Collision various fixes (#9343)
authorTheTermos <55103816+TheTermos@users.noreply.github.com>
Wed, 8 Apr 2020 20:45:05 +0000 (22:45 +0200)
committerGitHub <noreply@github.com>
Wed, 8 Apr 2020 20:45:05 +0000 (22:45 +0200)
src/client/localplayer.h
src/collision.cpp
src/collision.h
src/unittest/test_collision.cpp

index 95dceb1f479bd88a4526dc4dcee5fd1c7cc614bc..d88ae17acc6f9e3fc9bc09125b835714b0697ccd 100644 (file)
@@ -141,6 +141,8 @@ public:
 
        void setCollisionbox(const aabb3f &box) { m_collisionbox = box; }
 
+       const aabb3f& getCollisionbox() const { return m_collisionbox; }
+
        float getZoomFOV() const { return m_zoom_fov; }
        void setZoomFOV(float zoom_fov) { m_zoom_fov = zoom_fov; }
 
index a443be7ab1fe68921414c20bbb347a32b04279a6..0d37ea436d96b44e5f3f8ed913b9f03728ff3f0e 100644 (file)
@@ -25,16 +25,13 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "gamedef.h"
 #ifndef SERVER
 #include "client/clientenvironment.h"
+#include "client/localplayer.h"
 #endif
 #include "serverenvironment.h"
 #include "serverobject.h"
 #include "util/timetaker.h"
 #include "profiler.h"
 
-// float error is 10 - 9.96875 = 0.03125
-//#define COLL_ZERO 0.032 // broken unit tests
-#define COLL_ZERO 0
-
 
 struct NearbyCollisionInfo {
        NearbyCollisionInfo(bool is_ul, bool is_obj, int bouncy,
@@ -61,118 +58,102 @@ struct NearbyCollisionInfo {
 // The time after which the collision occurs is stored in dtime.
 CollisionAxis axisAlignedCollision(
                const aabb3f &staticbox, const aabb3f &movingbox,
-               const v3f &speed, f32 d, f32 *dtime)
+               const v3f &speed, f32 *dtime)
 {
        //TimeTaker tt("axisAlignedCollision");
 
-       f32 xsize = (staticbox.MaxEdge.X - staticbox.MinEdge.X) - COLL_ZERO;     // reduce box size for solve collision stuck (flying sand)
-       f32 ysize = (staticbox.MaxEdge.Y - staticbox.MinEdge.Y); // - COLL_ZERO; // Y - no sense for falling, but maybe try later
-       f32 zsize = (staticbox.MaxEdge.Z - staticbox.MinEdge.Z) - COLL_ZERO;
-
        aabb3f relbox(
-                       movingbox.MinEdge.X - staticbox.MinEdge.X,
-                       movingbox.MinEdge.Y - staticbox.MinEdge.Y,
-                       movingbox.MinEdge.Z - staticbox.MinEdge.Z,
-                       movingbox.MaxEdge.X - staticbox.MinEdge.X,
-                       movingbox.MaxEdge.Y - staticbox.MinEdge.Y,
-                       movingbox.MaxEdge.Z - staticbox.MinEdge.Z
+                       movingbox.MaxEdge.X - movingbox.MinEdge.X + staticbox.MaxEdge.X - staticbox.MinEdge.X,                                          // sum of the widths
+                       movingbox.MaxEdge.Y - movingbox.MinEdge.Y + staticbox.MaxEdge.Y - staticbox.MinEdge.Y,
+                       movingbox.MaxEdge.Z - movingbox.MinEdge.Z + staticbox.MaxEdge.Z - staticbox.MinEdge.Z,
+                       std::max(movingbox.MaxEdge.X, staticbox.MaxEdge.X) - std::min(movingbox.MinEdge.X, staticbox.MinEdge.X),        //outer bounding 'box' dimensions
+                       std::max(movingbox.MaxEdge.Y, staticbox.MaxEdge.Y) - std::min(movingbox.MinEdge.Y, staticbox.MinEdge.Y),
+                       std::max(movingbox.MaxEdge.Z, staticbox.MaxEdge.Z) - std::min(movingbox.MinEdge.Z, staticbox.MinEdge.Z)
        );
 
-       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))
-                               return COLLISION_AXIS_X;
-               }
-               else if(relbox.MinEdge.X > xsize)
-               {
-                       return COLLISION_AXIS_NONE;
-               }
-       }
-       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))
-                               return COLLISION_AXIS_X;
-               }
-               else if(relbox.MaxEdge.X < 0)
-               {
-                       return COLLISION_AXIS_NONE;
+       const f32 dtime_max = *dtime;
+       const f32 inner_margin = -1.5f;
+       f32 distance;
+       f32 time;
+
+       if (speed.X) {
+               distance = relbox.MaxEdge.X - relbox.MinEdge.X;
+
+               *dtime = distance >= 0 ? std::abs(distance / speed.X) : -std::abs(distance / speed.X);
+               time = std::max(*dtime, 0.0f);
+
+               if (distance > inner_margin) {
+                       if (*dtime <= dtime_max) {
+                               if ((speed.X > 0 && staticbox.MaxEdge.X > movingbox.MaxEdge.X) ||
+                                               (speed.X < 0 && staticbox.MinEdge.X < movingbox.MinEdge.X)) {
+                                       if (
+                                               (std::max(movingbox.MaxEdge.Y + speed.Y * time, staticbox.MaxEdge.Y)
+                                                       - std::min(movingbox.MinEdge.Y + speed.Y * time, staticbox.MinEdge.Y)
+                                                       - relbox.MinEdge.Y < 0) &&
+                                               (std::max(movingbox.MaxEdge.Z + speed.Z * time, staticbox.MaxEdge.Z)
+                                                       - std::min(movingbox.MinEdge.Z + speed.Z * time, staticbox.MinEdge.Z)
+                                                       - relbox.MinEdge.Z < 0)
+                                               ) 
+                                               return COLLISION_AXIS_X;
+                               }
+                       } else {
+                               return COLLISION_AXIS_NONE;
+                       }
                }
        }
 
        // NO else if here
 
-       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))
-                               return COLLISION_AXIS_Y;
-               }
-               else if(relbox.MinEdge.Y > ysize)
-               {
-                       return COLLISION_AXIS_NONE;
-               }
-       }
-       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))
-                               return COLLISION_AXIS_Y;
-               }
-               else if(relbox.MaxEdge.Y < 0)
-               {
-                       return COLLISION_AXIS_NONE;
+       if (speed.Y) {
+               distance = relbox.MaxEdge.Y - relbox.MinEdge.Y;
+
+               *dtime = distance >= 0 ? std::abs(distance / speed.Y) : -std::abs(distance / speed.Y);
+               time = std::max(*dtime, 0.0f);
+
+               if (distance > inner_margin) {
+                       if (*dtime <= dtime_max) {
+                               if ((speed.Y > 0 && staticbox.MaxEdge.Y > movingbox.MaxEdge.Y) ||
+                                               (speed.Y < 0 && staticbox.MinEdge.Y < movingbox.MinEdge.Y)) {
+                                       if (
+                                               (std::max(movingbox.MaxEdge.X + speed.X * time, staticbox.MaxEdge.X)
+                                                       - std::min(movingbox.MinEdge.X + speed.X * time, staticbox.MinEdge.X)
+                                                       - relbox.MinEdge.X < 0) &&
+                                               (std::max(movingbox.MaxEdge.Z + speed.Z * time, staticbox.MaxEdge.Z)
+                                                       - std::min(movingbox.MinEdge.Z + speed.Z * time, staticbox.MinEdge.Z)
+                                                       - relbox.MinEdge.Z < 0)
+                                               ) 
+                                               return COLLISION_AXIS_Y;
+                               }
+                       } else {
+                               return COLLISION_AXIS_NONE;
+                       }
                }
        }
 
        // NO else if here
 
-       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))
-                               return COLLISION_AXIS_Z;
-               }
-               //else if(relbox.MinEdge.Z > zsize)
-               //{
-               //      return COLLISION_AXIS_NONE;
-               //}
-       }
-       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))
-                               return COLLISION_AXIS_Z;
+       if (speed.Z) {
+               distance = relbox.MaxEdge.Z - relbox.MinEdge.Z;
+
+               *dtime = distance >= 0 ? std::abs(distance / speed.Z) : -std::abs(distance / speed.Z);
+               time = std::max(*dtime, 0.0f);
+
+               if (distance > inner_margin) {
+                       if (*dtime <= dtime_max) {
+                               if ((speed.Z > 0 && staticbox.MaxEdge.Z > movingbox.MaxEdge.Z) ||
+                                               (speed.Z < 0 && staticbox.MinEdge.Z < movingbox.MinEdge.Z)) {
+                                       if (
+                                               (std::max(movingbox.MaxEdge.X + speed.X * time, staticbox.MaxEdge.X)
+                                                       - std::min(movingbox.MinEdge.X + speed.X * time, staticbox.MinEdge.X)
+                                                       - relbox.MinEdge.X < 0) &&
+                                               (std::max(movingbox.MaxEdge.Y + speed.Y * time, staticbox.MaxEdge.Y)
+                                                       - std::min(movingbox.MinEdge.Y + speed.Y * time, staticbox.MinEdge.Y)
+                                                       - relbox.MinEdge.Y < 0)
+                                               ) 
+                                               return COLLISION_AXIS_Z;
+                               }
+                       }
                }
-               //else if(relbox.MaxEdge.Z < 0)
-               //{
-               //      return COLLISION_AXIS_NONE;
-               //}
        }
 
        return COLLISION_AXIS_NONE;
@@ -405,22 +386,25 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                                }
                        }
                }
+#ifndef SERVER
+               if (self && c_env) {
+                       LocalPlayer *lplayer = c_env->getLocalPlayer();
+                       if (lplayer->getParent() == nullptr) {
+                               aabb3f lplayer_collisionbox = lplayer->getCollisionbox();
+                               v3f lplayer_pos = lplayer->getPosition();
+                               lplayer_collisionbox.MinEdge += lplayer_pos;
+                               lplayer_collisionbox.MaxEdge += lplayer_pos;
+                               cinfo.emplace_back(false, true, 0, v3s16(), lplayer_collisionbox);
+                       }
+               }
+#endif
        } //tt3
 
        /*
                Collision detection
        */
 
-       /*
-               Collision uncertainty radius
-               Make it a bit larger than the maximum distance of movement
-       */
-       f32 d = pos_max_d * 1.1f;
-       // A fairly large value in here makes moving smoother
-       //f32 d = 0.15*BS;
-
-       // This should always apply, otherwise there are glitches
-       assert(d > pos_max_d);  // invariant
+       f32 d = 0.0f;
 
        int loopcount = 0;
 
@@ -450,9 +434,9 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                                continue;
 
                        // Find nearest collision of the two boxes (raytracing-like)
-                       f32 dtime_tmp;
+                       f32 dtime_tmp = nearest_dtime;
                        CollisionAxis collided = axisAlignedCollision(box_info.box,
-                                       movingbox, *speed_f, d, &dtime_tmp);
+                                       movingbox, *speed_f, &dtime_tmp);
 
                        if (collided == -1 || dtime_tmp >= nearest_dtime)
                                continue;
@@ -470,11 +454,18 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                        // Otherwise, a collision occurred.
                        NearbyCollisionInfo &nearest_info = cinfo[nearest_boxindex];
                        const aabb3f& cbox = nearest_info.box;
+
+                       //movingbox except moved to the horizontal position it would be after step up
+                       aabb3f stepbox = movingbox;
+                       stepbox.MinEdge.X += speed_f->X * dtime;
+                       stepbox.MinEdge.Z += speed_f->Z * dtime;
+                       stepbox.MaxEdge.X += speed_f->X * dtime;
+                       stepbox.MaxEdge.Z += speed_f->Z * dtime;
                        // Check for stairs.
                        bool step_up = (nearest_collided != COLLISION_AXIS_Y) && // must not be Y direction
                                        (movingbox.MinEdge.Y < cbox.MaxEdge.Y) &&
                                        (movingbox.MinEdge.Y + stepheight > cbox.MaxEdge.Y) &&
-                                       (!wouldCollideWithCeiling(cinfo, movingbox,
+                                       (!wouldCollideWithCeiling(cinfo, stepbox,
                                                        cbox.MaxEdge.Y - movingbox.MinEdge.Y,
                                                        d));
 
@@ -483,7 +474,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
 
                        // Move to the point of collision and reduce dtime by nearest_dtime
                        if (nearest_dtime < 0) {
-                               // Handle negative nearest_dtime (can be caused by the d allowance)
+                               // Handle negative nearest_dtime
                                if (!step_up) {
                                        if (nearest_collided == COLLISION_AXIS_X)
                                                pos_f->X += speed_f->X * nearest_dtime;
@@ -562,9 +553,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                        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) {
@@ -574,7 +564,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                                box.MinEdge += *pos_f;
                                box.MaxEdge += *pos_f;
                        }
-                       if (std::fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15f * BS) {
+                       if (std::fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.05f) {
                                result.touching_ground = true;
 
                                if (box_info.is_object)
index 85df02c965cc1118a699b06fb7ac59caceb0421e..fa47cccc12747af0249fed4bf3bc19ad562be1a8 100644 (file)
@@ -77,7 +77,7 @@ collisionMoveResult collisionMoveSimple(Environment *env,IGameDef *gamedef,
 // dtime receives time until first collision, invalid if -1 is returned
 CollisionAxis axisAlignedCollision(
                const aabb3f &staticbox, const aabb3f &movingbox,
-               const v3f &speed, f32 d, f32 *dtime);
+               const v3f &speed, f32 *dtime);
 
 // Helper function:
 // Checks if moving the movingbox up by the given distance would hit a ceiling.
index 332d3fa13f7210f698fbff60978a9bc7c7970ca0..2f39c2489e20aaab59558a871ef73c382a24683b 100644 (file)
@@ -50,38 +50,38 @@ void TestCollision::testAxisAlignedCollision()
                        aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
                        aabb3f m(bx-2, by, bz, bx-1, by+1, bz+1);
                        v3f v(1, 0, 0);
-                       f32 dtime = 0;
-                       UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == 0);
+                       f32 dtime = 1.0f;
+                       UASSERT(axisAlignedCollision(s, m, v, &dtime) == 0);
                        UASSERT(fabs(dtime - 1.000) < 0.001);
                }
                {
                        aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
                        aabb3f m(bx-2, by, bz, bx-1, by+1, bz+1);
                        v3f v(-1, 0, 0);
-                       f32 dtime = 0;
-                       UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == -1);
+                       f32 dtime = 1.0f;
+                       UASSERT(axisAlignedCollision(s, m, v, &dtime) == -1);
                }
                {
                        aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
                        aabb3f m(bx-2, by+1.5, bz, bx-1, by+2.5, bz-1);
                        v3f v(1, 0, 0);
-                       f32 dtime;
-                       UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == -1);
+                       f32 dtime = 1.0f;
+                       UASSERT(axisAlignedCollision(s, m, v, &dtime) == -1);
                }
                {
                        aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
                        aabb3f m(bx-2, by-1.5, bz, bx-1.5, by+0.5, bz+1);
                        v3f v(0.5, 0.1, 0);
-                       f32 dtime;
-                       UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == 0);
+                       f32 dtime = 3.0f;
+                       UASSERT(axisAlignedCollision(s, m, v, &dtime) == 0);
                        UASSERT(fabs(dtime - 3.000) < 0.001);
                }
                {
                        aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
                        aabb3f m(bx-2, by-1.5, bz, bx-1.5, by+0.5, bz+1);
                        v3f v(0.5, 0.1, 0);
-                       f32 dtime;
-                       UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == 0);
+                       f32 dtime = 3.0f;
+                       UASSERT(axisAlignedCollision(s, m, v, &dtime) == 0);
                        UASSERT(fabs(dtime - 3.000) < 0.001);
                }
 
@@ -90,38 +90,38 @@ void TestCollision::testAxisAlignedCollision()
                        aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
                        aabb3f m(bx+2, by, bz, bx+3, by+1, bz+1);
                        v3f v(-1, 0, 0);
-                       f32 dtime;
-                       UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == 0);
+                       f32 dtime = 1.0f;
+                       UASSERT(axisAlignedCollision(s, m, v, &dtime) == 0);
                        UASSERT(fabs(dtime - 1.000) < 0.001);
                }
                {
                        aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
                        aabb3f m(bx+2, by, bz, bx+3, by+1, bz+1);
                        v3f v(1, 0, 0);
-                       f32 dtime;
-                       UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == -1);
+                       f32 dtime = 1.0f;
+                       UASSERT(axisAlignedCollision(s, m, v, &dtime) == -1);
                }
                {
                        aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
                        aabb3f m(bx+2, by, bz+1.5, bx+3, by+1, bz+3.5);
                        v3f v(-1, 0, 0);
-                       f32 dtime;
-                       UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == -1);
+                       f32 dtime = 1.0f;
+                       UASSERT(axisAlignedCollision(s, m, v, &dtime) == -1);
                }
                {
                        aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
                        aabb3f m(bx+2, by-1.5, bz, bx+2.5, by-0.5, bz+1);
                        v3f v(-0.5, 0.2, 0);
-                       f32 dtime;
-                       UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == 1);  // Y, not X!
+                       f32 dtime = 2.5f;
+                       UASSERT(axisAlignedCollision(s, m, v, &dtime) == 1);  // Y, not X!
                        UASSERT(fabs(dtime - 2.500) < 0.001);
                }
                {
                        aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
                        aabb3f m(bx+2, by-1.5, bz, bx+2.5, by-0.5, bz+1);
                        v3f v(-0.5, 0.3, 0);
-                       f32 dtime;
-                       UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == 0);
+                       f32 dtime = 2.0f;
+                       UASSERT(axisAlignedCollision(s, m, v, &dtime) == 0);
                        UASSERT(fabs(dtime - 2.000) < 0.001);
                }
 
@@ -132,48 +132,48 @@ void TestCollision::testAxisAlignedCollision()
                        aabb3f s(bx, by, bz, bx+2, by+2, bz+2);
                        aabb3f m(bx+2.3, by+2.29, bz+2.29, bx+4.2, by+4.2, bz+4.2);
                        v3f v(-1./3, -1./3, -1./3);
-                       f32 dtime;
-                       UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == 0);
+                       f32 dtime = 1.0f;
+                       UASSERT(axisAlignedCollision(s, m, v, &dtime) == 0);
                        UASSERT(fabs(dtime - 0.9) < 0.001);
                }
                {
                        aabb3f s(bx, by, bz, bx+2, by+2, bz+2);
                        aabb3f m(bx+2.29, by+2.3, bz+2.29, bx+4.2, by+4.2, bz+4.2);
                        v3f v(-1./3, -1./3, -1./3);
-                       f32 dtime;
-                       UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == 1);
+                       f32 dtime = 1.0f;
+                       UASSERT(axisAlignedCollision(s, m, v, &dtime) == 1);
                        UASSERT(fabs(dtime - 0.9) < 0.001);
                }
                {
                        aabb3f s(bx, by, bz, bx+2, by+2, bz+2);
                        aabb3f m(bx+2.29, by+2.29, bz+2.3, bx+4.2, by+4.2, bz+4.2);
                        v3f v(-1./3, -1./3, -1./3);
-                       f32 dtime;
-                       UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == 2);
+                       f32 dtime = 1.0f;
+                       UASSERT(axisAlignedCollision(s, m, v, &dtime) == 2);
                        UASSERT(fabs(dtime - 0.9) < 0.001);
                }
                {
                        aabb3f s(bx, by, bz, bx+2, by+2, bz+2);
                        aabb3f m(bx-4.2, by-4.2, bz-4.2, bx-2.3, by-2.29, bz-2.29);
                        v3f v(1./7, 1./7, 1./7);
-                       f32 dtime;
-                       UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == 0);
+                       f32 dtime = 17.0f;
+                       UASSERT(axisAlignedCollision(s, m, v, &dtime) == 0);
                        UASSERT(fabs(dtime - 16.1) < 0.001);
                }
                {
                        aabb3f s(bx, by, bz, bx+2, by+2, bz+2);
                        aabb3f m(bx-4.2, by-4.2, bz-4.2, bx-2.29, by-2.3, bz-2.29);
                        v3f v(1./7, 1./7, 1./7);
-                       f32 dtime;
-                       UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == 1);
+                       f32 dtime = 17.0f;
+                       UASSERT(axisAlignedCollision(s, m, v, &dtime) == 1);
                        UASSERT(fabs(dtime - 16.1) < 0.001);
                }
                {
                        aabb3f s(bx, by, bz, bx+2, by+2, bz+2);
                        aabb3f m(bx-4.2, by-4.2, bz-4.2, bx-2.29, by-2.29, bz-2.3);
                        v3f v(1./7, 1./7, 1./7);
-                       f32 dtime;
-                       UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == 2);
+                       f32 dtime = 17.0f;
+                       UASSERT(axisAlignedCollision(s, m, v, &dtime) == 2);
                        UASSERT(fabs(dtime - 16.1) < 0.001);
                }
        }