bool any_position_valid = false;
+ // The order is important here, must be y first
+ for(s16 y = max_y; y >= min_y; y--)
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++)
{
v3s16 p(x,y,z);
Go through every nodebox, find nearest collision
*/
for (u32 boxindex = 0; boxindex < cboxes.size(); boxindex++) {
- // Ignore if already stepped up this nodebox.
- if(is_step_up[boxindex])
- continue;
-
// Find nearest collision of the two boxes (raytracing-like)
f32 dtime_tmp;
int collided = axisAlignedCollision(
cboxes[boxindex], movingbox, *speed_f, d, &dtime_tmp);
+ // Ignore if already stepped up this nodebox.
+ if (is_step_up[boxindex]) {
+ pos_f->Y += (cboxes[boxindex].MaxEdge.Y - movingbox.MinEdge.Y);
+ continue;
+ }
+
if (collided == -1 || dtime_tmp >= nearest_dtime)
continue;
is_collision = false;
CollisionInfo info;
- if (is_object[nearest_boxindex])
+ if (is_object[nearest_boxindex]) {
info.type = COLLISION_OBJECT;
- else
+ result.standing_on_object = true;
+ } else {
info.type = COLLISION_NODE;
+ }
info.node_p = node_positions[nearest_boxindex];
info.bouncy = bouncy;
speed_f->X = 0;
result.collides = true;
result.collides_xz = true;
- }
- else if(nearest_collided == 1) { // Y
- if (fabs(speed_f->Y) > BS * 3)
+ } else if(nearest_collided == 1) { // Y
+ if (fabs(speed_f->Y) > BS * 3) {
speed_f->Y *= bounce;
- else
+ } else {
speed_f->Y = 0;
+ result.touching_ground = true;
+ }
result.collides = true;
} else if(nearest_collided == 2) { // Z
if (fabs(speed_f->Z) > BS * 3)
}
}
- /*
- 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];
-
- /*
- See if the object is touching ground.
-
- 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) {
- if (is_step_up[boxindex]) {
- pos_f->Y += (cbox.MaxEdge.Y - box.MinEdge.Y);
- box = box_0;
- box.MinEdge += *pos_f;
- box.MaxEdge += *pos_f;
- }
- if (fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15 * BS) {
- result.touching_ground = true;
-
- if (is_object[boxindex])
- result.standing_on_object = true;
- if (is_unloaded[boxindex])
- result.standing_on_unloaded = true;
- }
- }
- }
-
return result;
}