]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/collision.cpp
Update Android defaults for modern H/W. (#7572)
[dragonfireclient.git] / src / collision.cpp
index 4680e0a5e04d20b824fb33e219ce8f4f10df8a2f..99874dbfd8c1337d71e9fb440687573ad446d00c 100644 (file)
@@ -18,15 +18,16 @@ 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"
+#ifndef SERVER
+#include "clientenvironment.h"
+#endif
+#include "serverenvironment.h"
 #include "serverobject.h"
-#include <vector>
-#include <set>
 #include "util/timetaker.h"
 #include "profiler.h"
 
@@ -34,6 +35,26 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 //#define COLL_ZERO 0.032 // broken unit tests
 #define COLL_ZERO 0
 
+
+struct NearbyCollisionInfo {
+       NearbyCollisionInfo(bool is_ul, bool is_obj, int bouncy,
+                       const v3s16 &pos, const aabb3f &box) :
+               is_unloaded(is_ul),
+               is_object(is_obj),
+               bouncy(bouncy),
+               position(pos),
+               box(box)
+       {}
+
+       bool is_unloaded;
+       bool is_step_up = false;
+       bool is_object;
+       int bouncy;
+       v3s16 position;
+       aabb3f box;
+};
+
+
 // 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
@@ -160,7 +181,7 @@ int axisAlignedCollision(
 // 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 +189,9 @@ 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 +203,13 @@ 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->getNodeNoEx(p);
+       if (nodedef->nodeboxConnects(n, n2, v))
+               *neighbors |= v;
+}
 
 collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                f32 pos_max_d, const aabb3f &box_0,
@@ -203,13 +228,13 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
        /*
                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;
        }
@@ -227,87 +252,109 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
        /*
                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, "collisionMoveSimple collect boxes avg", 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 newpos_f = *pos_f + *speed_f * dtime;
+       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;
 
-       // The order is important here, must be y first
-       for(s16 y = max_y; y >= min_y; y--)
-       for(s16 x = min_x; x <= max_x; x++)
-       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);
 
-               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);
+                       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, 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, false, 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);
+               ScopeProfiler sp2(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
@@ -315,10 +362,10 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                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);
+                       c_env->getActiveObjects(*pos_f, distance * 1.5f, clientobjects);
+                       for (auto &clientobject : clientobjects) {
+                               if (!self || (self != clientobject.obj)) {
+                                       objects.push_back((ActiveObject*) clientobject.obj);
                                }
                        }
                }
@@ -326,13 +373,13 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
 #endif
                {
                        ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
-                       if (s_env != 0) {
+                       if (s_env != NULL) {
                                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)) {
+                               s_env->getObjectsInsideRadius(s_objects, *pos_f, distance * 1.5f);
+                               for (u16 obj_id : s_objects) {
+                                       ServerActiveObject *current = s_env->getActiveObject(obj_id);
+                                       if (!self || (self != current)) {
                                                objects.push_back((ActiveObject*)current);
                                        }
                                }
@@ -343,27 +390,16 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                                iter != objects.end(); ++iter) {
                        ActiveObject *object = *iter;
 
-                       if (object != NULL) {
+                       if (object) {
                                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);
+                                       cinfo.emplace_back(false, true, 0, v3s16(), object_collisionbox);
                                }
                        }
                }
        } //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
        */
@@ -372,7 +408,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                Collision uncertainty radius
                Make it a bit larger than the maximum distance of movement
        */
-       f32 d = pos_max_d * 1.1;
+       f32 d = pos_max_d * 1.1f;
        // A fairly large value in here makes moving smoother
        //f32 d = 0.15*BS;
 
@@ -381,9 +417,9 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
 
        int loopcount = 0;
 
-       while(dtime > BS * 1e-10) {
+       while(dtime > BS * 1e-10f) {
                //TimeTaker tt3("collisionMoveSimple dtime loop");
-               ScopeProfiler sp(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG);
+               ScopeProfiler sp2(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG);
 
                // Avoid infinite loop
                loopcount++;
@@ -403,17 +439,16 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                /*
                        Go through every nodebox, find nearest collision
                */
-               for (u32 boxindex = 0; boxindex < cboxes.size(); boxindex++) {
-                       // Find nearest collision of the two boxes (raytracing-like)
-                       f32 dtime_tmp;
-                       int collided = axisAlignedCollision(
-                                       cboxes[boxindex], movingbox, *speed_f, d, &dtime_tmp);
-
+               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]) {
-                               pos_f->Y += (cboxes[boxindex].MaxEdge.Y - movingbox.MinEdge.Y);
+                       if (box_info.is_step_up)
                                continue;
-                       }
+
+                       // Find nearest collision of the two boxes (raytracing-like)
+                       f32 dtime_tmp;
+                       int collided = axisAlignedCollision(box_info.box,
+                                       movingbox, *speed_f, d, &dtime_tmp);
 
                        if (collided == -1 || dtime_tmp >= nearest_dtime)
                                continue;
@@ -429,19 +464,18 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                        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;
                        // Check for stairs.
                        bool step_up = (nearest_collided != 1) && // must not be Y direction
                                        (movingbox.MinEdge.Y < cbox.MaxEdge.Y) &&
                                        (movingbox.MinEdge.Y + stepheight > cbox.MaxEdge.Y) &&
-                                       (!wouldCollideWithCeiling(cboxes, movingbox,
+                                       (!wouldCollideWithCeiling(cinfo, movingbox,
                                                        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) {
@@ -460,52 +494,45 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                        }
 
                        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.is_object)
                                info.type = COLLISION_OBJECT;
-                               result.standing_on_object = true;
-                       } else {
+                       else
                                info.type = COLLISION_NODE;
-                       }
 
-                       info.node_p = node_positions[nearest_boxindex];
-                       info.bouncy = bouncy;
+                       info.node_p = nearest_info.position;
                        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;
+                               nearest_info.is_step_up = true;
                                is_collision = false;
-                       } else if(nearest_collided == 0) { // X
+                       } else if (nearest_collided == 0) { // 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 == 1) { // Y
+                               if(fabs(speed_f->Y) > BS * 3)
                                        speed_f->Y *= bounce;
-                               } else {
+                               else
                                        speed_f->Y = 0;
-                                       result.touching_ground = true;
-                               }
                                result.collides = true;
-                       } else if(nearest_collided == 2) { // Z
+                       } else if (nearest_collided == 2) { // 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) {
@@ -514,5 +541,41 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                }
        }
 
+       /*
+               Final touches: Check if standing on ground, step up stairs.
+       */
+       aabb3f box = box_0;
+       box.MinEdge += *pos_f;
+       box.MaxEdge += *pos_f;
+       for (const auto &box_info : cinfo) {
+               const aabb3f &cbox = box_info.box;
+
+               /*
+                       See if the object is touching ground.
+
+                       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 (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 (std::fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15f * BS) {
+                               result.touching_ground = true;
+
+                               if (box_info.is_object)
+                                       result.standing_on_object = true;
+                       }
+               }
+       }
+
        return result;
 }