- If the player's feet touch the topside of any node, this is
- set to true.
-
- Player is allowed to jump when this is true.
- */
- touching_ground = false;
-
- /*std::cout<<"Checking collisions for ("
- <<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
- <<") -> ("
- <<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
- <<"):"<<std::endl;*/
-
- bool standing_on_unloaded = false;
-
- /*
- Go through every node around the player
- */
- for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
- for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
- for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
- {
- bool is_unloaded = false;
- try{
- // Player collides into walkable nodes
- if(nodemgr->get(map.getNode(v3s16(x,y,z))).walkable == false)
- continue;
- }
- catch(InvalidPositionException &e)
- {
- is_unloaded = true;
- // Doing nothing here will block the player from
- // walking over map borders
- }
-
- core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
-
- /*
- See if the player is touching ground.
-
- Player touches ground if player's minimum Y is near node's
- maximum Y and player's X-Z-area overlaps with the node's
- X-Z-area.
-
- Use 0.15*BS so that it is easier to get on a node.
- */
- if(
- //fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
- fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < 0.15*BS
- && nodebox.MaxEdge.X-d > playerbox.MinEdge.X
- && nodebox.MinEdge.X+d < playerbox.MaxEdge.X
- && nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
- && nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
- ){
- touching_ground = true;
- if(is_unloaded)
- standing_on_unloaded = true;
- }
-
- // If player doesn't intersect with node, ignore node.
- if(playerbox.intersectsWithBox(nodebox) == false)
- continue;
-
- /*
- Go through every axis
- */
- v3f dirs[3] = {
- v3f(0,0,1), // back-front
- v3f(0,1,0), // top-bottom
- v3f(1,0,0), // right-left
- };
- for(u16 i=0; i<3; i++)
- {
- /*
- Calculate values along the axis
- */
- f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
- f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
- f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
- f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
- f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
- f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
-
- /*
- Check collision for the axis.
- Collision happens when player is going through a surface.
- */
- /*f32 neg_d = d;
- f32 pos_d = d;
- // Make it easier to get on top of a node
- if(i == 1)
- neg_d = 0.15*BS;
- bool negative_axis_collides =
- (nodemax > playermin && nodemax <= playermin_old + neg_d
- && m_speed.dotProduct(dirs[i]) < 0);
- bool positive_axis_collides =
- (nodemin < playermax && nodemin >= playermax_old - pos_d
- && m_speed.dotProduct(dirs[i]) > 0);*/
- bool negative_axis_collides =
- (nodemax > playermin && nodemax <= playermin_old + d
- && m_speed.dotProduct(dirs[i]) < 0);
- bool positive_axis_collides =
- (nodemin < playermax && nodemin >= playermax_old - d
- && m_speed.dotProduct(dirs[i]) > 0);
- bool main_axis_collides =
- negative_axis_collides || positive_axis_collides;
-
- /*
- Check overlap of player and node in other axes
- */
- bool other_axes_overlap = true;
- for(u16 j=0; j<3; j++)
- {
- if(j == i)
- continue;
- f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
- f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
- f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
- f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
- if(!(nodemax - d > playermin && nodemin + d < playermax))
- {
- other_axes_overlap = false;
- break;
- }
- }
-
- /*
- If this is a collision, revert the position in the main
- direction.
- */
- if(other_axes_overlap && main_axis_collides)
- {
- //v3f old_speed = m_speed;
-
- m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
- position -= position.dotProduct(dirs[i]) * dirs[i];
- position += oldpos.dotProduct(dirs[i]) * dirs[i];
-
- /*if(collision_info)
- {
- // Report fall collision
- if(old_speed.Y < m_speed.Y - 0.1)
- {
- CollisionInfo info;
- info.t = COLLISION_FALL;
- info.speed = m_speed.Y - old_speed.Y;
- collision_info->push_back(info);
- }
- }*/