-collisionMoveResult collisionMoveSimple(Map *map, f32 pos_max_d,
- const core::aabbox3d<f32> &box_0,
- f32 dtime, v3f &pos_f, v3f &speed_f);
-//{return collisionMoveResult();}
+// Moves using a single iteration; speed should not exceed pos_max_d/dtime
+collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
+ f32 pos_max_d, const aabb3f &box_0,
+ f32 stepheight, f32 dtime,
+ v3f &pos_f, v3f &speed_f, v3f &accel_f);
+
+#if 0
+// This doesn't seem to work and isn't used
+// Moves using as many iterations as needed
+collisionMoveResult collisionMovePrecise(Map *map, IGameDef *gamedef,
+ f32 pos_max_d, const aabb3f &box_0,
+ f32 stepheight, f32 dtime,
+ v3f &pos_f, v3f &speed_f, v3f &accel_f);
+#endif
+
+// Helper function:
+// Checks for collision of a moving aabbox with a static aabbox
+// Returns -1 if no collision, 0 if X collision, 1 if Y collision, 2 if Z collision
+// dtime receives time until first collision, invalid if -1 is returned
+int axisAlignedCollision(
+ const aabb3f &staticbox, const aabb3f &movingbox,
+ const v3f &speed, f32 d, f32 &dtime);
+
+// Helper function:
+// Checks if moving the movingbox up by the given distance would hit a ceiling.
+bool wouldCollideWithCeiling(
+ const std::vector<aabb3f> &staticboxes,
+ const aabb3f &movingbox,
+ f32 y_increase, f32 d);