int loopcount = 0;
- while(dtime > BS*1e-10)
- {
+ while(dtime > BS * 1e-10) {
//TimeTaker tt3("collisionMoveSimple dtime loop");
ScopeProfiler sp(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG);
// Avoid infinite loop
loopcount++;
- if(loopcount >= 100)
- {
- warningstream<<"collisionMoveSimple: Loop count exceeded, aborting to avoid infiniite loop"<<std::endl;
+ if (loopcount >= 100) {
+ warningstream << "collisionMoveSimple: Loop count exceeded, aborting to avoid infiniite loop" << std::endl;
dtime = 0;
break;
}
/*
Go through every nodebox, find nearest collision
*/
- for(u32 boxindex = 0; boxindex < cboxes.size(); boxindex++)
- {
+ for (u32 boxindex = 0; boxindex < cboxes.size(); boxindex++) {
// Ignore if already stepped up this nodebox.
if(is_step_up[boxindex])
continue;
int collided = axisAlignedCollision(
cboxes[boxindex], movingbox, speed_f, d, dtime_tmp);
- if(collided == -1 || dtime_tmp >= nearest_dtime)
+ if (collided == -1 || dtime_tmp >= nearest_dtime)
continue;
nearest_dtime = dtime_tmp;
nearest_boxindex = boxindex;
}
- if(nearest_collided == -1)
- {
+ if (nearest_collided == -1) {
// No collision with any collision box.
pos_f += speed_f * dtime;
dtime = 0; // Set to 0 to avoid "infinite" loop due to small FP numbers
- }
- else
- {
+ } else {
// Otherwise, a collision occurred.
const aabb3f& cbox = cboxes[nearest_boxindex];
-
// Check for stairs.
bool step_up = (nearest_collided != 1) && // must not be Y direction
(movingbox.MinEdge.Y < cbox.MaxEdge.Y) &&
float bounce = -(float)bouncy_values[nearest_boxindex] / 100.0;
// Move to the point of collision and reduce dtime by nearest_dtime
- if(nearest_dtime < 0)
- {
+ if (nearest_dtime < 0) {
// Handle negative nearest_dtime (can be caused by the d allowance)
- if(!step_up)
- {
- if(nearest_collided == 0)
+ if (!step_up) {
+ if (nearest_collided == 0)
pos_f.X += speed_f.X * nearest_dtime;
- if(nearest_collided == 1)
+ if (nearest_collided == 1)
pos_f.Y += speed_f.Y * nearest_dtime;
- if(nearest_collided == 2)
+ if (nearest_collided == 2)
pos_f.Z += speed_f.Z * nearest_dtime;
}
- }
- else
- {
+ } else {
pos_f += speed_f * nearest_dtime;
dtime -= nearest_dtime;
}
bool is_collision = true;
- if(is_unloaded[nearest_boxindex])
+ if (is_unloaded[nearest_boxindex])
is_collision = false;
CollisionInfo info;
- if (is_object[nearest_boxindex]) {
+ if (is_object[nearest_boxindex])
info.type = COLLISION_OBJECT;
- }
- else {
+ else
info.type = COLLISION_NODE;
- }
+
info.node_p = node_positions[nearest_boxindex];
info.bouncy = bouncy;
info.old_speed = speed_f;
// Set the speed component that caused the collision to zero
- if(step_up)
- {
+ if (step_up) {
// Special case: Handle stairs
is_step_up[nearest_boxindex] = true;
is_collision = false;
- }
- else if(nearest_collided == 0) // X
- {
- if(fabs(speed_f.X) > BS*3)
+ } else if(nearest_collided == 0) { // X
+ if (fabs(speed_f.X) > BS * 3)
speed_f.X *= bounce;
else
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
speed_f.Y = 0;
result.collides = true;
- }
- else if(nearest_collided == 2) // Z
- {
- if(fabs(speed_f.Z) > BS*3)
+ } else if(nearest_collided == 2) { // Z
+ if (fabs(speed_f.Z) > BS * 3)
speed_f.Z *= bounce;
else
speed_f.Z = 0;
}
info.new_speed = speed_f;
- if(info.new_speed.getDistanceFrom(info.old_speed) < 0.1*BS)
+ if (info.new_speed.getDistanceFrom(info.old_speed) < 0.1 * BS)
is_collision = false;
- if(is_collision){
+ if (is_collision) {
result.collisions.push_back(info);
}
}
aabb3f box = box_0;
box.MinEdge += pos_f;
box.MaxEdge += pos_f;
- for(u32 boxindex = 0; boxindex < cboxes.size(); boxindex++)
- {
+ for (u32 boxindex = 0; boxindex < cboxes.size(); boxindex++) {
const aabb3f& cbox = cboxes[boxindex];
/*
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])
- {
+ 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)
- {
+ if (fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15 * BS) {
result.touching_ground = true;
- if(is_unloaded[boxindex])
+
+ if (is_object[boxindex])
+ result.standing_on_object = true;
+ if (is_unloaded[boxindex])
result.standing_on_unloaded = true;
}
}