting to avoid infiniite loop" << std::endl;
- dtime = 0;
break;
}
int nearest_collided = -1;
f32 nearest_dtime = dtime;
- u32 nearest_boxindex = -1;
+ int nearest_boxindex = -1;
/*
Go through every nodebox, find nearest collision
*/
- for (u32 boxindex = 0; boxindex < cboxes.size(); boxindex++) {
- // Find nearest collision of the two boxes (raytracing-like)
- f32 dtime_tmp;
- int collided = axisAlignedCollision(
- cboxes[boxindex], movingbox, *speed_f, d, &dtime_tmp);
-
+ for (u32 boxindex = 0; boxindex < cinfo.size(); boxindex++) {
+ NearbyCollisionInfo box_info = cinfo[boxindex];
// Ignore if already stepped up this nodebox.
- if (is_step_up[boxindex]) {
- pos_f->Y += (cboxes[boxindex].MaxEdge.Y - movingbox.MinEdge.Y);
+ 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);
if (collided == -1 || dtime_tmp >= nearest_dtime)
continue;
dtime = 0; // Set to 0 to avoid "infinite" loop due to small FP numbers
} else {
// Otherwise, a collision occurred.
-
- const aabb3f& cbox = cboxes[nearest_boxindex];
+ NearbyCollisionInfo &nearest_info = cinfo[nearest_boxindex];
+ const aabb3f& cbox = nearest_info.box;
// Check for stairs.
bool step_up = (nearest_collided != 1) && // must not be Y direction
(movingbox.MinEdge.Y < cbox.MaxEdge.Y) &&
(movingbox.MinEdge.Y + stepheight > cbox.MaxEdge.Y) &&
- (!wouldCollideWithCeiling(cboxes, movingbox,
+ (!wouldCollideWithCeiling(cinfo, movingbox,
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;
+ bool bouncy = (nearest_info.bouncy >= 1);
+ float bounce = -(float)nearest_info.bouncy / 100.0;
// Move to the point of collision and reduce dtime by nearest_dtime
if (nearest_dtime < 0) {
}
bool is_collision = true;
- if (is_unloaded[nearest_boxindex])
+ if (nearest_info.is_unloaded)
is_collision = false;
CollisionInfo info;
- if (is_object[nearest_boxindex]) {
+ if (nearest_info.is_object)
info.type = COLLISION_OBJECT;
- result.standing_on_object = true;
- } else {
+ else
info.type = COLLISION_NODE;
- }
- info.node_p = node_positions[nearest_boxindex];
+ info.node_p = nearest_info.position;
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;
+ nearest_info.is_step_up = true;
is_collision = false;
- } else if(nearest_collided == 0) { // X
+ } else if (nearest_collided == 0) { // 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
- if (fabs(speed_f->Y) > BS * 3) {
+ } else if (nearest_collided == 1) { // Y
+ if(fabs(speed_f->Y) > BS * 3)
speed_f->Y *= bounce;
- } else {
+ else
speed_f->Y = 0;
- result.touching_ground = true;
- }
result.collides = true;
- } else if(nearest_collided == 2) { // Z
+ } else if (nearest_collided == 2) { // Z
if (fabs(speed_f->Z) > BS * 3)
speed_f->Z *= bounce;
else
}
}
+ /*
+ Final touches: Check if standing on ground, step up stairs.
+ */
+ 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];
+ const aabb3f &cbox = box_info.box;
+
+ /*
+ See if the object is touching ground.
+
+ 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) {
+ if (box_info.is_step_up) {
+ pos_f->Y += cbox.MaxEdge.Y - box.MinEdge.Y;
+ box = box_0;
+ box.MinEdge += *pos_f;
+ box.MaxEdge += *pos_f;
+ }
+ if (fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15 * BS) {
+ result.touching_ground = true;
+
+ if (box_info.is_object)
+ result.standing_on_object = true;
+ if (box_info.is_unloaded)
+ result.standing_on_unloaded = true;
+ }
+ }
+ }
+
return result;
}