]> git.lizzy.rs Git - minetest.git/blobdiff - src/collision.cpp
Report collisionMoveSimple for client and server. (#13105)
[minetest.git] / src / collision.cpp
index d847f6297c26bc5cf89528711188194083112ee1..575e70ff9375f263d1eab1ad6357dfd11d4acda7 100644 (file)
@@ -18,149 +18,181 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 */
 
 #include "collision.h"
+#include <cmath>
 #include "mapblock.h"
 #include "map.h"
 #include "nodedef.h"
 #include "gamedef.h"
-#include "log.h"
-#include "environment.h"
-#include "serverobject.h"
-#include <vector>
-#include <set>
+#ifndef SERVER
+#include "client/clientenvironment.h"
+#include "client/localplayer.h"
+#endif
+#include "serverenvironment.h"
+#include "server/serveractiveobject.h"
 #include "util/timetaker.h"
 #include "profiler.h"
 
-// float error is 10 - 9.96875 = 0.03125
-//#define COLL_ZERO 0.032 // broken unit tests
-#define COLL_ZERO 0
+#ifdef __FAST_MATH__
+#warning "-ffast-math is known to cause bugs in collision code, do not use!"
+#endif
+
+struct NearbyCollisionInfo {
+       // node
+       NearbyCollisionInfo(bool is_ul, int bouncy, const v3s16 &pos,
+                       const aabb3f &box) :
+               is_unloaded(is_ul),
+               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;
+       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
 // Returns -1 if no collision, 0 if X collision, 1 if Y collision, 2 if Z collision
 // The time after which the collision occurs is stored in dtime.
-int axisAlignedCollision(
+CollisionAxis axisAlignedCollision(
                const aabb3f &staticbox, const aabb3f &movingbox,
-               const v3f &speed, f32 d, f32 *dtime)
+               const v3f &speed, f32 *dtime)
 {
        //TimeTaker tt("axisAlignedCollision");
 
-       f32 xsize = (staticbox.MaxEdge.X - staticbox.MinEdge.X) - COLL_ZERO;     // reduce box size for solve collision stuck (flying sand)
-       f32 ysize = (staticbox.MaxEdge.Y - staticbox.MinEdge.Y); // - COLL_ZERO; // Y - no sense for falling, but maybe try later
-       f32 zsize = (staticbox.MaxEdge.Z - staticbox.MinEdge.Z) - COLL_ZERO;
-
        aabb3f relbox(
-                       movingbox.MinEdge.X - staticbox.MinEdge.X,
-                       movingbox.MinEdge.Y - staticbox.MinEdge.Y,
-                       movingbox.MinEdge.Z - staticbox.MinEdge.Z,
-                       movingbox.MaxEdge.X - staticbox.MinEdge.X,
-                       movingbox.MaxEdge.Y - staticbox.MinEdge.Y,
-                       movingbox.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)
        );
 
-       if(speed.X > 0) // Check for collision with X- plane
-       {
-               if (relbox.MaxEdge.X <= d) {
-                       *dtime = -relbox.MaxEdge.X / speed.X;
-                       if ((relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
-                                       (relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO) &&
-                                       (relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
-                                       (relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
-                               return 0;
-               }
-               else if(relbox.MinEdge.X > xsize)
-               {
-                       return -1;
-               }
-       }
-       else if(speed.X < 0) // Check for collision with X+ plane
-       {
-               if (relbox.MinEdge.X >= xsize - d) {
-                       *dtime = (xsize - relbox.MinEdge.X) / speed.X;
-                       if ((relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
-                                       (relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO) &&
-                                       (relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
-                                       (relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
-                               return 0;
+       const f32 dtime_max = *dtime;
+       f32 inner_margin;               // the distance of clipping recovery
+       f32 distance;
+       f32 time;
+
+
+       if (speed.Y) {
+               distance = relbox.MaxEdge.Y - relbox.MinEdge.Y;
+               *dtime = distance / std::abs(speed.Y);
+               time = std::max(*dtime, 0.0f);
+
+               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_Y;
+                       }
                }
-               else if(relbox.MaxEdge.X < 0)
-               {
-                       return -1;
+               else {
+                       return COLLISION_AXIS_NONE;
                }
        }
 
        // NO else if here
 
-       if(speed.Y > 0) // Check for collision with Y- plane
-       {
-               if (relbox.MaxEdge.Y <= d) {
-                       *dtime = -relbox.MaxEdge.Y / speed.Y;
-                       if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
-                                       (relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
-                                       (relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
-                                       (relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
-                               return 1;
-               }
-               else if(relbox.MinEdge.Y > ysize)
-               {
-                       return -1;
-               }
-       }
-       else if(speed.Y < 0) // Check for collision with Y+ plane
-       {
-               if (relbox.MinEdge.Y >= ysize - d) {
-                       *dtime = (ysize - relbox.MinEdge.Y) / speed.Y;
-                       if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
-                                       (relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
-                                       (relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
-                                       (relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
-                               return 1;
-               }
-               else if(relbox.MaxEdge.Y < 0)
-               {
-                       return -1;
+       if (speed.X) {
+               distance = relbox.MaxEdge.X - relbox.MinEdge.X;
+               *dtime = distance / std::abs(speed.X);
+               time = std::max(*dtime, 0.0f);
+
+               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_X;
+                       }
+               } else {
+                       return COLLISION_AXIS_NONE;
                }
        }
 
        // NO else if here
 
-       if(speed.Z > 0) // Check for collision with Z- plane
-       {
-               if (relbox.MaxEdge.Z <= d) {
-                       *dtime = -relbox.MaxEdge.Z / speed.Z;
-                       if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
-                                       (relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
-                                       (relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
-                                       (relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO))
-                               return 2;
-               }
-               //else if(relbox.MinEdge.Z > zsize)
-               //{
-               //      return -1;
-               //}
-       }
-       else if(speed.Z < 0) // Check for collision with Z+ plane
-       {
-               if (relbox.MinEdge.Z >= zsize - d) {
-                       *dtime = (zsize - relbox.MinEdge.Z) / speed.Z;
-                       if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
-                                       (relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
-                                       (relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
-                                       (relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO))
-                               return 2;
+       if (speed.Z) {
+               distance = relbox.MaxEdge.Z - relbox.MinEdge.Z;
+               *dtime = distance / std::abs(speed.Z);
+               time = std::max(*dtime, 0.0f);
+
+               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;
+                       }
                }
-               //else if(relbox.MaxEdge.Z < 0)
-               //{
-               //      return -1;
-               //}
        }
 
-       return -1;
+       return COLLISION_AXIS_NONE;
 }
 
 // Helper function:
 // Checks if moving the movingbox up by the given distance would hit a ceiling.
 bool wouldCollideWithCeiling(
-               const std::vector<aabb3f> &staticboxes,
+               const std::vector<NearbyCollisionInfo> &cinfo,
                const aabb3f &movingbox,
                f32 y_increase, f32 d)
 {
@@ -168,12 +200,9 @@ bool wouldCollideWithCeiling(
 
        assert(y_increase >= 0);        // pre-condition
 
-       for(std::vector<aabb3f>::const_iterator
-                       i = staticboxes.begin();
-                       i != staticboxes.end(); ++i)
-       {
-               const aabb3f& staticbox = *i;
-               if((movingbox.MaxEdge.Y - d <= staticbox.MinEdge.Y) &&
+       for (const auto &it : cinfo) {
+               const aabb3f &staticbox = it.box;
+               if ((movingbox.MaxEdge.Y - d <= staticbox.MinEdge.Y) &&
                                (movingbox.MaxEdge.Y + y_increase > staticbox.MinEdge.Y) &&
                                (movingbox.MinEdge.X < staticbox.MaxEdge.X) &&
                                (movingbox.MaxEdge.X > staticbox.MinEdge.X) &&
@@ -185,6 +214,13 @@ bool wouldCollideWithCeiling(
        return false;
 }
 
+static inline void getNeighborConnectingFace(const v3s16 &p,
+       const NodeDefManager *nodedef, Map *map, MapNode n, int v, int *neighbors)
+{
+       MapNode n2 = map->getNode(p);
+       if (nodedef->nodeboxConnects(n, n2, v))
+               *neighbors |= v;
+}
 
 collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                f32 pos_max_d, const aabb3f &box_0,
@@ -193,30 +229,35 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                v3f accel_f, ActiveObject *self,
                bool collideWithObjects)
 {
+       #define PROFILER_NAME(text) (s_env ? ("Server: " text) : ("Client: " text))
        static bool time_notification_done = false;
        Map *map = &env->getMap();
-       //TimeTaker tt("collisionMoveSimple");
-       ScopeProfiler sp(g_profiler, "collisionMoveSimple avg", SPT_AVG);
+       ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
+
+       ScopeProfiler sp(g_profiler, PROFILER_NAME("collisionMoveSimple()"), SPT_AVG);
 
        collisionMoveResult result;
 
        /*
                Calculate new velocity
        */
-       if (dtime > 0.5) {
+       if (dtime > 0.5f) {
                if (!time_notification_done) {
                        time_notification_done = true;
                        infostream << "collisionMoveSimple: maximum step interval exceeded,"
                                        " lost movement details!"<<std::endl;
                }
-               dtime = 0.5;
+               dtime = 0.5f;
        } else {
                time_notification_done = false;
        }
+
+       v3f dpos_f = (*speed_f + accel_f * 0.5f * dtime) * dtime;
+       v3f newpos_f = *pos_f + dpos_f;
        *speed_f += accel_f * dtime;
 
-       // If there is no speed, there are no collisions
-       if (speed_f->getLength() == 0)
+       // If the object is static, there are no collisions
+       if (dpos_f == v3f())
                return result;
 
        // Limit speed for avoiding hangs
@@ -224,117 +265,151 @@ 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
        */
-       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;
+       std::vector<NearbyCollisionInfo> cinfo;
        {
        //TimeTaker tt2("collisionMoveSimple collect boxes");
-       ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);
+       ScopeProfiler sp2(g_profiler, PROFILER_NAME("collisionMoveSimple(): collect boxes"), SPT_AVG);
 
-       v3s16 oldpos_i = floatToInt(*pos_f, BS);
-       v3s16 newpos_i = floatToInt(*pos_f + *speed_f * dtime, BS);
-       s16 min_x = MYMIN(oldpos_i.X, newpos_i.X) + (box_0.MinEdge.X / BS) - 1;
-       s16 min_y = MYMIN(oldpos_i.Y, newpos_i.Y) + (box_0.MinEdge.Y / BS) - 1;
-       s16 min_z = MYMIN(oldpos_i.Z, newpos_i.Z) + (box_0.MinEdge.Z / BS) - 1;
-       s16 max_x = MYMAX(oldpos_i.X, newpos_i.X) + (box_0.MaxEdge.X / BS) + 1;
-       s16 max_y = MYMAX(oldpos_i.Y, newpos_i.Y) + (box_0.MaxEdge.Y / BS) + 1;
-       s16 max_z = MYMAX(oldpos_i.Z, newpos_i.Z) + (box_0.MaxEdge.Z / BS) + 1;
+       v3f minpos_f(
+               MYMIN(pos_f->X, newpos_f.X),
+               MYMIN(pos_f->Y, newpos_f.Y) + 0.01f * BS, // bias rounding, player often at +/-n.5
+               MYMIN(pos_f->Z, newpos_f.Z)
+       );
+       v3f maxpos_f(
+               MYMAX(pos_f->X, newpos_f.X),
+               MYMAX(pos_f->Y, newpos_f.Y),
+               MYMAX(pos_f->Z, newpos_f.Z)
+       );
+       v3s16 min = floatToInt(minpos_f + box_0.MinEdge, BS) - v3s16(1, 1, 1);
+       v3s16 max = floatToInt(maxpos_f + box_0.MaxEdge, BS) + v3s16(1, 1, 1);
 
        bool any_position_valid = false;
 
-       for(s16 x = min_x; x <= max_x; x++)
-       for(s16 y = min_y; y <= max_y; y++)
-       for(s16 z = min_z; z <= max_z; z++)
-       {
-               v3s16 p(x,y,z);
-
+       v3s16 p;
+       for (p.X = min.X; p.X <= max.X; p.X++)
+       for (p.Y = min.Y; p.Y <= max.Y; p.Y++)
+       for (p.Z = min.Z; p.Z <= max.Z; p.Z++) {
                bool is_position_valid;
-               MapNode n = map->getNodeNoEx(p, &is_position_valid);
+               MapNode n = map->getNode(p, &is_position_valid);
 
-               if (is_position_valid) {
+               if (is_position_valid && n.getContent() != CONTENT_IGNORE) {
                        // Object collides into walkable nodes
 
                        any_position_valid = true;
-                       const ContentFeatures &f = gamedef->getNodeDefManager()->get(n);
-                       if(f.walkable == false)
+                       const NodeDefManager *nodedef = gamedef->getNodeDefManager();
+                       const ContentFeatures &f = nodedef->get(n);
+
+                       if (!f.walkable)
                                continue;
-                       int n_bouncy_value = itemgroup_get(f.groups, "bouncy");
-
-                       std::vector<aabb3f> nodeboxes = n.getCollisionBoxes(gamedef->ndef());
-                       for(std::vector<aabb3f>::iterator
-                                       i = nodeboxes.begin();
-                                       i != nodeboxes.end(); ++i)
-                       {
-                               aabb3f box = *i;
-                               box.MinEdge += v3f(x, y, z)*BS;
-                               box.MaxEdge += v3f(x, y, z)*BS;
-                               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);
+
+                       // 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 &&
+                               f.node_box.type == NODEBOX_CONNECTED) {
+                               v3s16 p2 = p;
+
+                               p2.Y++;
+                               getNeighborConnectingFace(p2, nodedef, map, n, 1, &neighbors);
+
+                               p2 = p;
+                               p2.Y--;
+                               getNeighborConnectingFace(p2, nodedef, map, n, 2, &neighbors);
+
+                               p2 = p;
+                               p2.Z--;
+                               getNeighborConnectingFace(p2, nodedef, map, n, 4, &neighbors);
+
+                               p2 = p;
+                               p2.X--;
+                               getNeighborConnectingFace(p2, nodedef, map, n, 8, &neighbors);
+
+                               p2 = p;
+                               p2.Z++;
+                               getNeighborConnectingFace(p2, nodedef, map, n, 16, &neighbors);
+
+                               p2 = p;
+                               p2.X++;
+                               getNeighborConnectingFace(p2, nodedef, map, n, 32, &neighbors);
                        }
-               }
-               else {
-                       // Collide with unloaded nodes
+                       std::vector<aabb3f> nodeboxes;
+                       n.getCollisionBoxes(gamedef->ndef(), &nodeboxes, neighbors);
+
+                       // Calculate float position only once
+                       v3f posf = intToFloat(p, BS);
+                       for (auto box : nodeboxes) {
+                               box.MinEdge += posf;
+                               box.MaxEdge += posf;
+                               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);
-                       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);
+                       cinfo.emplace_back(true, 0, p, box);
                }
        }
 
        // Do not move if world has not loaded yet, since custom node boxes
        // are not available for collision detection.
-       if (!any_position_valid)
+       // This also intentionally occurs in the case of the object being positioned
+       // solely on loaded CONTENT_IGNORE nodes, no matter where they come from.
+       if (!any_position_valid) {
+               *speed_f = v3f(0, 0, 0);
                return result;
+       }
 
        } // tt2
 
        if(collideWithObjects)
        {
-               ScopeProfiler sp(g_profiler, "collisionMoveSimple objects avg", SPT_AVG);
-               //TimeTaker tt3("collisionMoveSimple collect object boxes");
-
-               /* add object boxes to cboxes */
+               /* add object boxes to cinfo */
 
                std::vector<ActiveObject*> objects;
 #ifndef SERVER
                ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env);
                if (c_env != 0) {
-                       f32 distance = speed_f->getLength();
+                       // Calculate distance by speed, add own extent and 1.5m of tolerance
+                       f32 distance = speed_f->getLength() * dtime +
+                               box_0.getExtent().getLength() + 1.5f * BS;
                        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);
+                       c_env->getActiveObjects(*pos_f, distance, clientobjects);
+
+                       for (auto &clientobject : clientobjects) {
+                               // Do collide with everything but itself and the parent CAO
+                               if (!self || (self != clientobject.obj &&
+                                               self != clientobject.obj->getParent())) {
+                                       objects.push_back((ActiveObject*) clientobject.obj);
                                }
                        }
                }
                else
 #endif
                {
-                       ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
-                       if (s_env != 0) {
-                               f32 distance = speed_f->getLength();
-                               std::vector<u16> s_objects;
-                               s_env->getObjectsInsideRadius(s_objects, *pos_f, distance * 1.5);
-                               for (std::vector<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);
+                       if (s_env != NULL) {
+                               // Calculate distance by speed, add own extent and 1.5m of tolerance
+                               f32 distance = speed_f->getLength() * dtime +
+                                       box_0.getExtent().getLength() + 1.5f * BS;
+
+                               // search for objects which are not us, or we are not its parent
+                               // 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 (!obj->isGone() &&
+                                               (!self || (self != obj && self != obj->getParent()))) {
+                                               objects.push_back((ActiveObject *)obj);
                                        }
-                               }
+                                       return false;
+                               };
+
+                               std::vector<ServerActiveObject *> s_objects;
+                               s_env->getObjectsInsideRadius(s_objects, *pos_f, distance, include_obj_cb);
                        }
                }
 
@@ -342,48 +417,36 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                                iter != objects.end(); ++iter) {
                        ActiveObject *object = *iter;
 
-                       if (object != NULL) {
+                       if (object && object->collideWithObjects()) {
                                aabb3f object_collisionbox;
-                               if (object->getCollisionBox(&object_collisionbox) &&
-                                               object->collideWithObjects()) {
-                                       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);
-                               }
+                               if (object->getCollisionBox(&object_collisionbox))
+                                       cinfo.emplace_back(object, 0, object_collisionbox);
                        }
                }
+#ifndef SERVER
+               if (self && c_env) {
+                       LocalPlayer *lplayer = c_env->getLocalPlayer();
+                       if (lplayer->getParent() == nullptr) {
+                               aabb3f lplayer_collisionbox = lplayer->getCollisionbox();
+                               v3f lplayer_pos = lplayer->getPosition();
+                               lplayer_collisionbox.MinEdge += lplayer_pos;
+                               lplayer_collisionbox.MaxEdge += lplayer_pos;
+                               ActiveObject *obj = (ActiveObject*) lplayer->getCAO();
+                               cinfo.emplace_back(obj, 0, lplayer_collisionbox);
+                       }
+               }
+#endif
        } //tt3
 
-       assert(cboxes.size() == is_unloaded.size());    // post-condition
-       assert(cboxes.size() == is_step_up.size());     // post-condition
-       assert(cboxes.size() == bouncy_values.size());  // post-condition
-       assert(cboxes.size() == node_positions.size()); // post-condition
-       assert(cboxes.size() == is_object.size());      // post-condition
-
        /*
                Collision detection
        */
 
-       /*
-               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);  // invariant
+       f32 d = 0.0f;
 
        int loopcount = 0;
 
-       while(dtime > BS * 1e-10) {
-               //TimeTaker tt3("collisionMoveSimple dtime loop");
-               ScopeProfiler sp(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG);
-
+       while(dtime > BS * 1e-10f) {
                // Avoid infinite loop
                loopcount++;
                if (loopcount >= 100) {
@@ -395,22 +458,23 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                movingbox.MinEdge += *pos_f;
                movingbox.MaxEdge += *pos_f;
 
-               int nearest_collided = -1;
+               CollisionAxis nearest_collided = COLLISION_AXIS_NONE;
                f32 nearest_dtime = dtime;
                int nearest_boxindex = -1;
 
                /*
                        Go through every nodebox, find nearest collision
                */
-               for (u32 boxindex = 0; boxindex < cboxes.size(); boxindex++) {
+               for (u32 boxindex = 0; boxindex < cinfo.size(); boxindex++) {
+                       const NearbyCollisionInfo &box_info = cinfo[boxindex];
                        // Ignore if already stepped up this nodebox.
-                       if(is_step_up[boxindex])
+                       if (box_info.is_step_up)
                                continue;
 
                        // Find nearest collision of the two boxes (raytracing-like)
-                       f32 dtime_tmp;
-                       int collided = axisAlignedCollision(
-                                       cboxes[boxindex], movingbox, *speed_f, d, &dtime_tmp);
+                       f32 dtime_tmp = nearest_dtime;
+                       CollisionAxis collided = axisAlignedCollision(box_info.box,
+                                       movingbox, *speed_f, &dtime_tmp);
 
                        if (collided == -1 || dtime_tmp >= nearest_dtime)
                                continue;
@@ -420,89 +484,94 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                        nearest_boxindex = boxindex;
                }
 
-               if (nearest_collided == -1) {
+               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.
-
-                       const aabb3f& cbox = cboxes[nearest_boxindex];
+                       NearbyCollisionInfo &nearest_info = cinfo[nearest_boxindex];
+                       const aabb3f& cbox = nearest_info.box;
+
+                       //movingbox except moved to the horizontal position it would be after step up
+                       aabb3f stepbox = movingbox;
+                       stepbox.MinEdge.X += speed_f->X * dtime;
+                       stepbox.MinEdge.Z += speed_f->Z * dtime;
+                       stepbox.MaxEdge.X += speed_f->X * dtime;
+                       stepbox.MaxEdge.Z += speed_f->Z * dtime;
                        // Check for stairs.
-                       bool step_up = (nearest_collided != 1) && // must not be Y direction
+                       bool step_up = (nearest_collided != COLLISION_AXIS_Y) && // must not be Y direction
                                        (movingbox.MinEdge.Y < cbox.MaxEdge.Y) &&
                                        (movingbox.MinEdge.Y + stepheight > cbox.MaxEdge.Y) &&
-                                       (!wouldCollideWithCeiling(cboxes, movingbox,
+                                       (!wouldCollideWithCeiling(cinfo, stepbox,
                                                        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;
+                       float bounce = -(float)nearest_info.bouncy / 100.0f;
 
                        // Move to the point of collision and reduce dtime by nearest_dtime
                        if (nearest_dtime < 0) {
-                               // Handle negative nearest_dtime (can be caused by the d allowance)
+                               // Handle negative nearest_dtime
                                if (!step_up) {
-                                       if (nearest_collided == 0)
+                                       if (nearest_collided == COLLISION_AXIS_X)
                                                pos_f->X += speed_f->X * nearest_dtime;
-                                       if (nearest_collided == 1)
+                                       if (nearest_collided == COLLISION_AXIS_Y)
                                                pos_f->Y += speed_f->Y * nearest_dtime;
-                                       if (nearest_collided == 2)
+                                       if (nearest_collided == COLLISION_AXIS_Z)
                                                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;
                        }
 
                        bool is_collision = true;
-                       if (is_unloaded[nearest_boxindex])
+                       if (nearest_info.is_unloaded)
                                is_collision = false;
 
                        CollisionInfo info;
-                       if (is_object[nearest_boxindex])
+                       if (nearest_info.isObject())
                                info.type = COLLISION_OBJECT;
                        else
                                info.type = COLLISION_NODE;
 
-                       info.node_p = node_positions[nearest_boxindex];
-                       info.bouncy = bouncy;
+                       info.node_p = nearest_info.position;
+                       info.object = nearest_info.obj;
                        info.old_speed = *speed_f;
+                       info.plane = nearest_collided;
 
                        // Set the speed component that caused the collision to zero
                        if (step_up) {
                                // Special case: Handle stairs
-                               is_step_up[nearest_boxindex] = true;
+                               nearest_info.is_step_up = true;
                                is_collision = false;
-                       } else if(nearest_collided == 0) { // X
+                       } else if (nearest_collided == COLLISION_AXIS_X) {
                                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
-                               if (fabs(speed_f->Y) > BS * 3)
+                       } else if (nearest_collided == COLLISION_AXIS_Y) {
+                               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
+                       } else if (nearest_collided == COLLISION_AXIS_Z) {
                                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)
+                       if (info.new_speed.getDistanceFrom(info.old_speed) < 0.1f * BS)
                                is_collision = false;
 
                        if (is_collision) {
+                               info.axis = nearest_collided;
                                result.collisions.push_back(info);
                        }
                }
@@ -514,8 +583,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
        aabb3f box = box_0;
        box.MinEdge += *pos_f;
        box.MaxEdge += *pos_f;
-       for (u32 boxindex = 0; boxindex < cboxes.size(); boxindex++) {
-               const aabb3f& cbox = cboxes[boxindex];
+       for (const auto &box_info : cinfo) {
+               const aabb3f &cbox = box_info.box;
 
                /*
                        See if the object is touching ground.
@@ -523,25 +592,22 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                        Object touches ground if object's minimum Y is near node's
                        maximum Y and object'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 (cbox.MaxEdge.X - d > box.MinEdge.X && cbox.MinEdge.X + d < box.MaxEdge.X &&
                                cbox.MaxEdge.Z - d > box.MinEdge.Z &&
                                cbox.MinEdge.Z + d < box.MaxEdge.Z) {
-                       if (is_step_up[boxindex]) {
-                               pos_f->Y += (cbox.MaxEdge.Y - box.MinEdge.Y);
+                       if (box_info.is_step_up) {
+                               pos_f->Y += cbox.MaxEdge.Y - box.MinEdge.Y;
                                box = box_0;
                                box.MinEdge += *pos_f;
                                box.MaxEdge += *pos_f;
                        }
-                       if (fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15 * BS) {
+                       if (std::fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.05f) {
                                result.touching_ground = true;
 
-                               if (is_object[boxindex])
+                               if (box_info.isObject())
                                        result.standing_on_object = true;
-                               if (is_unloaded[boxindex])
-                                       result.standing_on_unloaded = true;
                        }
                }
        }