+void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
+ core::list<CollisionInfo> *collision_info)
+{
+ v3f position = getPosition();
+ v3f oldpos = position;
+ v3s16 oldpos_i = floatToInt(oldpos, BS);
+
+ v3f old_speed = m_speed;
+
+ /*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
+ <<oldpos_i.Z<<")"<<std::endl;*/
+
+ /*
+ Calculate new position
+ */
+ position += m_speed * dtime;
+
+ // Skip collision detection if a special movement mode is used
+ bool free_move = g_settings.getBool("free_move");
+ if(free_move)
+ {
+ setPosition(position);
+ return;
+ }
+
+ /*
+ Collision detection
+ */
+
+ // Player position in nodes
+ v3s16 pos_i = floatToInt(position, BS);
+
+ /*
+ Check if player is in water (the oscillating value)
+ */
+ try{
+ // If in water, the threshold of coming out is at higher y
+ if(in_water)
+ {
+ v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
+ in_water = content_liquid(map.getNode(pp).d);
+ }
+ // If not in water, the threshold of going in is at lower y
+ else
+ {
+ v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
+ in_water = content_liquid(map.getNode(pp).d);
+ }
+ }
+ catch(InvalidPositionException &e)
+ {
+ in_water = false;
+ }
+
+ /*
+ Check if player is in water (the stable value)
+ */
+ try{
+ v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
+ in_water_stable = content_liquid(map.getNode(pp).d);
+ }
+ catch(InvalidPositionException &e)
+ {
+ in_water_stable = false;
+ }
+
+ /*
+ Collision uncertainty radius
+ Make it a bit larger than the maximum distance of movement
+ */
+ //f32 d = pos_max_d * 1.1;
+ // A fairly large value in here makes moving smoother
+ f32 d = 0.15*BS;
+
+ // This should always apply, otherwise there are glitches
+ assert(d > pos_max_d);
+
+ float player_radius = BS*0.35;
+ float player_height = BS*1.7;
+
+ // Maximum distance over border for sneaking
+ f32 sneak_max = BS*0.4;
+
+ /*
+ If sneaking, player has larger collision radius to keep from
+ falling
+ */
+ /*if(control.sneak)
+ player_radius = sneak_max + d*1.1;*/
+
+ /*
+ If sneaking, keep in range from the last walked node and don't
+ fall off from it
+ */
+ if(control.sneak && m_sneak_node_exists)
+ {
+ f32 maxd = 0.5*BS + sneak_max;
+ v3f lwn_f = intToFloat(m_sneak_node, BS);
+ position.X = rangelim(position.X, lwn_f.X-maxd, lwn_f.X+maxd);
+ position.Z = rangelim(position.Z, lwn_f.Z-maxd, lwn_f.Z+maxd);
+
+ f32 min_y = lwn_f.Y + 0.5*BS;
+ if(position.Y < min_y)
+ {
+ position.Y = min_y;
+
+ //v3f old_speed = m_speed;
+
+ if(m_speed.Y < 0)
+ m_speed.Y = 0;
+
+ /*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);
+ }
+ }*/
+ }
+ }
+
+ /*
+ Calculate player collision box (new and old)
+ */
+ core::aabbox3d<f32> playerbox(
+ position.X - player_radius,
+ position.Y - 0.0,
+ position.Z - player_radius,
+ position.X + player_radius,
+ position.Y + player_height,
+ position.Z + player_radius
+ );
+ core::aabbox3d<f32> playerbox_old(
+ oldpos.X - player_radius,
+ oldpos.Y - 0.0,
+ oldpos.Z - player_radius,
+ oldpos.X + player_radius,
+ oldpos.Y + player_height,
+ oldpos.Z + player_radius
+ );
+
+ /*
+ 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;*/
+
+ /*
+ 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++)
+ {
+ try{
+ // Player collides into walkable nodes
+ if(content_walkable(map.getNode(v3s16(x,y,z)).d) == false)
+ continue;
+ }
+ catch(InvalidPositionException &e)
+ {
+ // 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 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);
+ }
+ }*/
+ }
+
+ }
+ } // xyz
+
+ /*
+ Check the nodes under the player to see from which node the
+ player is sneaking from, if any.
+ */
+ {
+ v3s16 pos_i_bottom = floatToInt(position - v3f(0,BS/2,0), BS);
+ v2f player_p2df(position.X, position.Z);
+ f32 min_distance_f = 100000.0*BS;
+ // If already seeking from some node, compare to it.
+ /*if(m_sneak_node_exists)
+ {
+ v3f sneaknode_pf = intToFloat(m_sneak_node, BS);
+ v2f sneaknode_p2df(sneaknode_pf.X, sneaknode_pf.Z);
+ f32 d_horiz_f = player_p2df.getDistanceFrom(sneaknode_p2df);
+ f32 d_vert_f = fabs(sneaknode_pf.Y + BS*0.5 - position.Y);
+ // Ignore if player is not on the same level (likely dropped)
+ if(d_vert_f < 0.15*BS)
+ min_distance_f = d_horiz_f;
+ }*/
+ v3s16 new_sneak_node = m_sneak_node;
+ for(s16 x=-1; x<=1; x++)
+ for(s16 z=-1; z<=1; z++)
+ {
+ v3s16 p = pos_i_bottom + v3s16(x,0,z);
+ v3f pf = intToFloat(p, BS);
+ v2f node_p2df(pf.X, pf.Z);
+ f32 distance_f = player_p2df.getDistanceFrom(node_p2df);
+ f32 max_axis_distance_f = MYMAX(
+ fabs(player_p2df.X-node_p2df.X),
+ fabs(player_p2df.Y-node_p2df.Y));
+
+ if(distance_f > min_distance_f ||
+ max_axis_distance_f > 0.5*BS + sneak_max + 0.1*BS)
+ continue;
+
+ try{
+ // The node to be sneaked on has to be walkable
+ if(content_walkable(map.getNode(p).d) == false)
+ continue;
+ // And the node above it has to be nonwalkable
+ if(content_walkable(map.getNode(p+v3s16(0,1,0)).d) == true)
+ continue;
+ }
+ catch(InvalidPositionException &e)
+ {
+ continue;
+ }
+
+ min_distance_f = distance_f;
+ new_sneak_node = p;
+ }
+
+ bool sneak_node_found = (min_distance_f < 100000.0*BS*0.9);
+
+ if(control.sneak && m_sneak_node_exists)
+ {
+ if(sneak_node_found)
+ m_sneak_node = new_sneak_node;
+ }
+ else
+ {
+ m_sneak_node = new_sneak_node;
+ m_sneak_node_exists = sneak_node_found;
+ }
+
+ /*
+ If sneaking, the player's collision box can be in air, so
+ this has to be set explicitly
+ */
+ if(sneak_node_found && control.sneak)
+ touching_ground = true;
+ }
+
+ /*
+ Set new position
+ */
+ setPosition(position);
+
+ /*
+ Report collisions
+ */
+ 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);
+ }
+ }
+}
+
+void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
+{
+ move(dtime, map, pos_max_d, NULL);
+}
+