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clientobject, clouds, collision, clientsimpleobject: code modernization (#6260)
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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 #ifndef SERVER
26 #include "clientenvironment.h"
27 #endif
28 #include "serverenvironment.h"
29 #include "serverobject.h"
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
38 struct NearbyCollisionInfo {
39         NearbyCollisionInfo(bool is_ul, bool is_obj, int bouncy,
40                         const v3s16 &pos, const aabb3f &box) :
41                 is_unloaded(is_ul),
42                 is_object(is_obj),
43                 bouncy(bouncy),
44                 position(pos),
45                 box(box)
46         {}
47
48         bool is_unloaded;
49         bool is_step_up = false;
50         bool is_object;
51         int bouncy;
52         v3s16 position;
53         aabb3f box;
54 };
55
56
57 // Helper function:
58 // Checks for collision of a moving aabbox with a static aabbox
59 // Returns -1 if no collision, 0 if X collision, 1 if Y collision, 2 if Z collision
60 // The time after which the collision occurs is stored in dtime.
61 int axisAlignedCollision(
62                 const aabb3f &staticbox, const aabb3f &movingbox,
63                 const v3f &speed, f32 d, f32 *dtime)
64 {
65         //TimeTaker tt("axisAlignedCollision");
66
67         f32 xsize = (staticbox.MaxEdge.X - staticbox.MinEdge.X) - COLL_ZERO;     // reduce box size for solve collision stuck (flying sand)
68         f32 ysize = (staticbox.MaxEdge.Y - staticbox.MinEdge.Y); // - COLL_ZERO; // Y - no sense for falling, but maybe try later
69         f32 zsize = (staticbox.MaxEdge.Z - staticbox.MinEdge.Z) - COLL_ZERO;
70
71         aabb3f relbox(
72                         movingbox.MinEdge.X - staticbox.MinEdge.X,
73                         movingbox.MinEdge.Y - staticbox.MinEdge.Y,
74                         movingbox.MinEdge.Z - staticbox.MinEdge.Z,
75                         movingbox.MaxEdge.X - staticbox.MinEdge.X,
76                         movingbox.MaxEdge.Y - staticbox.MinEdge.Y,
77                         movingbox.MaxEdge.Z - staticbox.MinEdge.Z
78         );
79
80         if(speed.X > 0) // Check for collision with X- plane
81         {
82                 if (relbox.MaxEdge.X <= d) {
83                         *dtime = -relbox.MaxEdge.X / speed.X;
84                         if ((relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
85                                         (relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO) &&
86                                         (relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
87                                         (relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
88                                 return 0;
89                 }
90                 else if(relbox.MinEdge.X > xsize)
91                 {
92                         return -1;
93                 }
94         }
95         else if(speed.X < 0) // Check for collision with X+ plane
96         {
97                 if (relbox.MinEdge.X >= xsize - d) {
98                         *dtime = (xsize - relbox.MinEdge.X) / speed.X;
99                         if ((relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
100                                         (relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO) &&
101                                         (relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
102                                         (relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
103                                 return 0;
104                 }
105                 else if(relbox.MaxEdge.X < 0)
106                 {
107                         return -1;
108                 }
109         }
110
111         // NO else if here
112
113         if(speed.Y > 0) // Check for collision with Y- plane
114         {
115                 if (relbox.MaxEdge.Y <= d) {
116                         *dtime = -relbox.MaxEdge.Y / speed.Y;
117                         if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
118                                         (relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
119                                         (relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
120                                         (relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
121                                 return 1;
122                 }
123                 else if(relbox.MinEdge.Y > ysize)
124                 {
125                         return -1;
126                 }
127         }
128         else if(speed.Y < 0) // Check for collision with Y+ plane
129         {
130                 if (relbox.MinEdge.Y >= ysize - d) {
131                         *dtime = (ysize - relbox.MinEdge.Y) / speed.Y;
132                         if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
133                                         (relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
134                                         (relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
135                                         (relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
136                                 return 1;
137                 }
138                 else if(relbox.MaxEdge.Y < 0)
139                 {
140                         return -1;
141                 }
142         }
143
144         // NO else if here
145
146         if(speed.Z > 0) // Check for collision with Z- plane
147         {
148                 if (relbox.MaxEdge.Z <= d) {
149                         *dtime = -relbox.MaxEdge.Z / speed.Z;
150                         if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
151                                         (relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
152                                         (relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
153                                         (relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO))
154                                 return 2;
155                 }
156                 //else if(relbox.MinEdge.Z > zsize)
157                 //{
158                 //      return -1;
159                 //}
160         }
161         else if(speed.Z < 0) // Check for collision with Z+ plane
162         {
163                 if (relbox.MinEdge.Z >= zsize - d) {
164                         *dtime = (zsize - relbox.MinEdge.Z) / speed.Z;
165                         if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
166                                         (relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
167                                         (relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
168                                         (relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO))
169                                 return 2;
170                 }
171                 //else if(relbox.MaxEdge.Z < 0)
172                 //{
173                 //      return -1;
174                 //}
175         }
176
177         return -1;
178 }
179
180 // Helper function:
181 // Checks if moving the movingbox up by the given distance would hit a ceiling.
182 bool wouldCollideWithCeiling(
183                 const std::vector<NearbyCollisionInfo> &cinfo,
184                 const aabb3f &movingbox,
185                 f32 y_increase, f32 d)
186 {
187         //TimeTaker tt("wouldCollideWithCeiling");
188
189         assert(y_increase >= 0);        // pre-condition
190
191         for (const auto &it : cinfo) {
192                 const aabb3f &staticbox = it.box;
193                 if ((movingbox.MaxEdge.Y - d <= staticbox.MinEdge.Y) &&
194                                 (movingbox.MaxEdge.Y + y_increase > staticbox.MinEdge.Y) &&
195                                 (movingbox.MinEdge.X < staticbox.MaxEdge.X) &&
196                                 (movingbox.MaxEdge.X > staticbox.MinEdge.X) &&
197                                 (movingbox.MinEdge.Z < staticbox.MaxEdge.Z) &&
198                                 (movingbox.MaxEdge.Z > staticbox.MinEdge.Z))
199                         return true;
200         }
201
202         return false;
203 }
204
205 static inline void getNeighborConnectingFace(const v3s16 &p, INodeDefManager *nodedef,
206                 Map *map, MapNode n, int v, int *neighbors)
207 {
208         MapNode n2 = map->getNodeNoEx(p);
209         if (nodedef->nodeboxConnects(n, n2, v))
210                 *neighbors |= v;
211 }
212
213 collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
214                 f32 pos_max_d, const aabb3f &box_0,
215                 f32 stepheight, f32 dtime,
216                 v3f *pos_f, v3f *speed_f,
217                 v3f accel_f, ActiveObject *self,
218                 bool collideWithObjects)
219 {
220         static bool time_notification_done = false;
221         Map *map = &env->getMap();
222         //TimeTaker tt("collisionMoveSimple");
223         ScopeProfiler sp(g_profiler, "collisionMoveSimple avg", SPT_AVG);
224
225         collisionMoveResult result;
226
227         /*
228                 Calculate new velocity
229         */
230         if (dtime > 0.5) {
231                 if (!time_notification_done) {
232                         time_notification_done = true;
233                         infostream << "collisionMoveSimple: maximum step interval exceeded,"
234                                         " lost movement details!"<<std::endl;
235                 }
236                 dtime = 0.5;
237         } else {
238                 time_notification_done = false;
239         }
240         *speed_f += accel_f * dtime;
241
242         // If there is no speed, there are no collisions
243         if (speed_f->getLength() == 0)
244                 return result;
245
246         // Limit speed for avoiding hangs
247         speed_f->Y = rangelim(speed_f->Y, -5000, 5000);
248         speed_f->X = rangelim(speed_f->X, -5000, 5000);
249         speed_f->Z = rangelim(speed_f->Z, -5000, 5000);
250
251         /*
252                 Collect node boxes in movement range
253         */
254         std::vector<NearbyCollisionInfo> cinfo;
255         {
256         //TimeTaker tt2("collisionMoveSimple collect boxes");
257         ScopeProfiler sp2(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);
258
259         v3f newpos_f = *pos_f + *speed_f * dtime;
260         v3f minpos_f(
261                 MYMIN(pos_f->X, newpos_f.X),
262                 MYMIN(pos_f->Y, newpos_f.Y) + 0.01 * BS, // bias rounding, player often at +/-n.5
263                 MYMIN(pos_f->Z, newpos_f.Z)
264         );
265         v3f maxpos_f(
266                 MYMAX(pos_f->X, newpos_f.X),
267                 MYMAX(pos_f->Y, newpos_f.Y),
268                 MYMAX(pos_f->Z, newpos_f.Z)
269         );
270         v3s16 min = floatToInt(minpos_f + box_0.MinEdge, BS) - v3s16(1, 1, 1);
271         v3s16 max = floatToInt(maxpos_f + box_0.MaxEdge, BS) + v3s16(1, 1, 1);
272
273         bool any_position_valid = false;
274
275         v3s16 p;
276         for (p.X = min.X; p.X <= max.X; p.X++)
277         for (p.Y = min.Y; p.Y <= max.Y; p.Y++)
278         for (p.Z = min.Z; p.Z <= max.Z; p.Z++) {
279                 bool is_position_valid;
280                 MapNode n = map->getNodeNoEx(p, &is_position_valid);
281
282                 if (is_position_valid) {
283                         // Object collides into walkable nodes
284
285                         any_position_valid = true;
286                         INodeDefManager *nodedef = gamedef->getNodeDefManager();
287                         const ContentFeatures &f = nodedef->get(n);
288
289                         if (!f.walkable)
290                                 continue;
291
292                         int n_bouncy_value = itemgroup_get(f.groups, "bouncy");
293
294                         int neighbors = 0;
295                         if (f.drawtype == NDT_NODEBOX &&
296                                 f.node_box.type == NODEBOX_CONNECTED) {
297                                 v3s16 p2 = p;
298
299                                 p2.Y++;
300                                 getNeighborConnectingFace(p2, nodedef, map, n, 1, &neighbors);
301
302                                 p2 = p;
303                                 p2.Y--;
304                                 getNeighborConnectingFace(p2, nodedef, map, n, 2, &neighbors);
305
306                                 p2 = p;
307                                 p2.Z--;
308                                 getNeighborConnectingFace(p2, nodedef, map, n, 4, &neighbors);
309
310                                 p2 = p;
311                                 p2.X--;
312                                 getNeighborConnectingFace(p2, nodedef, map, n, 8, &neighbors);
313
314                                 p2 = p;
315                                 p2.Z++;
316                                 getNeighborConnectingFace(p2, nodedef, map, n, 16, &neighbors);
317
318                                 p2 = p;
319                                 p2.X++;
320                                 getNeighborConnectingFace(p2, nodedef, map, n, 32, &neighbors);
321                         }
322                         std::vector<aabb3f> nodeboxes;
323                         n.getCollisionBoxes(gamedef->ndef(), &nodeboxes, neighbors);
324                         for (auto box : nodeboxes) {
325                                 box.MinEdge += intToFloat(p, BS);
326                                 box.MaxEdge += intToFloat(p, BS);
327                                 cinfo.emplace_back(false, false, n_bouncy_value, p, box);
328                         }
329                 } else {
330                         // Collide with unloaded nodes
331                         aabb3f box = getNodeBox(p, BS);
332                         cinfo.emplace_back(true, false, 0, p, box);
333                 }
334         }
335
336         // Do not move if world has not loaded yet, since custom node boxes
337         // are not available for collision detection.
338         if (!any_position_valid) {
339                 *speed_f = v3f(0, 0, 0);
340                 return result;
341         }
342
343         } // tt2
344
345         if(collideWithObjects)
346         {
347                 ScopeProfiler sp2(g_profiler, "collisionMoveSimple objects avg", SPT_AVG);
348                 //TimeTaker tt3("collisionMoveSimple collect object boxes");
349
350                 /* add object boxes to cinfo */
351
352                 std::vector<ActiveObject*> objects;
353 #ifndef SERVER
354                 ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env);
355                 if (c_env != 0) {
356                         f32 distance = speed_f->getLength();
357                         std::vector<DistanceSortedActiveObject> clientobjects;
358                         c_env->getActiveObjects(*pos_f, distance * 1.5, clientobjects);
359                         for (auto &clientobject : clientobjects) {
360                                 if (!self || (self != clientobject.obj)) {
361                                         objects.push_back((ActiveObject*) clientobject.obj);
362                                 }
363                         }
364                 }
365                 else
366 #endif
367                 {
368                         ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
369                         if (s_env != NULL) {
370                                 f32 distance = speed_f->getLength();
371                                 std::vector<u16> s_objects;
372                                 s_env->getObjectsInsideRadius(s_objects, *pos_f, distance * 1.5);
373                                 for (u16 obj_id : s_objects) {
374                                         ServerActiveObject *current = s_env->getActiveObject(obj_id);
375                                         if (!self || (self != current)) {
376                                                 objects.push_back((ActiveObject*)current);
377                                         }
378                                 }
379                         }
380                 }
381
382                 for (std::vector<ActiveObject*>::const_iterator iter = objects.begin();
383                                 iter != objects.end(); ++iter) {
384                         ActiveObject *object = *iter;
385
386                         if (object) {
387                                 aabb3f object_collisionbox;
388                                 if (object->getCollisionBox(&object_collisionbox) &&
389                                                 object->collideWithObjects()) {
390                                         cinfo.emplace_back(false, true, 0, v3s16(), object_collisionbox);
391                                 }
392                         }
393                 }
394         } //tt3
395
396         /*
397                 Collision detection
398         */
399
400         /*
401                 Collision uncertainty radius
402                 Make it a bit larger than the maximum distance of movement
403         */
404         f32 d = pos_max_d * 1.1;
405         // A fairly large value in here makes moving smoother
406         //f32 d = 0.15*BS;
407
408         // This should always apply, otherwise there are glitches
409         assert(d > pos_max_d);  // invariant
410
411         int loopcount = 0;
412
413         while(dtime > BS * 1e-10) {
414                 //TimeTaker tt3("collisionMoveSimple dtime loop");
415                 ScopeProfiler sp2(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG);
416
417                 // Avoid infinite loop
418                 loopcount++;
419                 if (loopcount >= 100) {
420                         warningstream << "collisionMoveSimple: Loop count exceeded, aborting to avoid infiniite loop" << std::endl;
421                         break;
422                 }
423
424                 aabb3f movingbox = box_0;
425                 movingbox.MinEdge += *pos_f;
426                 movingbox.MaxEdge += *pos_f;
427
428                 int nearest_collided = -1;
429                 f32 nearest_dtime = dtime;
430                 int nearest_boxindex = -1;
431
432                 /*
433                         Go through every nodebox, find nearest collision
434                 */
435                 for (u32 boxindex = 0; boxindex < cinfo.size(); boxindex++) {
436                         NearbyCollisionInfo box_info = cinfo[boxindex];
437                         // Ignore if already stepped up this nodebox.
438                         if (box_info.is_step_up)
439                                 continue;
440
441                         // Find nearest collision of the two boxes (raytracing-like)
442                         f32 dtime_tmp;
443                         int collided = axisAlignedCollision(box_info.box,
444                                         movingbox, *speed_f, d, &dtime_tmp);
445
446                         if (collided == -1 || dtime_tmp >= nearest_dtime)
447                                 continue;
448
449                         nearest_dtime = dtime_tmp;
450                         nearest_collided = collided;
451                         nearest_boxindex = boxindex;
452                 }
453
454                 if (nearest_collided == -1) {
455                         // No collision with any collision box.
456                         *pos_f += *speed_f * dtime;
457                         dtime = 0;  // Set to 0 to avoid "infinite" loop due to small FP numbers
458                 } else {
459                         // Otherwise, a collision occurred.
460                         NearbyCollisionInfo &nearest_info = cinfo[nearest_boxindex];
461                         const aabb3f& cbox = nearest_info.box;
462                         // Check for stairs.
463                         bool step_up = (nearest_collided != 1) && // must not be Y direction
464                                         (movingbox.MinEdge.Y < cbox.MaxEdge.Y) &&
465                                         (movingbox.MinEdge.Y + stepheight > cbox.MaxEdge.Y) &&
466                                         (!wouldCollideWithCeiling(cinfo, movingbox,
467                                                         cbox.MaxEdge.Y - movingbox.MinEdge.Y,
468                                                         d));
469
470                         // Get bounce multiplier
471                         float bounce = -(float)nearest_info.bouncy / 100.0;
472
473                         // Move to the point of collision and reduce dtime by nearest_dtime
474                         if (nearest_dtime < 0) {
475                                 // Handle negative nearest_dtime (can be caused by the d allowance)
476                                 if (!step_up) {
477                                         if (nearest_collided == 0)
478                                                 pos_f->X += speed_f->X * nearest_dtime;
479                                         if (nearest_collided == 1)
480                                                 pos_f->Y += speed_f->Y * nearest_dtime;
481                                         if (nearest_collided == 2)
482                                                 pos_f->Z += speed_f->Z * nearest_dtime;
483                                 }
484                         } else {
485                                 *pos_f += *speed_f * nearest_dtime;
486                                 dtime -= nearest_dtime;
487                         }
488
489                         bool is_collision = true;
490                         if (nearest_info.is_unloaded)
491                                 is_collision = false;
492
493                         CollisionInfo info;
494                         if (nearest_info.is_object)
495                                 info.type = COLLISION_OBJECT;
496                         else
497                                 info.type = COLLISION_NODE;
498
499                         info.node_p = nearest_info.position;
500                         info.old_speed = *speed_f;
501
502                         // Set the speed component that caused the collision to zero
503                         if (step_up) {
504                                 // Special case: Handle stairs
505                                 nearest_info.is_step_up = true;
506                                 is_collision = false;
507                         } else if (nearest_collided == 0) { // X
508                                 if (fabs(speed_f->X) > BS * 3)
509                                         speed_f->X *= bounce;
510                                 else
511                                         speed_f->X = 0;
512                                 result.collides = true;
513                         } else if (nearest_collided == 1) { // Y
514                                 if(fabs(speed_f->Y) > BS * 3)
515                                         speed_f->Y *= bounce;
516                                 else
517                                         speed_f->Y = 0;
518                                 result.collides = true;
519                         } else if (nearest_collided == 2) { // Z
520                                 if (fabs(speed_f->Z) > BS * 3)
521                                         speed_f->Z *= bounce;
522                                 else
523                                         speed_f->Z = 0;
524                                 result.collides = true;
525                         }
526
527                         info.new_speed = *speed_f;
528                         if (info.new_speed.getDistanceFrom(info.old_speed) < 0.1 * BS)
529                                 is_collision = false;
530
531                         if (is_collision) {
532                                 result.collisions.push_back(info);
533                         }
534                 }
535         }
536
537         /*
538                 Final touches: Check if standing on ground, step up stairs.
539         */
540         aabb3f box = box_0;
541         box.MinEdge += *pos_f;
542         box.MaxEdge += *pos_f;
543         for (const auto &box_info : cinfo) {
544                 const aabb3f &cbox = box_info.box;
545
546                 /*
547                         See if the object is touching ground.
548
549                         Object touches ground if object's minimum Y is near node's
550                         maximum Y and object's X-Z-area overlaps with the node's
551                         X-Z-area.
552
553                         Use 0.15*BS so that it is easier to get on a node.
554                 */
555                 if (cbox.MaxEdge.X - d > box.MinEdge.X && cbox.MinEdge.X + d < box.MaxEdge.X &&
556                                 cbox.MaxEdge.Z - d > box.MinEdge.Z &&
557                                 cbox.MinEdge.Z + d < box.MaxEdge.Z) {
558                         if (box_info.is_step_up) {
559                                 pos_f->Y += cbox.MaxEdge.Y - box.MinEdge.Y;
560                                 box = box_0;
561                                 box.MinEdge += *pos_f;
562                                 box.MaxEdge += *pos_f;
563                         }
564                         if (fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15 * BS) {
565                                 result.touching_ground = true;
566
567                                 if (box_info.is_object)
568                                         result.standing_on_object = true;
569                         }
570                 }
571         }
572
573         return result;
574 }