]> git.lizzy.rs Git - minetest.git/blobdiff - src/collision.cpp
Remove useless recalculation of bounding box (mapblock_mesh)
[minetest.git] / src / collision.cpp
index 09a7df7c2c069265c36ba4a1245fb9ec480cb472..3058426eb380f4f11acf12606b00f44723ce7580 100644 (file)
@@ -1,6 +1,6 @@
 /*
-Minetest-c55
-Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 This program is free software; you can redistribute it and/or modify
 it under the terms of the GNU Lesser General Public License as published by
@@ -23,7 +23,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "nodedef.h"
 #include "gamedef.h"
 #include "log.h"
+#include "environment.h"
+#include "serverobject.h"
 #include <vector>
+#include <set>
 #include "util/timetaker.h"
 #include "main.h" // g_profiler
 #include "profiler.h"
@@ -186,11 +189,12 @@ bool wouldCollideWithCeiling(
 }
 
 
-collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
+collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                f32 pos_max_d, const aabb3f &box_0,
                f32 stepheight, f32 dtime,
-               v3f &pos_f, v3f &speed_f, v3f &accel_f)
+               v3f &pos_f, v3f &speed_f, v3f &accel_f,ActiveObject* self)
 {
+       Map *map = &env->getMap();
        //TimeTaker tt("collisionMoveSimple");
     ScopeProfiler sp(g_profiler, "collisionMoveSimple avg", SPT_AVG);
 
@@ -199,18 +203,30 @@ collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
        /*
                Calculate new velocity
        */
+       if( dtime > 0.5 ) {
+               infostream<<"collisionMoveSimple: WARNING: maximum step interval exceeded, lost movement details!"<<std::endl;
+               dtime = 0.5;
+       }
        speed_f += accel_f * dtime;
 
-    // If there is no speed, there are no collisions
+       // If there is no speed, there are no collisions
        if(speed_f.getLength() == 0)
                return result;
 
+       // Limit speed for avoiding hangs
+       speed_f.Y=rangelim(speed_f.Y,-5000,5000);
+       speed_f.X=rangelim(speed_f.X,-5000,5000);
+       speed_f.Z=rangelim(speed_f.Z,-5000,5000);
+
        /*
                Collect node boxes in movement range
        */
        std::vector<aabb3f> cboxes;
        std::vector<bool> is_unloaded;
        std::vector<bool> is_step_up;
+       std::vector<bool> is_object;
+       std::vector<int> bouncy_values;
+       std::vector<v3s16> node_positions;
        {
        //TimeTaker tt2("collisionMoveSimple collect boxes");
     ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);
@@ -228,11 +244,14 @@ collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
        for(s16 y = min_y; y <= max_y; y++)
        for(s16 z = min_z; z <= max_z; z++)
        {
+               v3s16 p(x,y,z);
                try{
                        // Object collides into walkable nodes
-                       MapNode n = map->getNode(v3s16(x,y,z));
-                       if(gamedef->getNodeDefManager()->get(n).walkable == false)
+                       MapNode n = map->getNode(p);
+                       const ContentFeatures &f = gamedef->getNodeDefManager()->get(n);
+                       if(f.walkable == false)
                                continue;
+                       int n_bouncy_value = itemgroup_get(f.groups, "bouncy");
 
                        std::vector<aabb3f> nodeboxes = n.getNodeBoxes(gamedef->ndef());
                        for(std::vector<aabb3f>::iterator
@@ -245,21 +264,90 @@ collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
                                cboxes.push_back(box);
                                is_unloaded.push_back(false);
                                is_step_up.push_back(false);
+                               bouncy_values.push_back(n_bouncy_value);
+                               node_positions.push_back(p);
+                               is_object.push_back(false);
                        }
                }
                catch(InvalidPositionException &e)
                {
                        // Collide with unloaded nodes
-                       aabb3f box = getNodeBox(v3s16(x,y,z), BS);
+                       aabb3f box = getNodeBox(p, BS);
                        cboxes.push_back(box);
                        is_unloaded.push_back(true);
                        is_step_up.push_back(false);
+                       bouncy_values.push_back(0);
+                       node_positions.push_back(p);
+                       is_object.push_back(false);
                }
        }
        } // tt2
 
+       {
+               ScopeProfiler sp(g_profiler, "collisionMoveSimple objects avg", SPT_AVG);
+               //TimeTaker tt3("collisionMoveSimple collect object boxes");
+
+               /* add object boxes to cboxes */
+
+
+               std::list<ActiveObject*> objects;
+#ifndef SERVER
+               ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env);
+               if (c_env != 0)
+               {
+                       f32 distance = speed_f.getLength();
+                       std::vector<DistanceSortedActiveObject> clientobjects;
+                       c_env->getActiveObjects(pos_f,distance * 1.5,clientobjects);
+                       for (size_t i=0; i < clientobjects.size(); i++)
+                       {
+                               if ((self == 0) || (self != clientobjects[i].obj)) {
+                                       objects.push_back((ActiveObject*)clientobjects[i].obj);
+                               }
+                       }
+               }
+               else
+#endif
+               {
+                       ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
+                       if (s_env != 0)
+                       {
+                               f32 distance = speed_f.getLength();
+                               std::set<u16> s_objects = s_env->getObjectsInsideRadius(pos_f,distance * 1.5);
+                               for (std::set<u16>::iterator iter = s_objects.begin(); iter != s_objects.end(); iter++)
+                               {
+                                       ServerActiveObject *current = s_env->getActiveObject(*iter);
+                                       if ((self == 0) || (self != current)) {
+                                               objects.push_back((ActiveObject*)current);
+                                       }
+                               }
+                       }
+               }
+
+               for (std::list<ActiveObject*>::const_iterator iter = objects.begin();iter != objects.end(); ++iter)
+               {
+                       ActiveObject *object = *iter;
+
+                       if (object != NULL)
+                       {
+                               aabb3f object_collisionbox;
+                               if (object->getCollisionBox(&object_collisionbox))
+                               {
+                                       cboxes.push_back(object_collisionbox);
+                                       is_unloaded.push_back(false);
+                                       is_step_up.push_back(false);
+                                       bouncy_values.push_back(0);
+                                       node_positions.push_back(v3s16(0,0,0));
+                                       is_object.push_back(true);
+                               }
+                       }
+               }
+       } //tt3
+
        assert(cboxes.size() == is_unloaded.size());
        assert(cboxes.size() == is_step_up.size());
+       assert(cboxes.size() == bouncy_values.size());
+       assert(cboxes.size() == node_positions.size());
+       assert(cboxes.size() == is_object.size());
 
        /*
                Collision detection
@@ -342,6 +430,10 @@ collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
                                                        cbox.MaxEdge.Y - movingbox.MinEdge.Y,
                                                        d));
 
+                       // Get bounce multiplier
+                       bool bouncy = (bouncy_values[nearest_boxindex] >= 1);
+                       float bounce = -(float)bouncy_values[nearest_boxindex] / 100.0;
+
                        // Move to the point of collision and reduce dtime by nearest_dtime
                        if(nearest_dtime < 0)
                        {
@@ -361,30 +453,63 @@ collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
                                pos_f += speed_f * nearest_dtime;
                                dtime -= nearest_dtime;
                        }
+                       
+                       bool is_collision = true;
+                       if(is_unloaded[nearest_boxindex])
+                               is_collision = false;
+
+                       CollisionInfo info;
+                       if (is_object[nearest_boxindex]) {
+                               info.type = COLLISION_OBJECT;
+                       }
+                       else {
+                               info.type = COLLISION_NODE;
+                       }
+                       info.node_p = node_positions[nearest_boxindex];
+                       info.bouncy = bouncy;
+                       info.old_speed = speed_f;
 
                        // Set the speed component that caused the collision to zero
                        if(step_up)
                        {
                                // Special case: Handle stairs
                                is_step_up[nearest_boxindex] = true;
+                               is_collision = false;
                        }
                        else if(nearest_collided == 0) // X
                        {
-                               speed_f.X = 0;
+                               if(fabs(speed_f.X) > BS*3)
+                                       speed_f.X *= bounce;
+                               else
+                                       speed_f.X = 0;
                                result.collides = true;
                                result.collides_xz = true;
                        }
                        else if(nearest_collided == 1) // Y
                        {
-                               speed_f.Y = 0;
+                               if(fabs(speed_f.Y) > BS*3)
+                                       speed_f.Y *= bounce;
+                               else
+                                       speed_f.Y = 0;
                                result.collides = true;
                        }
                        else if(nearest_collided == 2) // Z
                        {
-                               speed_f.Z = 0;
+                               if(fabs(speed_f.Z) > BS*3)
+                                       speed_f.Z *= bounce;
+                               else
+                                       speed_f.Z = 0;
                                result.collides = true;
                                result.collides_xz = true;
                        }
+
+                       info.new_speed = speed_f;
+                       if(info.new_speed.getDistanceFrom(info.old_speed) < 0.1*BS)
+                               is_collision = false;
+
+                       if(is_collision){
+                               result.collisions.push_back(info);
+                       }
                }
        }