]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/collision.cpp
Merge branch 'master' of https://github.com/minetest/minetest
[dragonfireclient.git] / src / collision.cpp
index a089f33774d3bb66037b940c454c11ca06527666..4f2cba2636d0b839b2ae5331d961b137e933f948 100644 (file)
@@ -37,23 +37,51 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #endif
 
 struct NearbyCollisionInfo {
-       NearbyCollisionInfo(bool is_ul, bool is_obj, int bouncy,
-                       const v3s16 &pos, const aabb3f &box) :
+       // node
+       NearbyCollisionInfo(bool is_ul, int bouncy, const v3s16 &pos,
+                       const aabb3f &box) :
                is_unloaded(is_ul),
-               is_object(is_obj),
+               obj(nullptr),
                bouncy(bouncy),
                position(pos),
                box(box)
        {}
 
+       // object
+       NearbyCollisionInfo(ActiveObject *obj, int bouncy,
+                       const aabb3f &box) :
+               is_unloaded(false),
+               obj(obj),
+               bouncy(bouncy),
+               box(box)
+       {}
+
+       inline bool isObject() const { return obj != nullptr; }
+
        bool is_unloaded;
        bool is_step_up = false;
-       bool is_object;
+       ActiveObject *obj;
        int bouncy;
        v3s16 position;
        aabb3f box;
 };
 
+// Helper functions:
+// Truncate floating point numbers to specified number of decimal places
+// in order to move all the floating point error to one side of the correct value
+static inline f32 truncate(const f32 val, const f32 factor)
+{
+       return truncf(val * factor) / factor;
+}
+
+static inline v3f truncate(const v3f& vec, const f32 factor)
+{
+       return v3f(
+               truncate(vec.X, factor),
+               truncate(vec.Y, factor),
+               truncate(vec.Z, factor)
+       );
+}
 
 // Helper function:
 // Checks for collision of a moving aabbox with a static aabbox
@@ -66,70 +94,70 @@ CollisionAxis axisAlignedCollision(
        //TimeTaker tt("axisAlignedCollision");
 
        aabb3f relbox(
-                       movingbox.MaxEdge.X - movingbox.MinEdge.X + staticbox.MaxEdge.X - staticbox.MinEdge.X,                                          // sum of the widths
-                       movingbox.MaxEdge.Y - movingbox.MinEdge.Y + staticbox.MaxEdge.Y - staticbox.MinEdge.Y,
-                       movingbox.MaxEdge.Z - movingbox.MinEdge.Z + staticbox.MaxEdge.Z - staticbox.MinEdge.Z,
+                       (movingbox.MaxEdge.X - movingbox.MinEdge.X) + (staticbox.MaxEdge.X - staticbox.MinEdge.X),                                              // sum of the widths
+                       (movingbox.MaxEdge.Y - movingbox.MinEdge.Y) + (staticbox.MaxEdge.Y - staticbox.MinEdge.Y),
+                       (movingbox.MaxEdge.Z - movingbox.MinEdge.Z) + (staticbox.MaxEdge.Z - staticbox.MinEdge.Z),
                        std::max(movingbox.MaxEdge.X, staticbox.MaxEdge.X) - std::min(movingbox.MinEdge.X, staticbox.MinEdge.X),        //outer bounding 'box' dimensions
                        std::max(movingbox.MaxEdge.Y, staticbox.MaxEdge.Y) - std::min(movingbox.MinEdge.Y, staticbox.MinEdge.Y),
                        std::max(movingbox.MaxEdge.Z, staticbox.MaxEdge.Z) - std::min(movingbox.MinEdge.Z, staticbox.MinEdge.Z)
        );
 
        const f32 dtime_max = *dtime;
-       const f32 inner_margin = -1.5f;
+       f32 inner_margin;               // the distance of clipping recovery
        f32 distance;
        f32 time;
 
-       if (speed.X) {
-               distance = relbox.MaxEdge.X - relbox.MinEdge.X;
 
-               *dtime = distance >= 0 ? std::abs(distance / speed.X) : -std::abs(distance / speed.X);
+       if (speed.Y) {
+               distance = relbox.MaxEdge.Y - relbox.MinEdge.Y;
+               *dtime = distance / std::abs(speed.Y);
                time = std::max(*dtime, 0.0f);
 
-               if (distance > inner_margin) {
-                       if (*dtime <= dtime_max) {
-                               if ((speed.X > 0 && staticbox.MaxEdge.X > movingbox.MaxEdge.X) ||
-                                               (speed.X < 0 && staticbox.MinEdge.X < movingbox.MinEdge.X)) {
-                                       if (
-                                               (std::max(movingbox.MaxEdge.Y + speed.Y * time, staticbox.MaxEdge.Y)
-                                                       - std::min(movingbox.MinEdge.Y + speed.Y * time, staticbox.MinEdge.Y)
-                                                       - relbox.MinEdge.Y < 0) &&
+               if (*dtime <= dtime_max) {
+                       inner_margin = std::max(-0.5f * (staticbox.MaxEdge.Y - staticbox.MinEdge.Y), -2.0f);
+
+                       if ((speed.Y > 0 && staticbox.MinEdge.Y - movingbox.MaxEdge.Y > inner_margin) ||
+                               (speed.Y < 0 && movingbox.MinEdge.Y - staticbox.MaxEdge.Y > inner_margin)) {
+                               if (
+                                       (std::max(movingbox.MaxEdge.X + speed.X * time, staticbox.MaxEdge.X)
+                                               - std::min(movingbox.MinEdge.X + speed.X * time, staticbox.MinEdge.X)
+                                               - relbox.MinEdge.X < 0) &&
                                                (std::max(movingbox.MaxEdge.Z + speed.Z * time, staticbox.MaxEdge.Z)
                                                        - std::min(movingbox.MinEdge.Z + speed.Z * time, staticbox.MinEdge.Z)
                                                        - relbox.MinEdge.Z < 0)
-                                               ) 
-                                               return COLLISION_AXIS_X;
-                               }
-                       } else {
-                               return COLLISION_AXIS_NONE;
+                                       )
+                                       return COLLISION_AXIS_Y;
                        }
                }
+               else {
+                       return COLLISION_AXIS_NONE;
+               }
        }
 
        // NO else if here
 
-       if (speed.Y) {
-               distance = relbox.MaxEdge.Y - relbox.MinEdge.Y;
-
-               *dtime = distance >= 0 ? std::abs(distance / speed.Y) : -std::abs(distance / speed.Y);
+       if (speed.X) {
+               distance = relbox.MaxEdge.X - relbox.MinEdge.X;
+               *dtime = distance / std::abs(speed.X);
                time = std::max(*dtime, 0.0f);
 
-               if (distance > inner_margin) {
-                       if (*dtime <= dtime_max) {
-                               if ((speed.Y > 0 && staticbox.MaxEdge.Y > movingbox.MaxEdge.Y) ||
-                                               (speed.Y < 0 && staticbox.MinEdge.Y < movingbox.MinEdge.Y)) {
-                                       if (
-                                               (std::max(movingbox.MaxEdge.X + speed.X * time, staticbox.MaxEdge.X)
-                                                       - std::min(movingbox.MinEdge.X + speed.X * time, staticbox.MinEdge.X)
-                                                       - relbox.MinEdge.X < 0) &&
+               if (*dtime <= dtime_max) {
+                       inner_margin = std::max(-0.5f * (staticbox.MaxEdge.X - staticbox.MinEdge.X), -2.0f);
+
+                       if ((speed.X > 0 && staticbox.MinEdge.X - movingbox.MaxEdge.X > inner_margin) ||
+                               (speed.X < 0 && movingbox.MinEdge.X - staticbox.MaxEdge.X > inner_margin)) {
+                               if (
+                                       (std::max(movingbox.MaxEdge.Y + speed.Y * time, staticbox.MaxEdge.Y)
+                                               - std::min(movingbox.MinEdge.Y + speed.Y * time, staticbox.MinEdge.Y)
+                                               - relbox.MinEdge.Y < 0) &&
                                                (std::max(movingbox.MaxEdge.Z + speed.Z * time, staticbox.MaxEdge.Z)
                                                        - std::min(movingbox.MinEdge.Z + speed.Z * time, staticbox.MinEdge.Z)
                                                        - relbox.MinEdge.Z < 0)
-                                               ) 
-                                               return COLLISION_AXIS_Y;
-                               }
-                       } else {
-                               return COLLISION_AXIS_NONE;
+                                       )
+                                       return COLLISION_AXIS_X;
                        }
+               } else {
+                       return COLLISION_AXIS_NONE;
                }
        }
 
@@ -137,24 +165,23 @@ CollisionAxis axisAlignedCollision(
 
        if (speed.Z) {
                distance = relbox.MaxEdge.Z - relbox.MinEdge.Z;
-
-               *dtime = distance >= 0 ? std::abs(distance / speed.Z) : -std::abs(distance / speed.Z);
+               *dtime = distance / std::abs(speed.Z);
                time = std::max(*dtime, 0.0f);
 
-               if (distance > inner_margin) {
-                       if (*dtime <= dtime_max) {
-                               if ((speed.Z > 0 && staticbox.MaxEdge.Z > movingbox.MaxEdge.Z) ||
-                                               (speed.Z < 0 && staticbox.MinEdge.Z < movingbox.MinEdge.Z)) {
-                                       if (
-                                               (std::max(movingbox.MaxEdge.X + speed.X * time, staticbox.MaxEdge.X)
-                                                       - std::min(movingbox.MinEdge.X + speed.X * time, staticbox.MinEdge.X)
-                                                       - relbox.MinEdge.X < 0) &&
+               if (*dtime <= dtime_max) {
+                       inner_margin = std::max(-0.5f * (staticbox.MaxEdge.Z - staticbox.MinEdge.Z), -2.0f);
+
+                       if ((speed.Z > 0 && staticbox.MinEdge.Z - movingbox.MaxEdge.Z > inner_margin) ||
+                               (speed.Z < 0 && movingbox.MinEdge.Z - staticbox.MaxEdge.Z > inner_margin)) {
+                               if (
+                                       (std::max(movingbox.MaxEdge.X + speed.X * time, staticbox.MaxEdge.X)
+                                               - std::min(movingbox.MinEdge.X + speed.X * time, staticbox.MinEdge.X)
+                                               - relbox.MinEdge.X < 0) &&
                                                (std::max(movingbox.MaxEdge.Y + speed.Y * time, staticbox.MaxEdge.Y)
                                                        - std::min(movingbox.MinEdge.Y + speed.Y * time, staticbox.MinEdge.Y)
                                                        - relbox.MinEdge.Y < 0)
-                                               ) 
-                                               return COLLISION_AXIS_Z;
-                               }
+                                       )
+                                       return COLLISION_AXIS_Z;
                        }
                }
        }
@@ -200,7 +227,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                f32 stepheight, f32 dtime,
                v3f *pos_f, v3f *speed_f,
                v3f accel_f, ActiveObject *self,
-               bool collideWithObjects)
+               bool collideWithObjects, bool jesus)
 {
        static bool time_notification_done = false;
        Map *map = &env->getMap();
@@ -233,6 +260,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
        speed_f->X = rangelim(speed_f->X, -5000, 5000);
        speed_f->Z = rangelim(speed_f->Z, -5000, 5000);
 
+       *speed_f = truncate(*speed_f, 10000.0f);
+
        /*
                Collect node boxes in movement range
        */
@@ -256,6 +285,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
        v3s16 max = floatToInt(maxpos_f + box_0.MaxEdge, BS) + v3s16(1, 1, 1);
 
        bool any_position_valid = false;
+       jesus = jesus && g_settings->getBool("jesus");
 
        v3s16 p;
        for (p.X = min.X; p.X <= max.X; p.X++)
@@ -271,10 +301,11 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                        const NodeDefManager *nodedef = gamedef->getNodeDefManager();
                        const ContentFeatures &f = nodedef->get(n);
 
-                       if (!f.walkable)
+                       if (!(f.walkable || (jesus && f.isLiquid())))
                                continue;
 
-                       int n_bouncy_value = itemgroup_get(f.groups, "bouncy");
+                       // Negative bouncy may have a meaning, but we need +value here.
+                       int n_bouncy_value = abs(itemgroup_get(f.groups, "bouncy"));
 
                        int neighbors = 0;
                        if (f.drawtype == NDT_NODEBOX &&
@@ -312,13 +343,13 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                        for (auto box : nodeboxes) {
                                box.MinEdge += posf;
                                box.MaxEdge += posf;
-                               cinfo.emplace_back(false, false, n_bouncy_value, p, box);
+                               cinfo.emplace_back(false, n_bouncy_value, p, box);
                        }
                } else {
                        // Collide with unloaded nodes (position invalid) and loaded
                        // CONTENT_IGNORE nodes (position valid)
                        aabb3f box = getNodeBox(p, BS);
-                       cinfo.emplace_back(true, false, 0, p, box);
+                       cinfo.emplace_back(true, 0, p, box);
                }
        }
 
@@ -368,7 +399,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                                // we directly use the callback to populate the result to prevent
                                // a useless result loop here
                                auto include_obj_cb = [self, &objects] (ServerActiveObject *obj) {
-                                       if (!self || (self != obj && self != obj->getParent())) {
+                                       if (!obj->isGone() &&
+                                               (!self || (self != obj && self != obj->getParent()))) {
                                                objects.push_back((ActiveObject *)obj);
                                        }
                                        return false;
@@ -383,12 +415,10 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                                iter != objects.end(); ++iter) {
                        ActiveObject *object = *iter;
 
-                       if (object) {
+                       if (object && object->collideWithObjects()) {
                                aabb3f object_collisionbox;
-                               if (object->getCollisionBox(&object_collisionbox) &&
-                                               object->collideWithObjects()) {
-                                       cinfo.emplace_back(false, true, 0, v3s16(), object_collisionbox);
-                               }
+                               if (object->getCollisionBox(&object_collisionbox))
+                                       cinfo.emplace_back(object, 0, object_collisionbox);
                        }
                }
 #ifndef SERVER
@@ -399,7 +429,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                                v3f lplayer_pos = lplayer->getPosition();
                                lplayer_collisionbox.MinEdge += lplayer_pos;
                                lplayer_collisionbox.MaxEdge += lplayer_pos;
-                               cinfo.emplace_back(false, true, 0, v3s16(), lplayer_collisionbox);
+                               ActiveObject *obj = (ActiveObject*) lplayer->getCAO();
+                               cinfo.emplace_back(obj, 0, lplayer_collisionbox);
                        }
                }
 #endif
@@ -453,7 +484,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
 
                if (nearest_collided == COLLISION_AXIS_NONE) {
                        // No collision with any collision box.
-                       *pos_f += *speed_f * dtime;
+                       *pos_f += truncate(*speed_f * dtime, 100.0f);
                        dtime = 0;  // Set to 0 to avoid "infinite" loop due to small FP numbers
                } else {
                        // Otherwise, a collision occurred.
@@ -489,7 +520,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                                                pos_f->Z += speed_f->Z * nearest_dtime;
                                }
                        } else {
-                               *pos_f += *speed_f * nearest_dtime;
+                               *pos_f += truncate(*speed_f * nearest_dtime, 100.0f);
                                dtime -= nearest_dtime;
                        }
 
@@ -498,12 +529,13 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                                is_collision = false;
 
                        CollisionInfo info;
-                       if (nearest_info.is_object)
+                       if (nearest_info.isObject())
                                info.type = COLLISION_OBJECT;
                        else
                                info.type = COLLISION_NODE;
 
                        info.node_p = nearest_info.position;
+                       info.object = nearest_info.obj;
                        info.old_speed = *speed_f;
                        info.plane = nearest_collided;
 
@@ -572,7 +604,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                        if (std::fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.05f) {
                                result.touching_ground = true;
 
-                               if (box_info.is_object)
+                               if (box_info.isObject())
                                        result.standing_on_object = true;
                        }
                }