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Don't pass non-const references to collision methods
[dragonfireclient.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 "profiler.h"
32
33 // float error is 10 - 9.96875 = 0.03125
34 //#define COLL_ZERO 0.032 // broken unit tests
35 #define COLL_ZERO 0
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                         *dtime = -relbox.MaxEdge.X / speed.X;
64                         if ((relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
65                                         (relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO) &&
66                                         (relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
67                                         (relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
68                                 return 0;
69                 }
70                 else if(relbox.MinEdge.X > xsize)
71                 {
72                         return -1;
73                 }
74         }
75         else if(speed.X < 0) // Check for collision with X+ plane
76         {
77                 if (relbox.MinEdge.X >= xsize - d) {
78                         *dtime = (xsize - relbox.MinEdge.X) / speed.X;
79                         if ((relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
80                                         (relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO) &&
81                                         (relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
82                                         (relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
83                                 return 0;
84                 }
85                 else if(relbox.MaxEdge.X < 0)
86                 {
87                         return -1;
88                 }
89         }
90
91         // NO else if here
92
93         if(speed.Y > 0) // Check for collision with Y- plane
94         {
95                 if (relbox.MaxEdge.Y <= d) {
96                         *dtime = -relbox.MaxEdge.Y / speed.Y;
97                         if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
98                                         (relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
99                                         (relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
100                                         (relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
101                                 return 1;
102                 }
103                 else if(relbox.MinEdge.Y > ysize)
104                 {
105                         return -1;
106                 }
107         }
108         else if(speed.Y < 0) // Check for collision with Y+ plane
109         {
110                 if (relbox.MinEdge.Y >= ysize - d) {
111                         *dtime = (ysize - relbox.MinEdge.Y) / speed.Y;
112                         if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
113                                         (relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
114                                         (relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
115                                         (relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
116                                 return 1;
117                 }
118                 else if(relbox.MaxEdge.Y < 0)
119                 {
120                         return -1;
121                 }
122         }
123
124         // NO else if here
125
126         if(speed.Z > 0) // Check for collision with Z- plane
127         {
128                 if (relbox.MaxEdge.Z <= d) {
129                         *dtime = -relbox.MaxEdge.Z / speed.Z;
130                         if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
131                                         (relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
132                                         (relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
133                                         (relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO))
134                                 return 2;
135                 }
136                 //else if(relbox.MinEdge.Z > zsize)
137                 //{
138                 //      return -1;
139                 //}
140         }
141         else if(speed.Z < 0) // Check for collision with Z+ plane
142         {
143                 if (relbox.MinEdge.Z >= zsize - d) {
144                         *dtime = (zsize - relbox.MinEdge.Z) / speed.Z;
145                         if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
146                                         (relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
147                                         (relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
148                                         (relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO))
149                                 return 2;
150                 }
151                 //else if(relbox.MaxEdge.Z < 0)
152                 //{
153                 //      return -1;
154                 //}
155         }
156
157         return -1;
158 }
159
160 // Helper function:
161 // Checks if moving the movingbox up by the given distance would hit a ceiling.
162 bool wouldCollideWithCeiling(
163                 const std::vector<aabb3f> &staticboxes,
164                 const aabb3f &movingbox,
165                 f32 y_increase, f32 d)
166 {
167         //TimeTaker tt("wouldCollideWithCeiling");
168
169         assert(y_increase >= 0);        // pre-condition
170
171         for(std::vector<aabb3f>::const_iterator
172                         i = staticboxes.begin();
173                         i != staticboxes.end(); ++i)
174         {
175                 const aabb3f& staticbox = *i;
176                 if((movingbox.MaxEdge.Y - d <= staticbox.MinEdge.Y) &&
177                                 (movingbox.MaxEdge.Y + y_increase > staticbox.MinEdge.Y) &&
178                                 (movingbox.MinEdge.X < staticbox.MaxEdge.X) &&
179                                 (movingbox.MaxEdge.X > staticbox.MinEdge.X) &&
180                                 (movingbox.MinEdge.Z < staticbox.MaxEdge.Z) &&
181                                 (movingbox.MaxEdge.Z > staticbox.MinEdge.Z))
182                         return true;
183         }
184
185         return false;
186 }
187
188
189 collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
190                 f32 pos_max_d, const aabb3f &box_0,
191                 f32 stepheight, f32 dtime,
192                 v3f *pos_f, v3f *speed_f,
193                 v3f accel_f, ActiveObject *self,
194                 bool collideWithObjects)
195 {
196         static bool time_notification_done = false;
197         Map *map = &env->getMap();
198         //TimeTaker tt("collisionMoveSimple");
199         ScopeProfiler sp(g_profiler, "collisionMoveSimple avg", SPT_AVG);
200
201         collisionMoveResult result;
202
203         /*
204                 Calculate new velocity
205         */
206         if (dtime > 0.5) {
207                 if (!time_notification_done) {
208                         time_notification_done = true;
209                         infostream << "collisionMoveSimple: maximum step interval exceeded,"
210                                         " lost movement details!"<<std::endl;
211                 }
212                 dtime = 0.5;
213         } else {
214                 time_notification_done = false;
215         }
216         *speed_f += accel_f * dtime;
217
218         // If there is no speed, there are no collisions
219         if (speed_f->getLength() == 0)
220                 return result;
221
222         // Limit speed for avoiding hangs
223         speed_f->Y = rangelim(speed_f->Y, -5000, 5000);
224         speed_f->X = rangelim(speed_f->X, -5000, 5000);
225         speed_f->Z = rangelim(speed_f->Z, -5000, 5000);
226
227         /*
228                 Collect node boxes in movement range
229         */
230         std::vector<aabb3f> cboxes;
231         std::vector<bool> is_unloaded;
232         std::vector<bool> is_step_up;
233         std::vector<bool> is_object;
234         std::vector<int> bouncy_values;
235         std::vector<v3s16> node_positions;
236         {
237         //TimeTaker tt2("collisionMoveSimple collect boxes");
238     ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);
239
240         v3s16 oldpos_i = floatToInt(*pos_f, BS);
241         v3s16 newpos_i = floatToInt(*pos_f + *speed_f * dtime, BS);
242         s16 min_x = MYMIN(oldpos_i.X, newpos_i.X) + (box_0.MinEdge.X / BS) - 1;
243         s16 min_y = MYMIN(oldpos_i.Y, newpos_i.Y) + (box_0.MinEdge.Y / BS) - 1;
244         s16 min_z = MYMIN(oldpos_i.Z, newpos_i.Z) + (box_0.MinEdge.Z / BS) - 1;
245         s16 max_x = MYMAX(oldpos_i.X, newpos_i.X) + (box_0.MaxEdge.X / BS) + 1;
246         s16 max_y = MYMAX(oldpos_i.Y, newpos_i.Y) + (box_0.MaxEdge.Y / BS) + 1;
247         s16 max_z = MYMAX(oldpos_i.Z, newpos_i.Z) + (box_0.MaxEdge.Z / BS) + 1;
248
249         bool any_position_valid = false;
250
251         for(s16 x = min_x; x <= max_x; x++)
252         for(s16 y = min_y; y <= max_y; y++)
253         for(s16 z = min_z; z <= max_z; z++)
254         {
255                 v3s16 p(x,y,z);
256
257                 bool is_position_valid;
258                 MapNode n = map->getNodeNoEx(p, &is_position_valid);
259
260                 if (is_position_valid) {
261                         // Object collides into walkable nodes
262
263                         any_position_valid = true;
264                         const ContentFeatures &f = gamedef->getNodeDefManager()->get(n);
265                         if(f.walkable == false)
266                                 continue;
267                         int n_bouncy_value = itemgroup_get(f.groups, "bouncy");
268
269                         std::vector<aabb3f> nodeboxes = n.getCollisionBoxes(gamedef->ndef());
270                         for(std::vector<aabb3f>::iterator
271                                         i = nodeboxes.begin();
272                                         i != nodeboxes.end(); ++i)
273                         {
274                                 aabb3f box = *i;
275                                 box.MinEdge += v3f(x, y, z)*BS;
276                                 box.MaxEdge += v3f(x, y, z)*BS;
277                                 cboxes.push_back(box);
278                                 is_unloaded.push_back(false);
279                                 is_step_up.push_back(false);
280                                 bouncy_values.push_back(n_bouncy_value);
281                                 node_positions.push_back(p);
282                                 is_object.push_back(false);
283                         }
284                 }
285                 else {
286                         // Collide with unloaded nodes
287                         aabb3f box = getNodeBox(p, BS);
288                         cboxes.push_back(box);
289                         is_unloaded.push_back(true);
290                         is_step_up.push_back(false);
291                         bouncy_values.push_back(0);
292                         node_positions.push_back(p);
293                         is_object.push_back(false);
294                 }
295         }
296
297         // Do not move if world has not loaded yet, since custom node boxes
298         // are not available for collision detection.
299         if (!any_position_valid)
300                 return result;
301
302         } // tt2
303
304         if(collideWithObjects)
305         {
306                 ScopeProfiler sp(g_profiler, "collisionMoveSimple objects avg", SPT_AVG);
307                 //TimeTaker tt3("collisionMoveSimple collect object boxes");
308
309                 /* add object boxes to cboxes */
310
311                 std::vector<ActiveObject*> objects;
312 #ifndef SERVER
313                 ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env);
314                 if (c_env != 0) {
315                         f32 distance = speed_f->getLength();
316                         std::vector<DistanceSortedActiveObject> clientobjects;
317                         c_env->getActiveObjects(*pos_f, distance * 1.5, clientobjects);
318                         for (size_t i=0; i < clientobjects.size(); i++) {
319                                 if ((self == 0) || (self != clientobjects[i].obj)) {
320                                         objects.push_back((ActiveObject*)clientobjects[i].obj);
321                                 }
322                         }
323                 }
324                 else
325 #endif
326                 {
327                         ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
328                         if (s_env != 0) {
329                                 f32 distance = speed_f->getLength();
330                                 std::vector<u16> s_objects;
331                                 s_env->getObjectsInsideRadius(s_objects, *pos_f, distance * 1.5);
332                                 for (std::vector<u16>::iterator iter = s_objects.begin(); iter != s_objects.end(); ++iter) {
333                                         ServerActiveObject *current = s_env->getActiveObject(*iter);
334                                         if ((self == 0) || (self != current)) {
335                                                 objects.push_back((ActiveObject*)current);
336                                         }
337                                 }
338                         }
339                 }
340
341                 for (std::vector<ActiveObject*>::const_iterator iter = objects.begin();
342                                 iter != objects.end(); ++iter) {
343                         ActiveObject *object = *iter;
344
345                         if (object != NULL) {
346                                 aabb3f object_collisionbox;
347                                 if (object->getCollisionBox(&object_collisionbox) &&
348                                                 object->collideWithObjects()) {
349                                         cboxes.push_back(object_collisionbox);
350                                         is_unloaded.push_back(false);
351                                         is_step_up.push_back(false);
352                                         bouncy_values.push_back(0);
353                                         node_positions.push_back(v3s16(0,0,0));
354                                         is_object.push_back(true);
355                                 }
356                         }
357                 }
358         } //tt3
359
360         assert(cboxes.size() == is_unloaded.size());    // post-condition
361         assert(cboxes.size() == is_step_up.size());     // post-condition
362         assert(cboxes.size() == bouncy_values.size());  // post-condition
363         assert(cboxes.size() == node_positions.size()); // post-condition
364         assert(cboxes.size() == is_object.size());      // post-condition
365
366         /*
367                 Collision detection
368         */
369
370         /*
371                 Collision uncertainty radius
372                 Make it a bit larger than the maximum distance of movement
373         */
374         f32 d = pos_max_d * 1.1;
375         // A fairly large value in here makes moving smoother
376         //f32 d = 0.15*BS;
377
378         // This should always apply, otherwise there are glitches
379         assert(d > pos_max_d);  // invariant
380
381         int loopcount = 0;
382
383         while(dtime > BS * 1e-10) {
384                 //TimeTaker tt3("collisionMoveSimple dtime loop");
385         ScopeProfiler sp(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG);
386
387                 // Avoid infinite loop
388                 loopcount++;
389                 if (loopcount >= 100) {
390                         warningstream << "collisionMoveSimple: Loop count exceeded, aborting to avoid infiniite loop" << std::endl;
391                         dtime = 0;
392                         break;
393                 }
394
395                 aabb3f movingbox = box_0;
396                 movingbox.MinEdge += *pos_f;
397                 movingbox.MaxEdge += *pos_f;
398
399                 int nearest_collided = -1;
400                 f32 nearest_dtime = dtime;
401                 u32 nearest_boxindex = -1;
402
403                 /*
404                         Go through every nodebox, find nearest collision
405                 */
406                 for (u32 boxindex = 0; boxindex < cboxes.size(); boxindex++) {
407                         // Ignore if already stepped up this nodebox.
408                         if(is_step_up[boxindex])
409                                 continue;
410
411                         // Find nearest collision of the two boxes (raytracing-like)
412                         f32 dtime_tmp;
413                         int collided = axisAlignedCollision(
414                                         cboxes[boxindex], movingbox, *speed_f, d, &dtime_tmp);
415
416                         if (collided == -1 || dtime_tmp >= nearest_dtime)
417                                 continue;
418
419                         nearest_dtime = dtime_tmp;
420                         nearest_collided = collided;
421                         nearest_boxindex = boxindex;
422                 }
423
424                 if (nearest_collided == -1) {
425                         // No collision with any collision box.
426                         *pos_f += *speed_f * dtime;
427                         dtime = 0;  // Set to 0 to avoid "infinite" loop due to small FP numbers
428                 } else {
429                         // Otherwise, a collision occurred.
430
431                         const aabb3f& cbox = cboxes[nearest_boxindex];
432                         // Check for stairs.
433                         bool step_up = (nearest_collided != 1) && // must not be Y direction
434                                         (movingbox.MinEdge.Y < cbox.MaxEdge.Y) &&
435                                         (movingbox.MinEdge.Y + stepheight > cbox.MaxEdge.Y) &&
436                                         (!wouldCollideWithCeiling(cboxes, movingbox,
437                                                         cbox.MaxEdge.Y - movingbox.MinEdge.Y,
438                                                         d));
439
440                         // Get bounce multiplier
441                         bool bouncy = (bouncy_values[nearest_boxindex] >= 1);
442                         float bounce = -(float)bouncy_values[nearest_boxindex] / 100.0;
443
444                         // Move to the point of collision and reduce dtime by nearest_dtime
445                         if (nearest_dtime < 0) {
446                                 // Handle negative nearest_dtime (can be caused by the d allowance)
447                                 if (!step_up) {
448                                         if (nearest_collided == 0)
449                                                 pos_f->X += speed_f->X * nearest_dtime;
450                                         if (nearest_collided == 1)
451                                                 pos_f->Y += speed_f->Y * nearest_dtime;
452                                         if (nearest_collided == 2)
453                                                 pos_f->Z += speed_f->Z * nearest_dtime;
454                                 }
455                         } else {
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                         else
468                                 info.type = COLLISION_NODE;
469
470                         info.node_p = node_positions[nearest_boxindex];
471                         info.bouncy = bouncy;
472                         info.old_speed = *speed_f;
473
474                         // Set the speed component that caused the collision to zero
475                         if (step_up) {
476                                 // Special case: Handle stairs
477                                 is_step_up[nearest_boxindex] = true;
478                                 is_collision = false;
479                         } else if(nearest_collided == 0) { // X
480                                 if (fabs(speed_f->X) > BS * 3)
481                                         speed_f->X *= bounce;
482                                 else
483                                         speed_f->X = 0;
484                                 result.collides = true;
485                                 result.collides_xz = true;
486                         }
487                         else if(nearest_collided == 1) { // Y
488                                 if (fabs(speed_f->Y) > BS * 3)
489                                         speed_f->Y *= bounce;
490                                 else
491                                         speed_f->Y = 0;
492                                 result.collides = true;
493                         } else if(nearest_collided == 2) { // Z
494                                 if (fabs(speed_f->Z) > BS * 3)
495                                         speed_f->Z *= bounce;
496                                 else
497                                         speed_f->Z = 0;
498                                 result.collides = true;
499                                 result.collides_xz = true;
500                         }
501
502                         info.new_speed = *speed_f;
503                         if (info.new_speed.getDistanceFrom(info.old_speed) < 0.1 * BS)
504                                 is_collision = false;
505
506                         if (is_collision) {
507                                 result.collisions.push_back(info);
508                         }
509                 }
510         }
511
512         /*
513                 Final touches: Check if standing on ground, step up stairs.
514         */
515         aabb3f box = box_0;
516         box.MinEdge += *pos_f;
517         box.MaxEdge += *pos_f;
518         for (u32 boxindex = 0; boxindex < cboxes.size(); boxindex++) {
519                 const aabb3f& cbox = cboxes[boxindex];
520
521                 /*
522                         See if the object is touching ground.
523
524                         Object touches ground if object's minimum Y is near node's
525                         maximum Y and object's X-Z-area overlaps with the node's
526                         X-Z-area.
527
528                         Use 0.15*BS so that it is easier to get on a node.
529                 */
530                 if (cbox.MaxEdge.X - d > box.MinEdge.X && cbox.MinEdge.X + d < box.MaxEdge.X &&
531                                 cbox.MaxEdge.Z - d > box.MinEdge.Z &&
532                                 cbox.MinEdge.Z + d < box.MaxEdge.Z) {
533                         if (is_step_up[boxindex]) {
534                                 pos_f->Y += (cbox.MaxEdge.Y - box.MinEdge.Y);
535                                 box = box_0;
536                                 box.MinEdge += *pos_f;
537                                 box.MaxEdge += *pos_f;
538                         }
539                         if (fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15 * BS) {
540                                 result.touching_ground = true;
541
542                                 if (is_object[boxindex])
543                                         result.standing_on_object = true;
544                                 if (is_unloaded[boxindex])
545                                         result.standing_on_unloaded = true;
546                         }
547                 }
548         }
549
550         return result;
551 }