#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
// The time after which the collision occurs is stored in dtime.
int axisAlignedCollision(
const aabb3f &staticbox, const aabb3f &movingbox,
- const v3f &speed, f32 d, f32 &dtime)
+ const v3f &speed, f32 d, f32 *dtime)
{
//TimeTaker tt("axisAlignedCollision");
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))
+ 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)
}
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))
+ 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)
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))
+ 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)
}
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))
+ 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)
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))
+ 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)
}
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))
+ 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;
}
//else if(relbox.MaxEdge.Z < 0)
// 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,
f32 stepheight, f32 dtime,
- v3f &pos_f, v3f &speed_f,
- v3f &accel_f,ActiveObject* self,
+ v3f *pos_f, v3f *speed_f,
+ v3f accel_f, ActiveObject *self,
bool collideWithObjects)
{
+ 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 avg", SPT_AVG);
collisionMoveResult result;
/*
Calculate new velocity
*/
- if( dtime > 0.5 ) {
- infostream<<"collisionMoveSimple: WARNING: maximum step interval exceeded, lost movement details!"<<std::endl;
+ if (dtime > 0.5) {
+ if (!time_notification_done) {
+ time_notification_done = true;
+ infostream << "collisionMoveSimple: maximum step interval exceeded,"
+ " lost movement details!"<<std::endl;
+ }
dtime = 0.5;
+ } else {
+ time_notification_done = false;
}
- speed_f += accel_f * dtime;
+ *speed_f += accel_f * dtime;
// If there is no speed, there are no collisions
- if(speed_f.getLength() == 0)
+ if (speed_f->getLength() == 0)
return result;
// Limit speed for avoiding hangs
- speed_f.Y=rangelim(speed_f.Y,-5000,5000);
- speed_f.X=rangelim(speed_f.X,-5000,5000);
- speed_f.Z=rangelim(speed_f.Z,-5000,5000);
+ speed_f->Y = rangelim(speed_f->Y, -5000, 5000);
+ speed_f->X = rangelim(speed_f->X, -5000, 5000);
+ speed_f->Z = rangelim(speed_f->Z, -5000, 5000);
/*
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);
+ 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_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++)
if (is_position_valid) {
// Object collides into walkable nodes
- const ContentFeatures &f = gamedef->getNodeDefManager()->get(n);
+ any_position_valid = true;
+ 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++)
+ 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) {
+ *speed_f = v3f(0, 0, 0);
+ 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 */
-
+ /* 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();
+ f32 distance = speed_f->getLength();
std::vector<DistanceSortedActiveObject> clientobjects;
- c_env->getActiveObjects(pos_f,distance * 1.5,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);
#endif
{
ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
- if (s_env != 0) {
- f32 distance = speed_f.getLength();
+ 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++) {
+ 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);
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
*/
int loopcount = 0;
- while(dtime > BS*1e-10)
- {
+ 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)
- {
- infostream<<"collisionMoveSimple: WARNING: Loop count exceeded, aborting to avoid infiniite loop"<<std::endl;
- dtime = 0;
+ if (loopcount >= 100) {
+ warningstream << "collisionMoveSimple: Loop count exceeded, aborting to avoid infiniite loop" << std::endl;
break;
}
aabb3f movingbox = box_0;
- movingbox.MinEdge += pos_f;
- movingbox.MaxEdge += pos_f;
+ movingbox.MinEdge += *pos_f;
+ movingbox.MaxEdge += *pos_f;
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++)
- {
+ 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])
+ if (box_info.is_step_up)
continue;
// Find nearest collision of the two boxes (raytracing-like)
f32 dtime_tmp;
- int collided = axisAlignedCollision(
- cboxes[boxindex], movingbox, speed_f, d, dtime_tmp);
+ int collided = axisAlignedCollision(box_info.box,
+ movingbox, *speed_f, d, &dtime_tmp);
- if(collided == -1 || dtime_tmp >= nearest_dtime)
+ if (collided == -1 || dtime_tmp >= nearest_dtime)
continue;
nearest_dtime = dtime_tmp;
nearest_boxindex = boxindex;
}
- if(nearest_collided == -1)
- {
+ if (nearest_collided == -1) {
// No collision with any collision box.
- pos_f += speed_f * dtime;
+ *pos_f += *speed_f * dtime;
dtime = 0; // Set to 0 to avoid "infinite" loop due to small FP numbers
- }
- else
- {
+ } 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)
- {
+ if (nearest_dtime < 0) {
// Handle negative nearest_dtime (can be caused by the d allowance)
- if(!step_up)
- {
- if(nearest_collided == 0)
- pos_f.X += speed_f.X * nearest_dtime;
- if(nearest_collided == 1)
- pos_f.Y += speed_f.Y * nearest_dtime;
- if(nearest_collided == 2)
- pos_f.Z += speed_f.Z * nearest_dtime;
+ if (!step_up) {
+ if (nearest_collided == 0)
+ pos_f->X += speed_f->X * nearest_dtime;
+ if (nearest_collided == 1)
+ pos_f->Y += speed_f->Y * nearest_dtime;
+ if (nearest_collided == 2)
+ pos_f->Z += speed_f->Z * nearest_dtime;
}
- }
- else
- {
- pos_f += speed_f * nearest_dtime;
+ } else {
+ *pos_f += *speed_f * nearest_dtime;
dtime -= nearest_dtime;
}
-
+
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;
- }
- 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;
+ info.old_speed = *speed_f;
// Set the speed component that caused the collision to zero
- if(step_up)
- {
+ 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
- {
- if(fabs(speed_f.X) > BS*3)
- speed_f.X *= bounce;
+ } else if (nearest_collided == 0) { // X
+ if (fabs(speed_f->X) > BS * 3)
+ speed_f->X *= bounce;
else
- speed_f.X = 0;
+ speed_f->X = 0;
result.collides = true;
result.collides_xz = true;
- }
- else if(nearest_collided == 1) // Y
- {
- if(fabs(speed_f.Y) > BS*3)
- speed_f.Y *= bounce;
+ } else if (nearest_collided == 1) { // Y
+ if(fabs(speed_f->Y) > BS * 3)
+ speed_f->Y *= bounce;
else
- speed_f.Y = 0;
+ speed_f->Y = 0;
result.collides = true;
- }
- else if(nearest_collided == 2) // Z
- {
- if(fabs(speed_f.Z) > BS*3)
- speed_f.Z *= bounce;
+ } else if (nearest_collided == 2) { // Z
+ if (fabs(speed_f->Z) > BS * 3)
+ speed_f->Z *= bounce;
else
- speed_f.Z = 0;
+ 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)
+ info.new_speed = *speed_f;
+ if (info.new_speed.getDistanceFrom(info.old_speed) < 0.1 * BS)
is_collision = false;
- if(is_collision){
+ if (is_collision) {
result.collisions.push_back(info);
}
}
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 < cboxes.size(); boxindex++)
- {
- const aabb3f& cbox = cboxes[boxindex];
+ 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.
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(is_step_up[boxindex])
- {
- pos_f.Y += (cbox.MaxEdge.Y - box.MinEdge.Y);
+ 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;
+ box.MinEdge += *pos_f;
+ box.MaxEdge += *pos_f;
}
- if(fabs(cbox.MaxEdge.Y-box.MinEdge.Y) < 0.15*BS)
- {
+ if (fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15 * BS) {
result.touching_ground = true;
- if(is_unloaded[boxindex])
+
+ if (box_info.is_object)
+ result.standing_on_object = true;
+ if (box_info.is_unloaded)
result.standing_on_unloaded = true;
}
}
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