3 Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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.
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.
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.
20 #include "collision.h"
25 #include "clientenvironment.h"
26 #include "serverobject.h"
29 // float error is 10 - 9.96875 = 0.03125
30 //#define COLL_ZERO 0.032 // broken unit tests
34 struct NearbyCollisionInfo {
35 NearbyCollisionInfo(bool is_ul, bool is_obj, int bouncy,
36 const v3s16 &pos, const aabb3f &box) :
55 // Checks for collision of a moving aabbox with a static aabbox
56 // Returns -1 if no collision, 0 if X collision, 1 if Y collision, 2 if Z collision
57 // The time after which the collision occurs is stored in dtime.
58 int axisAlignedCollision(
59 const aabb3f &staticbox, const aabb3f &movingbox,
60 const v3f &speed, f32 d, f32 *dtime)
62 //TimeTaker tt("axisAlignedCollision");
64 f32 xsize = (staticbox.MaxEdge.X - staticbox.MinEdge.X) - COLL_ZERO; // reduce box size for solve collision stuck (flying sand)
65 f32 ysize = (staticbox.MaxEdge.Y - staticbox.MinEdge.Y); // - COLL_ZERO; // Y - no sense for falling, but maybe try later
66 f32 zsize = (staticbox.MaxEdge.Z - staticbox.MinEdge.Z) - COLL_ZERO;
69 movingbox.MinEdge.X - staticbox.MinEdge.X,
70 movingbox.MinEdge.Y - staticbox.MinEdge.Y,
71 movingbox.MinEdge.Z - staticbox.MinEdge.Z,
72 movingbox.MaxEdge.X - staticbox.MinEdge.X,
73 movingbox.MaxEdge.Y - staticbox.MinEdge.Y,
74 movingbox.MaxEdge.Z - staticbox.MinEdge.Z
77 if(speed.X > 0) // Check for collision with X- plane
79 if (relbox.MaxEdge.X <= d) {
80 *dtime = -relbox.MaxEdge.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))
87 else if(relbox.MinEdge.X > xsize)
92 else if(speed.X < 0) // Check for collision with X+ plane
94 if (relbox.MinEdge.X >= xsize - d) {
95 *dtime = (xsize - relbox.MinEdge.X) / speed.X;
96 if ((relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
97 (relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO) &&
98 (relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
99 (relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
102 else if(relbox.MaxEdge.X < 0)
110 if(speed.Y > 0) // Check for collision with Y- plane
112 if (relbox.MaxEdge.Y <= d) {
113 *dtime = -relbox.MaxEdge.Y / speed.Y;
114 if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
115 (relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
116 (relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
117 (relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
120 else if(relbox.MinEdge.Y > ysize)
125 else if(speed.Y < 0) // Check for collision with Y+ plane
127 if (relbox.MinEdge.Y >= ysize - d) {
128 *dtime = (ysize - relbox.MinEdge.Y) / speed.Y;
129 if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
130 (relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
131 (relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
132 (relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
135 else if(relbox.MaxEdge.Y < 0)
143 if(speed.Z > 0) // Check for collision with Z- plane
145 if (relbox.MaxEdge.Z <= d) {
146 *dtime = -relbox.MaxEdge.Z / speed.Z;
147 if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
148 (relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
149 (relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
150 (relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO))
153 //else if(relbox.MinEdge.Z > zsize)
158 else if(speed.Z < 0) // Check for collision with Z+ plane
160 if (relbox.MinEdge.Z >= zsize - d) {
161 *dtime = (zsize - relbox.MinEdge.Z) / speed.Z;
162 if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
163 (relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
164 (relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
165 (relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO))
168 //else if(relbox.MaxEdge.Z < 0)
178 // Checks if moving the movingbox up by the given distance would hit a ceiling.
179 bool wouldCollideWithCeiling(
180 const std::vector<NearbyCollisionInfo> &cinfo,
181 const aabb3f &movingbox,
182 f32 y_increase, f32 d)
184 //TimeTaker tt("wouldCollideWithCeiling");
186 assert(y_increase >= 0); // pre-condition
188 for (std::vector<NearbyCollisionInfo>::const_iterator it = cinfo.begin();
189 it != cinfo.end(); ++it) {
190 const aabb3f &staticbox = it->box;
191 if ((movingbox.MaxEdge.Y - d <= staticbox.MinEdge.Y) &&
192 (movingbox.MaxEdge.Y + y_increase > staticbox.MinEdge.Y) &&
193 (movingbox.MinEdge.X < staticbox.MaxEdge.X) &&
194 (movingbox.MaxEdge.X > staticbox.MinEdge.X) &&
195 (movingbox.MinEdge.Z < staticbox.MaxEdge.Z) &&
196 (movingbox.MaxEdge.Z > staticbox.MinEdge.Z))
203 static inline void getNeighborConnectingFace(v3s16 p, INodeDefManager *nodedef,
204 Map *map, MapNode n, int v, int *neighbors)
206 MapNode n2 = map->getNodeNoEx(p);
207 if (nodedef->nodeboxConnects(n, n2, v))
211 collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
212 f32 pos_max_d, const aabb3f &box_0,
213 f32 stepheight, f32 dtime,
214 v3f *pos_f, v3f *speed_f,
215 v3f accel_f, ActiveObject *self,
216 bool collideWithObjects)
218 static bool time_notification_done = false;
219 Map *map = &env->getMap();
220 //TimeTaker tt("collisionMoveSimple");
221 ScopeProfiler sp(g_profiler, "collisionMoveSimple avg", SPT_AVG);
223 collisionMoveResult result;
226 Calculate new velocity
229 if (!time_notification_done) {
230 time_notification_done = true;
231 infostream << "collisionMoveSimple: maximum step interval exceeded,"
232 " lost movement details!"<<std::endl;
236 time_notification_done = false;
238 *speed_f += accel_f * dtime;
240 // If there is no speed, there are no collisions
241 if (speed_f->getLength() == 0)
244 // Limit speed for avoiding hangs
245 speed_f->Y = rangelim(speed_f->Y, -5000, 5000);
246 speed_f->X = rangelim(speed_f->X, -5000, 5000);
247 speed_f->Z = rangelim(speed_f->Z, -5000, 5000);
250 Collect node boxes in movement range
252 std::vector<NearbyCollisionInfo> cinfo;
254 //TimeTaker tt2("collisionMoveSimple collect boxes");
255 ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);
257 v3s16 oldpos_i = floatToInt(*pos_f, BS);
258 v3s16 newpos_i = floatToInt(*pos_f + *speed_f * dtime, BS);
259 s16 min_x = MYMIN(oldpos_i.X, newpos_i.X) + (box_0.MinEdge.X / BS) - 1;
260 s16 min_y = MYMIN(oldpos_i.Y, newpos_i.Y) + (box_0.MinEdge.Y / BS) - 1;
261 s16 min_z = MYMIN(oldpos_i.Z, newpos_i.Z) + (box_0.MinEdge.Z / BS) - 1;
262 s16 max_x = MYMAX(oldpos_i.X, newpos_i.X) + (box_0.MaxEdge.X / BS) + 1;
263 s16 max_y = MYMAX(oldpos_i.Y, newpos_i.Y) + (box_0.MaxEdge.Y / BS) + 1;
264 s16 max_z = MYMAX(oldpos_i.Z, newpos_i.Z) + (box_0.MaxEdge.Z / BS) + 1;
266 bool any_position_valid = false;
268 for(s16 x = min_x; x <= max_x; x++)
269 for(s16 y = min_y; y <= max_y; y++)
270 for(s16 z = min_z; z <= max_z; z++)
274 bool is_position_valid;
275 MapNode n = map->getNodeNoEx(p, &is_position_valid);
277 if (is_position_valid) {
278 // Object collides into walkable nodes
280 any_position_valid = true;
281 INodeDefManager *nodedef = gamedef->getNodeDefManager();
282 const ContentFeatures &f = nodedef->get(n);
283 if(f.walkable == false)
285 int n_bouncy_value = itemgroup_get(f.groups, "bouncy");
288 if (f.drawtype == NDT_NODEBOX && f.node_box.type == NODEBOX_CONNECTED) {
292 getNeighborConnectingFace(p2, nodedef, map, n, 1, &neighbors);
296 getNeighborConnectingFace(p2, nodedef, map, n, 2, &neighbors);
300 getNeighborConnectingFace(p2, nodedef, map, n, 4, &neighbors);
304 getNeighborConnectingFace(p2, nodedef, map, n, 8, &neighbors);
308 getNeighborConnectingFace(p2, nodedef, map, n, 16, &neighbors);
312 getNeighborConnectingFace(p2, nodedef, map, n, 32, &neighbors);
314 std::vector<aabb3f> nodeboxes;
315 n.getCollisionBoxes(gamedef->ndef(), &nodeboxes, neighbors);
316 for(std::vector<aabb3f>::iterator
317 i = nodeboxes.begin();
318 i != nodeboxes.end(); ++i)
321 box.MinEdge += v3f(x, y, z)*BS;
322 box.MaxEdge += v3f(x, y, z)*BS;
323 cinfo.push_back(NearbyCollisionInfo(false,
324 false, n_bouncy_value, p, box));
327 // Collide with unloaded nodes
328 aabb3f box = getNodeBox(p, BS);
329 cinfo.push_back(NearbyCollisionInfo(true, false, 0, p, box));
333 // Do not move if world has not loaded yet, since custom node boxes
334 // are not available for collision detection.
335 if (!any_position_valid) {
336 *speed_f = v3f(0, 0, 0);
342 if(collideWithObjects)
344 ScopeProfiler sp(g_profiler, "collisionMoveSimple objects avg", SPT_AVG);
345 //TimeTaker tt3("collisionMoveSimple collect object boxes");
347 /* add object boxes to cinfo */
349 std::vector<ActiveObject*> objects;
351 ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env);
353 f32 distance = speed_f->getLength();
354 std::vector<DistanceSortedActiveObject> clientobjects;
355 c_env->getActiveObjects(*pos_f, distance * 1.5, clientobjects);
356 for (size_t i=0; i < clientobjects.size(); i++) {
357 if ((self == 0) || (self != clientobjects[i].obj)) {
358 objects.push_back((ActiveObject*)clientobjects[i].obj);
365 ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
367 f32 distance = speed_f->getLength();
368 std::vector<u16> s_objects;
369 s_env->getObjectsInsideRadius(s_objects, *pos_f, distance * 1.5);
370 for (std::vector<u16>::iterator iter = s_objects.begin(); iter != s_objects.end(); ++iter) {
371 ServerActiveObject *current = s_env->getActiveObject(*iter);
372 if ((self == 0) || (self != current)) {
373 objects.push_back((ActiveObject*)current);
379 for (std::vector<ActiveObject*>::const_iterator iter = objects.begin();
380 iter != objects.end(); ++iter) {
381 ActiveObject *object = *iter;
383 if (object != NULL) {
384 aabb3f object_collisionbox;
385 if (object->getCollisionBox(&object_collisionbox) &&
386 object->collideWithObjects()) {
387 cinfo.push_back(NearbyCollisionInfo(false, true, 0, v3s16(), object_collisionbox));
398 Collision uncertainty radius
399 Make it a bit larger than the maximum distance of movement
401 f32 d = pos_max_d * 1.1;
402 // A fairly large value in here makes moving smoother
405 // This should always apply, otherwise there are glitches
406 assert(d > pos_max_d); // invariant
410 while(dtime > BS * 1e-10) {
411 //TimeTaker tt3("collisionMoveSimple dtime loop");
412 ScopeProfiler sp(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG);
414 // Avoid infinite loop
416 if (loopcount >= 100) {
417 warningstream << "collisionMoveSimple: Loop count exceeded, aborting to avoid infiniite loop" << std::endl;
421 aabb3f movingbox = box_0;
422 movingbox.MinEdge += *pos_f;
423 movingbox.MaxEdge += *pos_f;
425 int nearest_collided = -1;
426 f32 nearest_dtime = dtime;
427 int nearest_boxindex = -1;
430 Go through every nodebox, find nearest collision
432 for (u32 boxindex = 0; boxindex < cinfo.size(); boxindex++) {
433 NearbyCollisionInfo box_info = cinfo[boxindex];
434 // Ignore if already stepped up this nodebox.
435 if (box_info.is_step_up)
438 // Find nearest collision of the two boxes (raytracing-like)
440 int collided = axisAlignedCollision(box_info.box,
441 movingbox, *speed_f, d, &dtime_tmp);
443 if (collided == -1 || dtime_tmp >= nearest_dtime)
446 nearest_dtime = dtime_tmp;
447 nearest_collided = collided;
448 nearest_boxindex = boxindex;
451 if (nearest_collided == -1) {
452 // No collision with any collision box.
453 *pos_f += *speed_f * dtime;
454 dtime = 0; // Set to 0 to avoid "infinite" loop due to small FP numbers
456 // Otherwise, a collision occurred.
457 NearbyCollisionInfo &nearest_info = cinfo[nearest_boxindex];
458 const aabb3f& cbox = nearest_info.box;
460 bool step_up = (nearest_collided != 1) && // must not be Y direction
461 (movingbox.MinEdge.Y < cbox.MaxEdge.Y) &&
462 (movingbox.MinEdge.Y + stepheight > cbox.MaxEdge.Y) &&
463 (!wouldCollideWithCeiling(cinfo, movingbox,
464 cbox.MaxEdge.Y - movingbox.MinEdge.Y,
467 // Get bounce multiplier
468 bool bouncy = (nearest_info.bouncy >= 1);
469 float bounce = -(float)nearest_info.bouncy / 100.0;
471 // Move to the point of collision and reduce dtime by nearest_dtime
472 if (nearest_dtime < 0) {
473 // Handle negative nearest_dtime (can be caused by the d allowance)
475 if (nearest_collided == 0)
476 pos_f->X += speed_f->X * nearest_dtime;
477 if (nearest_collided == 1)
478 pos_f->Y += speed_f->Y * nearest_dtime;
479 if (nearest_collided == 2)
480 pos_f->Z += speed_f->Z * nearest_dtime;
483 *pos_f += *speed_f * nearest_dtime;
484 dtime -= nearest_dtime;
487 bool is_collision = true;
488 if (nearest_info.is_unloaded)
489 is_collision = false;
492 if (nearest_info.is_object)
493 info.type = COLLISION_OBJECT;
495 info.type = COLLISION_NODE;
497 info.node_p = nearest_info.position;
498 info.bouncy = bouncy;
499 info.old_speed = *speed_f;
501 // Set the speed component that caused the collision to zero
503 // Special case: Handle stairs
504 nearest_info.is_step_up = true;
505 is_collision = false;
506 } else if (nearest_collided == 0) { // X
507 if (fabs(speed_f->X) > BS * 3)
508 speed_f->X *= bounce;
511 result.collides = true;
512 result.collides_xz = true;
513 } else if (nearest_collided == 1) { // Y
514 if(fabs(speed_f->Y) > BS * 3)
515 speed_f->Y *= bounce;
518 result.collides = true;
519 } else if (nearest_collided == 2) { // Z
520 if (fabs(speed_f->Z) > BS * 3)
521 speed_f->Z *= bounce;
524 result.collides = true;
525 result.collides_xz = true;
528 info.new_speed = *speed_f;
529 if (info.new_speed.getDistanceFrom(info.old_speed) < 0.1 * BS)
530 is_collision = false;
533 result.collisions.push_back(info);
539 Final touches: Check if standing on ground, step up stairs.
542 box.MinEdge += *pos_f;
543 box.MaxEdge += *pos_f;
544 for (u32 boxindex = 0; boxindex < cinfo.size(); boxindex++) {
545 NearbyCollisionInfo &box_info = cinfo[boxindex];
546 const aabb3f &cbox = box_info.box;
549 See if the object is touching ground.
551 Object touches ground if object's minimum Y is near node's
552 maximum Y and object's X-Z-area overlaps with the node's
555 Use 0.15*BS so that it is easier to get on a node.
557 if (cbox.MaxEdge.X - d > box.MinEdge.X && cbox.MinEdge.X + d < box.MaxEdge.X &&
558 cbox.MaxEdge.Z - d > box.MinEdge.Z &&
559 cbox.MinEdge.Z + d < box.MaxEdge.Z) {
560 if (box_info.is_step_up) {
561 pos_f->Y += cbox.MaxEdge.Y - box.MinEdge.Y;
563 box.MinEdge += *pos_f;
564 box.MaxEdge += *pos_f;
566 if (fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15 * BS) {
567 result.touching_ground = true;
569 if (box_info.is_object)
570 result.standing_on_object = true;
571 if (box_info.is_unloaded)
572 result.standing_on_unloaded = true;