Fix Lint broken by b662a4577d692329b9ca83525e6039f2ddcd1ac1
[oweals/minetest.git] / src / collision.h
index a4eca0dd821a6a9ce948c6019f1dc1c4f7730f13..1ceaba81c802752859f94da7c091faad90a63a33 100644 (file)
@@ -1,6 +1,6 @@
 /*
-Minetest-c55
-Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 This program is free software; you can redistribute it and/or modify
 it under the terms of the GNU Lesser General Public License as published by
@@ -21,41 +21,77 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #define COLLISION_HEADER
 
 #include "irrlichttypes_bloated.h"
+#include <vector>
 
 class Map;
 class IGameDef;
+class Environment;
+class ActiveObject;
+
+enum CollisionType
+{
+       COLLISION_NODE,
+       COLLISION_OBJECT,
+};
+
+struct CollisionInfo
+{
+       enum CollisionType type;
+       v3s16 node_p; // COLLISION_NODE
+       bool bouncy;
+       v3f old_speed;
+       v3f new_speed;
+
+       CollisionInfo():
+               type(COLLISION_NODE),
+               node_p(-32768,-32768,-32768),
+               bouncy(false),
+               old_speed(0,0,0),
+               new_speed(0,0,0)
+       {}
+};
 
 struct collisionMoveResult
 {
        bool touching_ground;
        bool collides;
+       bool collides_xz;
+       bool standing_on_unloaded;
+       bool standing_on_object;
+       std::vector<CollisionInfo> collisions;
 
        collisionMoveResult():
                touching_ground(false),
-               collides(false)
+               collides(false),
+               collides_xz(false),
+               standing_on_unloaded(false),
+               standing_on_object(false)
        {}
 };
 
 // Moves using a single iteration; speed should not exceed pos_max_d/dtime
-collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
-               f32 pos_max_d, const core::aabbox3d<f32> &box_0,
-               f32 dtime, v3f &pos_f, v3f &speed_f);
+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=NULL,
+               bool collideWithObjects=true);
 
-// Moves using as many iterations as needed
-collisionMoveResult collisionMovePrecise(Map *map, IGameDef *gamedef,
-               f32 pos_max_d, const core::aabbox3d<f32> &box_0,
-               f32 dtime, v3f &pos_f, v3f &speed_f);
+// 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
+// dtime receives time until first collision, invalid if -1 is returned
+int axisAlignedCollision(
+               const aabb3f &staticbox, const aabb3f &movingbox,
+               const v3f &speed, f32 d, f32 *dtime);
 
-enum CollisionType
-{
-       COLLISION_FALL
-};
+// Helper function:
+// Checks if moving the movingbox up by the given distance would hit a ceiling.
+bool wouldCollideWithCeiling(
+               const std::vector<aabb3f> &staticboxes,
+               const aabb3f &movingbox,
+               f32 y_increase, f32 d);
 
-struct CollisionInfo
-{
-       CollisionType t;
-       f32 speed;
-};
 
 #endif