/*
-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 General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef COLLISION_HEADER
#define COLLISION_HEADER
-#include "common_irrlicht.h"
+#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;
+ std::vector<CollisionInfo> collisions;
collisionMoveResult():
- touching_ground(false)
+ touching_ground(false),
+ collides(false),
+ collides_xz(false),
+ standing_on_unloaded(false)
{}
};
-collisionMoveResult collisionMoveSimple(Map *map, f32 pos_max_d,
- const core::aabbox3d<f32> &box_0,
- f32 dtime, v3f &pos_f, v3f &speed_f);
-//{return collisionMoveResult();}
+// Moves using a single iteration; speed should not exceed pos_max_d/dtime
+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=0,
+ bool collideWithObjects=true);
+
+#if 0
+// This doesn't seem to work and isn't used
+// Moves using as many iterations as needed
+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);
+#endif
+
+// 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);
+
+// 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);
#endif