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Fix sand, gravel falling stuck
[minetest.git] / src / collision.cpp
1 /*
2 Minetest
3 Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20 #include "collision.h"
21 #include "mapblock.h"
22 #include "map.h"
23 #include "nodedef.h"
24 #include "gamedef.h"
25 #include "log.h"
26 #include "environment.h"
27 #include "serverobject.h"
28 #include <vector>
29 #include <set>
30 #include "util/timetaker.h"
31 #include "main.h" // g_profiler
32 #include "profiler.h"
33
34 // float error is 10 - 9.96875 = 0.03125
35 #define COLL_ZERO 0.032
36
37 // Helper function:
38 // Checks for collision of a moving aabbox with a static aabbox
39 // Returns -1 if no collision, 0 if X collision, 1 if Y collision, 2 if Z collision
40 // The time after which the collision occurs is stored in dtime.
41 int axisAlignedCollision(
42                 const aabb3f &staticbox, const aabb3f &movingbox,
43                 const v3f &speed, f32 d, f32 &dtime)
44 {
45         //TimeTaker tt("axisAlignedCollision");
46
47         f32 xsize = (staticbox.MaxEdge.X - staticbox.MinEdge.X) - COLL_ZERO;     // reduce box size for solve collision stuck (flying sand)
48         f32 ysize = (staticbox.MaxEdge.Y - staticbox.MinEdge.Y); // - COLL_ZERO; // Y - no sense for falling, but maybe try later
49         f32 zsize = (staticbox.MaxEdge.Z - staticbox.MinEdge.Z) - COLL_ZERO;
50
51         aabb3f relbox(
52                         movingbox.MinEdge.X - staticbox.MinEdge.X,
53                         movingbox.MinEdge.Y - staticbox.MinEdge.Y,
54                         movingbox.MinEdge.Z - staticbox.MinEdge.Z,
55                         movingbox.MaxEdge.X - staticbox.MinEdge.X,
56                         movingbox.MaxEdge.Y - staticbox.MinEdge.Y,
57                         movingbox.MaxEdge.Z - staticbox.MinEdge.Z
58         );
59
60         if(speed.X > 0) // Check for collision with X- plane
61         {
62                 if(relbox.MaxEdge.X <= d)
63                 {
64                         dtime = - relbox.MaxEdge.X / speed.X;
65                         if((relbox.MinEdge.Y + speed.Y * dtime < ysize) &&
66                                         (relbox.MaxEdge.Y + speed.Y * dtime > COLL_ZERO) &&
67                                         (relbox.MinEdge.Z + speed.Z * dtime < zsize) &&
68                                         (relbox.MaxEdge.Z + speed.Z * dtime > COLL_ZERO))
69                                 return 0;
70                 }
71                 else if(relbox.MinEdge.X > xsize)
72                 {
73                         return -1;
74                 }
75         }
76         else if(speed.X < 0) // Check for collision with X+ plane
77         {
78                 if(relbox.MinEdge.X >= xsize - d)
79                 {
80                         dtime = (xsize - relbox.MinEdge.X) / speed.X;
81                         if((relbox.MinEdge.Y + speed.Y * dtime < ysize) &&
82                                         (relbox.MaxEdge.Y + speed.Y * dtime > COLL_ZERO) &&
83                                         (relbox.MinEdge.Z + speed.Z * dtime < zsize) &&
84                                         (relbox.MaxEdge.Z + speed.Z * dtime > COLL_ZERO))
85                                 return 0;
86                 }
87                 else if(relbox.MaxEdge.X < 0)
88                 {
89                         return -1;
90                 }
91         }
92
93         // NO else if here
94
95         if(speed.Y > 0) // Check for collision with Y- plane
96         {
97                 if(relbox.MaxEdge.Y <= d)
98                 {
99                         dtime = - relbox.MaxEdge.Y / speed.Y;
100                         if((relbox.MinEdge.X + speed.X * dtime < xsize) &&
101                                         (relbox.MaxEdge.X + speed.X * dtime > COLL_ZERO) &&
102                                         (relbox.MinEdge.Z + speed.Z * dtime < zsize) &&
103                                         (relbox.MaxEdge.Z + speed.Z * dtime > COLL_ZERO))
104                                 return 1;
105                 }
106                 else if(relbox.MinEdge.Y > ysize)
107                 {
108                         return -1;
109                 }
110         }
111         else if(speed.Y < 0) // Check for collision with Y+ plane
112         {
113                 if(relbox.MinEdge.Y >= ysize - d)
114                 {
115                         dtime = (ysize - relbox.MinEdge.Y) / speed.Y;
116                         if((relbox.MinEdge.X + speed.X * dtime < xsize) &&
117                                         (relbox.MaxEdge.X + speed.X * dtime > COLL_ZERO) &&
118                                         (relbox.MinEdge.Z + speed.Z * dtime < zsize) &&
119                                         (relbox.MaxEdge.Z + speed.Z * dtime > COLL_ZERO))
120                                 return 1;
121                 }
122                 else if(relbox.MaxEdge.Y < 0)
123                 {
124                         return -1;
125                 }
126         }
127
128         // NO else if here
129
130         if(speed.Z > 0) // Check for collision with Z- plane
131         {
132                 if(relbox.MaxEdge.Z <= d)
133                 {
134                         dtime = - relbox.MaxEdge.Z / speed.Z;
135                         if((relbox.MinEdge.X + speed.X * dtime < xsize) &&
136                                         (relbox.MaxEdge.X + speed.X * dtime > COLL_ZERO) &&
137                                         (relbox.MinEdge.Y + speed.Y * dtime < ysize) &&
138                                         (relbox.MaxEdge.Y + speed.Y * dtime > COLL_ZERO))
139                                 return 2;
140                 }
141                 //else if(relbox.MinEdge.Z > zsize)
142                 //{
143                 //      return -1;
144                 //}
145         }
146         else if(speed.Z < 0) // Check for collision with Z+ plane
147         {
148                 if(relbox.MinEdge.Z >= zsize - d)
149                 {
150                         dtime = (zsize - relbox.MinEdge.Z) / speed.Z;
151                         if((relbox.MinEdge.X + speed.X * dtime < xsize) &&
152                                         (relbox.MaxEdge.X + speed.X * dtime > COLL_ZERO) &&
153                                         (relbox.MinEdge.Y + speed.Y * dtime < ysize) &&
154                                         (relbox.MaxEdge.Y + speed.Y * dtime > COLL_ZERO))
155                                 return 2;
156                 }
157                 //else if(relbox.MaxEdge.Z < 0)
158                 //{
159                 //      return -1;
160                 //}
161         }
162
163         return -1;
164 }
165
166 // Helper function:
167 // Checks if moving the movingbox up by the given distance would hit a ceiling.
168 bool wouldCollideWithCeiling(
169                 const std::vector<aabb3f> &staticboxes,
170                 const aabb3f &movingbox,
171                 f32 y_increase, f32 d)
172 {
173         //TimeTaker tt("wouldCollideWithCeiling");
174
175         assert(y_increase >= 0);
176
177         for(std::vector<aabb3f>::const_iterator
178                         i = staticboxes.begin();
179                         i != staticboxes.end(); i++)
180         {
181                 const aabb3f& staticbox = *i;
182                 if((movingbox.MaxEdge.Y - d <= staticbox.MinEdge.Y) &&
183                                 (movingbox.MaxEdge.Y + y_increase > staticbox.MinEdge.Y) &&
184                                 (movingbox.MinEdge.X < staticbox.MaxEdge.X) &&
185                                 (movingbox.MaxEdge.X > staticbox.MinEdge.X) &&
186                                 (movingbox.MinEdge.Z < staticbox.MaxEdge.Z) &&
187                                 (movingbox.MaxEdge.Z > staticbox.MinEdge.Z))
188                         return true;
189         }
190
191         return false;
192 }
193
194
195 collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
196                 f32 pos_max_d, const aabb3f &box_0,
197                 f32 stepheight, f32 dtime,
198                 v3f &pos_f, v3f &speed_f, v3f &accel_f,ActiveObject* self)
199 {
200         Map *map = &env->getMap();
201         //TimeTaker tt("collisionMoveSimple");
202     ScopeProfiler sp(g_profiler, "collisionMoveSimple avg", SPT_AVG);
203
204         collisionMoveResult result;
205
206         /*
207                 Calculate new velocity
208         */
209         if( dtime > 0.5 ) {
210                 infostream<<"collisionMoveSimple: WARNING: maximum step interval exceeded, lost movement details!"<<std::endl;
211                 dtime = 0.5;
212         }
213         speed_f += accel_f * dtime;
214
215         // If there is no speed, there are no collisions
216         if(speed_f.getLength() == 0)
217                 return result;
218
219         // Limit speed for avoiding hangs
220         speed_f.Y=rangelim(speed_f.Y,-5000,5000);
221         speed_f.X=rangelim(speed_f.X,-5000,5000);
222         speed_f.Z=rangelim(speed_f.Z,-5000,5000);
223
224         /*
225                 Collect node boxes in movement range
226         */
227         std::vector<aabb3f> cboxes;
228         std::vector<bool> is_unloaded;
229         std::vector<bool> is_step_up;
230         std::vector<bool> is_object;
231         std::vector<int> bouncy_values;
232         std::vector<v3s16> node_positions;
233         {
234         //TimeTaker tt2("collisionMoveSimple collect boxes");
235     ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);
236
237         v3s16 oldpos_i = floatToInt(pos_f, BS);
238         v3s16 newpos_i = floatToInt(pos_f + speed_f * dtime, BS);
239         s16 min_x = MYMIN(oldpos_i.X, newpos_i.X) + (box_0.MinEdge.X / BS) - 1;
240         s16 min_y = MYMIN(oldpos_i.Y, newpos_i.Y) + (box_0.MinEdge.Y / BS) - 1;
241         s16 min_z = MYMIN(oldpos_i.Z, newpos_i.Z) + (box_0.MinEdge.Z / BS) - 1;
242         s16 max_x = MYMAX(oldpos_i.X, newpos_i.X) + (box_0.MaxEdge.X / BS) + 1;
243         s16 max_y = MYMAX(oldpos_i.Y, newpos_i.Y) + (box_0.MaxEdge.Y / BS) + 1;
244         s16 max_z = MYMAX(oldpos_i.Z, newpos_i.Z) + (box_0.MaxEdge.Z / BS) + 1;
245
246         for(s16 x = min_x; x <= max_x; x++)
247         for(s16 y = min_y; y <= max_y; y++)
248         for(s16 z = min_z; z <= max_z; z++)
249         {
250                 v3s16 p(x,y,z);
251                 try{
252                         // Object collides into walkable nodes
253                         MapNode n = map->getNode(p);
254                         const ContentFeatures &f = gamedef->getNodeDefManager()->get(n);
255                         if(f.walkable == false)
256                                 continue;
257                         int n_bouncy_value = itemgroup_get(f.groups, "bouncy");
258
259                         std::vector<aabb3f> nodeboxes = n.getNodeBoxes(gamedef->ndef());
260                         for(std::vector<aabb3f>::iterator
261                                         i = nodeboxes.begin();
262                                         i != nodeboxes.end(); i++)
263                         {
264                                 aabb3f box = *i;
265                                 box.MinEdge += v3f(x, y, z)*BS;
266                                 box.MaxEdge += v3f(x, y, z)*BS;
267                                 cboxes.push_back(box);
268                                 is_unloaded.push_back(false);
269                                 is_step_up.push_back(false);
270                                 bouncy_values.push_back(n_bouncy_value);
271                                 node_positions.push_back(p);
272                                 is_object.push_back(false);
273                         }
274                 }
275                 catch(InvalidPositionException &e)
276                 {
277                         // Collide with unloaded nodes
278                         aabb3f box = getNodeBox(p, BS);
279                         cboxes.push_back(box);
280                         is_unloaded.push_back(true);
281                         is_step_up.push_back(false);
282                         bouncy_values.push_back(0);
283                         node_positions.push_back(p);
284                         is_object.push_back(false);
285                 }
286         }
287         } // tt2
288
289         {
290                 ScopeProfiler sp(g_profiler, "collisionMoveSimple objects avg", SPT_AVG);
291                 //TimeTaker tt3("collisionMoveSimple collect object boxes");
292
293                 /* add object boxes to cboxes */
294
295
296                 std::list<ActiveObject*> objects;
297 #ifndef SERVER
298                 ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env);
299                 if (c_env != 0)
300                 {
301                         f32 distance = speed_f.getLength();
302                         std::vector<DistanceSortedActiveObject> clientobjects;
303                         c_env->getActiveObjects(pos_f,distance * 1.5,clientobjects);
304                         for (size_t i=0; i < clientobjects.size(); i++)
305                         {
306                                 if ((self == 0) || (self != clientobjects[i].obj)) {
307                                         objects.push_back((ActiveObject*)clientobjects[i].obj);
308                                 }
309                         }
310                 }
311                 else
312 #endif
313                 {
314                         ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
315                         if (s_env != 0)
316                         {
317                                 f32 distance = speed_f.getLength();
318                                 std::set<u16> s_objects = s_env->getObjectsInsideRadius(pos_f,distance * 1.5);
319                                 for (std::set<u16>::iterator iter = s_objects.begin(); iter != s_objects.end(); iter++)
320                                 {
321                                         ServerActiveObject *current = s_env->getActiveObject(*iter);
322                                         if ((self == 0) || (self != current)) {
323                                                 objects.push_back((ActiveObject*)current);
324                                         }
325                                 }
326                         }
327                 }
328
329                 for (std::list<ActiveObject*>::const_iterator iter = objects.begin();iter != objects.end(); ++iter)
330                 {
331                         ActiveObject *object = *iter;
332
333                         if (object != NULL)
334                         {
335                                 aabb3f object_collisionbox;
336                                 if (object->getCollisionBox(&object_collisionbox))
337                                 {
338                                         cboxes.push_back(object_collisionbox);
339                                         is_unloaded.push_back(false);
340                                         is_step_up.push_back(false);
341                                         bouncy_values.push_back(0);
342                                         node_positions.push_back(v3s16(0,0,0));
343                                         is_object.push_back(true);
344                                 }
345                         }
346                 }
347         } //tt3
348
349         assert(cboxes.size() == is_unloaded.size());
350         assert(cboxes.size() == is_step_up.size());
351         assert(cboxes.size() == bouncy_values.size());
352         assert(cboxes.size() == node_positions.size());
353         assert(cboxes.size() == is_object.size());
354
355         /*
356                 Collision detection
357         */
358
359         /*
360                 Collision uncertainty radius
361                 Make it a bit larger than the maximum distance of movement
362         */
363         f32 d = pos_max_d * 1.1;
364         // A fairly large value in here makes moving smoother
365         //f32 d = 0.15*BS;
366
367         // This should always apply, otherwise there are glitches
368         assert(d > pos_max_d);
369
370         int loopcount = 0;
371
372         while(dtime > BS*1e-10)
373         {
374                 //TimeTaker tt3("collisionMoveSimple dtime loop");
375         ScopeProfiler sp(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG);
376
377                 // Avoid infinite loop
378                 loopcount++;
379                 if(loopcount >= 100)
380                 {
381                         infostream<<"collisionMoveSimple: WARNING: Loop count exceeded, aborting to avoid infiniite loop"<<std::endl;
382                         dtime = 0;
383                         break;
384                 }
385
386                 aabb3f movingbox = box_0;
387                 movingbox.MinEdge += pos_f;
388                 movingbox.MaxEdge += pos_f;
389
390                 int nearest_collided = -1;
391                 f32 nearest_dtime = dtime;
392                 u32 nearest_boxindex = -1;
393
394                 /*
395                         Go through every nodebox, find nearest collision
396                 */
397                 for(u32 boxindex = 0; boxindex < cboxes.size(); boxindex++)
398                 {
399                         // Ignore if already stepped up this nodebox.
400                         if(is_step_up[boxindex])
401                                 continue;
402
403                         // Find nearest collision of the two boxes (raytracing-like)
404                         f32 dtime_tmp;
405                         int collided = axisAlignedCollision(
406                                         cboxes[boxindex], movingbox, speed_f, d, dtime_tmp);
407
408                         if(collided == -1 || dtime_tmp >= nearest_dtime)
409                                 continue;
410
411                         nearest_dtime = dtime_tmp;
412                         nearest_collided = collided;
413                         nearest_boxindex = boxindex;
414                 }
415
416                 if(nearest_collided == -1)
417                 {
418                         // No collision with any collision box.
419                         pos_f += speed_f * dtime;
420                         dtime = 0;  // Set to 0 to avoid "infinite" loop due to small FP numbers
421                 }
422                 else
423                 {
424                         // Otherwise, a collision occurred.
425
426                         const aabb3f& cbox = cboxes[nearest_boxindex];
427
428                         // Check for stairs.
429                         bool step_up = (nearest_collided != 1) && // must not be Y direction
430                                         (movingbox.MinEdge.Y < cbox.MaxEdge.Y) &&
431                                         (movingbox.MinEdge.Y + stepheight > cbox.MaxEdge.Y) &&
432                                         (!wouldCollideWithCeiling(cboxes, movingbox,
433                                                         cbox.MaxEdge.Y - movingbox.MinEdge.Y,
434                                                         d));
435
436                         // Get bounce multiplier
437                         bool bouncy = (bouncy_values[nearest_boxindex] >= 1);
438                         float bounce = -(float)bouncy_values[nearest_boxindex] / 100.0;
439
440                         // Move to the point of collision and reduce dtime by nearest_dtime
441                         if(nearest_dtime < 0)
442                         {
443                                 // Handle negative nearest_dtime (can be caused by the d allowance)
444                                 if(!step_up)
445                                 {
446                                         if(nearest_collided == 0)
447                                                 pos_f.X += speed_f.X * nearest_dtime;
448                                         if(nearest_collided == 1)
449                                                 pos_f.Y += speed_f.Y * nearest_dtime;
450                                         if(nearest_collided == 2)
451                                                 pos_f.Z += speed_f.Z * nearest_dtime;
452                                 }
453                         }
454                         else
455                         {
456                                 pos_f += speed_f * nearest_dtime;
457                                 dtime -= nearest_dtime;
458                         }
459                         
460                         bool is_collision = true;
461                         if(is_unloaded[nearest_boxindex])
462                                 is_collision = false;
463
464                         CollisionInfo info;
465                         if (is_object[nearest_boxindex]) {
466                                 info.type = COLLISION_OBJECT;
467                         }
468                         else {
469                                 info.type = COLLISION_NODE;
470                         }
471                         info.node_p = node_positions[nearest_boxindex];
472                         info.bouncy = bouncy;
473                         info.old_speed = speed_f;
474
475                         // Set the speed component that caused the collision to zero
476                         if(step_up)
477                         {
478                                 // Special case: Handle stairs
479                                 is_step_up[nearest_boxindex] = true;
480                                 is_collision = false;
481                         }
482                         else if(nearest_collided == 0) // X
483                         {
484                                 if(fabs(speed_f.X) > BS*3)
485                                         speed_f.X *= bounce;
486                                 else
487                                         speed_f.X = 0;
488                                 result.collides = true;
489                                 result.collides_xz = true;
490                         }
491                         else if(nearest_collided == 1) // Y
492                         {
493                                 if(fabs(speed_f.Y) > BS*3)
494                                         speed_f.Y *= bounce;
495                                 else
496                                         speed_f.Y = 0;
497                                 result.collides = true;
498                         }
499                         else if(nearest_collided == 2) // Z
500                         {
501                                 if(fabs(speed_f.Z) > BS*3)
502                                         speed_f.Z *= bounce;
503                                 else
504                                         speed_f.Z = 0;
505                                 result.collides = true;
506                                 result.collides_xz = true;
507                         }
508
509                         info.new_speed = speed_f;
510                         if(info.new_speed.getDistanceFrom(info.old_speed) < 0.1*BS)
511                                 is_collision = false;
512
513                         if(is_collision){
514                                 result.collisions.push_back(info);
515                         }
516                 }
517         }
518
519         /*
520                 Final touches: Check if standing on ground, step up stairs.
521         */
522         aabb3f box = box_0;
523         box.MinEdge += pos_f;
524         box.MaxEdge += pos_f;
525         for(u32 boxindex = 0; boxindex < cboxes.size(); boxindex++)
526         {
527                 const aabb3f& cbox = cboxes[boxindex];
528
529                 /*
530                         See if the object is touching ground.
531
532                         Object touches ground if object's minimum Y is near node's
533                         maximum Y and object's X-Z-area overlaps with the node's
534                         X-Z-area.
535
536                         Use 0.15*BS so that it is easier to get on a node.
537                 */
538                 if(
539                                 cbox.MaxEdge.X-d > box.MinEdge.X &&
540                                 cbox.MinEdge.X+d < box.MaxEdge.X &&
541                                 cbox.MaxEdge.Z-d > box.MinEdge.Z &&
542                                 cbox.MinEdge.Z+d < box.MaxEdge.Z
543                 ){
544                         if(is_step_up[boxindex])
545                         {
546                                 pos_f.Y += (cbox.MaxEdge.Y - box.MinEdge.Y);
547                                 box = box_0;
548                                 box.MinEdge += pos_f;
549                                 box.MaxEdge += pos_f;
550                         }
551                         if(fabs(cbox.MaxEdge.Y-box.MinEdge.Y) < 0.15*BS)
552                         {
553                                 result.touching_ground = true;
554                                 if(is_unloaded[boxindex])
555                                         result.standing_on_unloaded = true;
556                         }
557                 }
558         }
559
560         return result;
561 }
562
563 #if 0
564 // This doesn't seem to work and isn't used
565 collisionMoveResult collisionMovePrecise(Map *map, IGameDef *gamedef,
566                 f32 pos_max_d, const aabb3f &box_0,
567                 f32 stepheight, f32 dtime,
568                 v3f &pos_f, v3f &speed_f, v3f &accel_f)
569 {
570         //TimeTaker tt("collisionMovePrecise");
571     ScopeProfiler sp(g_profiler, "collisionMovePrecise avg", SPT_AVG);
572         
573         collisionMoveResult final_result;
574
575         // If there is no speed, there are no collisions
576         if(speed_f.getLength() == 0)
577                 return final_result;
578
579         // Don't allow overly huge dtime
580         if(dtime > 2.0)
581                 dtime = 2.0;
582
583         f32 dtime_downcount = dtime;
584
585         u32 loopcount = 0;
586         do
587         {
588                 loopcount++;
589
590                 // Maximum time increment (for collision detection etc)
591                 // time = distance / speed
592                 f32 dtime_max_increment = 1.0;
593                 if(speed_f.getLength() != 0)
594                         dtime_max_increment = pos_max_d / speed_f.getLength();
595
596                 // Maximum time increment is 10ms or lower
597                 if(dtime_max_increment > 0.01)
598                         dtime_max_increment = 0.01;
599
600                 f32 dtime_part;
601                 if(dtime_downcount > dtime_max_increment)
602                 {
603                         dtime_part = dtime_max_increment;
604                         dtime_downcount -= dtime_part;
605                 }
606                 else
607                 {
608                         dtime_part = dtime_downcount;
609                         /*
610                                 Setting this to 0 (no -=dtime_part) disables an infinite loop
611                                 when dtime_part is so small that dtime_downcount -= dtime_part
612                                 does nothing
613                         */
614                         dtime_downcount = 0;
615                 }
616
617                 collisionMoveResult result = collisionMoveSimple(map, gamedef,
618                                 pos_max_d, box_0, stepheight, dtime_part,
619                                 pos_f, speed_f, accel_f);
620
621                 if(result.touching_ground)
622                         final_result.touching_ground = true;
623                 if(result.collides)
624                         final_result.collides = true;
625                 if(result.collides_xz)
626                         final_result.collides_xz = true;
627                 if(result.standing_on_unloaded)
628                         final_result.standing_on_unloaded = true;
629         }
630         while(dtime_downcount > 0.001);
631
632         return final_result;
633 }
634 #endif