/*
Minetest
-Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
+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
class Map;
class IGameDef;
+class Environment;
+class ActiveObject;
enum CollisionType
{
- COLLISION_NODE
+ COLLISION_NODE,
+ COLLISION_OBJECT,
};
struct CollisionInfo
};
// Moves using a single iteration; speed should not exceed pos_max_d/dtime
-collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
+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);
-
-#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
+ v3f &pos_f, v3f &speed_f,
+ v3f &accel_f,ActiveObject* self=0,
+ bool collideWithObjects=true);
// Helper function:
// Checks for collision of a moving aabbox with a static aabbox