]> git.lizzy.rs Git - minetest.git/blobdiff - src/collision.cpp
Fix jumping at node edge
[minetest.git] / src / collision.cpp
index 9e0c85531cf4ced2cf987e17f4bcb9eca17e8d0a..a2d17d51ab50b554884ffb112807e084a4cb76ed 100644 (file)
@@ -28,7 +28,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include <vector>
 #include <set>
 #include "util/timetaker.h"
-#include "main.h" // g_profiler
 #include "profiler.h"
 
 // float error is 10 - 9.96875 = 0.03125
@@ -41,7 +40,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 // The time after which the collision occurs is stored in dtime.
 int axisAlignedCollision(
                const aabb3f &staticbox, const aabb3f &movingbox,
-               const v3f &speed, f32 d, f32 &dtime)
+               const v3f &speed, f32 d, f32 *dtime)
 {
        //TimeTaker tt("axisAlignedCollision");
 
@@ -60,13 +59,12 @@ int axisAlignedCollision(
 
        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))
+               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)
@@ -76,13 +74,12 @@ int axisAlignedCollision(
        }
        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))
+               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;
                }
                else if(relbox.MaxEdge.X < 0)
@@ -95,13 +92,12 @@ int axisAlignedCollision(
 
        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))
+               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)
@@ -111,13 +107,12 @@ int axisAlignedCollision(
        }
        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))
+               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)
@@ -130,13 +125,12 @@ int axisAlignedCollision(
 
        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))
+               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)
@@ -146,13 +140,12 @@ int axisAlignedCollision(
        }
        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))
+               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;
                }
                //else if(relbox.MaxEdge.Z < 0)
@@ -173,11 +166,11 @@ bool wouldCollideWithCeiling(
 {
        //TimeTaker tt("wouldCollideWithCeiling");
 
-       assert(y_increase >= 0);
+       assert(y_increase >= 0);        // pre-condition
 
        for(std::vector<aabb3f>::const_iterator
                        i = staticboxes.begin();
-                       i != staticboxes.end(); i++)
+                       i != staticboxes.end(); ++i)
        {
                const aabb3f& staticbox = *i;
                if((movingbox.MaxEdge.Y - d <= staticbox.MinEdge.Y) &&
@@ -196,33 +189,40 @@ bool wouldCollideWithCeiling(
 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,ActiveObject* self,
+               v3f *pos_f, v3f *speed_f,
+               v3f accel_f, ActiveObject *self,
                bool collideWithObjects)
 {
+       static bool time_notification_done = false;
        Map *map = &env->getMap();
        //TimeTaker tt("collisionMoveSimple");
-    ScopeProfiler sp(g_profiler, "collisionMoveSimple avg", SPT_AVG);
+       ScopeProfiler sp(g_profiler, "collisionMoveSimple avg", SPT_AVG);
 
        collisionMoveResult result;
 
        /*
                Calculate new velocity
        */
-       if( dtime > 0.5 ) {
-               infostream<<"collisionMoveSimple: WARNING: maximum step interval exceeded, lost movement details!"<<std::endl;
+       if (dtime > 0.5) {
+               if (!time_notification_done) {
+                       time_notification_done = true;
+                       infostream << "collisionMoveSimple: maximum step interval exceeded,"
+                                       " lost movement details!"<<std::endl;
+               }
                dtime = 0.5;
+       } else {
+               time_notification_done = false;
        }
-       speed_f += accel_f * dtime;
+       *speed_f += accel_f * dtime;
 
        // If there is no speed, there are no collisions
-       if(speed_f.getLength() == 0)
+       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);
+       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
@@ -237,8 +237,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
        //TimeTaker tt2("collisionMoveSimple collect boxes");
     ScopeProfiler sp(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);
+       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;
@@ -246,8 +246,11 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
        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;
 
+       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 y = min_y; y <= max_y; y++)
        for(s16 z = min_z; z <= max_z; z++)
        {
                v3s16 p(x,y,z);
@@ -258,6 +261,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                if (is_position_valid) {
                        // Object collides into walkable nodes
 
+                       any_position_valid = true;
                        const ContentFeatures &f = gamedef->getNodeDefManager()->get(n);
                        if(f.walkable == false)
                                continue;
@@ -266,7 +270,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                        std::vector<aabb3f> nodeboxes = n.getCollisionBoxes(gamedef->ndef());
                        for(std::vector<aabb3f>::iterator
                                        i = nodeboxes.begin();
-                                       i != nodeboxes.end(); i++)
+                                       i != nodeboxes.end(); ++i)
                        {
                                aabb3f box = *i;
                                box.MinEdge += v3f(x, y, z)*BS;
@@ -290,6 +294,12 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                        is_object.push_back(false);
                }
        }
+
+       // Do not move if world has not loaded yet, since custom node boxes
+       // are not available for collision detection.
+       if (!any_position_valid)
+               return result;
+
        } // tt2
 
        if(collideWithObjects)
@@ -299,17 +309,14 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
 
                /* add object boxes to cboxes */
 
-
-               std::list<ActiveObject*> objects;
+               std::vector<ActiveObject*> objects;
 #ifndef SERVER
                ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env);
-               if (c_env != 0)
-               {
-                       f32 distance = speed_f.getLength();
+               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++)
-                       {
+                       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);
                                }
@@ -319,12 +326,11 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
 #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++)
-                               {
+                       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);
@@ -333,16 +339,14 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                        }
                }
 
-               for (std::list<ActiveObject*>::const_iterator iter = objects.begin();iter != objects.end(); ++iter)
-               {
+               for (std::vector<ActiveObject*>::const_iterator iter = objects.begin();
+                               iter != objects.end(); ++iter) {
                        ActiveObject *object = *iter;
 
-                       if (object != NULL)
-                       {
+                       if (object != NULL) {
                                aabb3f object_collisionbox;
                                if (object->getCollisionBox(&object_collisionbox) &&
-                                               object->collideWithObjects())
-                               {
+                                               object->collideWithObjects()) {
                                        cboxes.push_back(object_collisionbox);
                                        is_unloaded.push_back(false);
                                        is_step_up.push_back(false);
@@ -354,11 +358,11 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                }
        } //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());
+       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
@@ -373,27 +377,25 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
        //f32 d = 0.15*BS;
 
        // This should always apply, otherwise there are glitches
-       assert(d > pos_max_d);
+       assert(d > pos_max_d);  // invariant
 
        int loopcount = 0;
 
-       while(dtime > BS*1e-10)
-       {
+       while(dtime > BS * 1e-10) {
                //TimeTaker tt3("collisionMoveSimple dtime loop");
         ScopeProfiler sp(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG);
 
                // Avoid infinite loop
                loopcount++;
-               if(loopcount >= 100)
-               {
-                       infostream<<"collisionMoveSimple: WARNING: Loop count exceeded, aborting to avoid infiniite loop"<<std::endl;
+               if (loopcount >= 100) {
+                       warningstream << "collisionMoveSimple: Loop count exceeded, aborting to avoid infiniite loop" << std::endl;
                        dtime = 0;
                        break;
                }
 
                aabb3f movingbox = box_0;
-               movingbox.MinEdge += pos_f;
-               movingbox.MaxEdge += pos_f;
+               movingbox.MinEdge += *pos_f;
+               movingbox.MaxEdge += *pos_f;
 
                int nearest_collided = -1;
                f32 nearest_dtime = dtime;
@@ -402,18 +404,19 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                /*
                        Go through every nodebox, find nearest collision
                */
-               for(u32 boxindex = 0; boxindex < cboxes.size(); boxindex++)
-               {
-                       // Ignore if already stepped up this nodebox.
-                       if(is_step_up[boxindex])
-                               continue;
-
+               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);
+                                       cboxes[boxindex], movingbox, *speed_f, d, &dtime_tmp);
+
+                       // Ignore if already stepped up this nodebox.
+                       if (is_step_up[boxindex]) {
+                               pos_f->Y += (cboxes[boxindex].MaxEdge.Y - movingbox.MinEdge.Y);
+                               continue;
+                       }
 
-                       if(collided == -1 || dtime_tmp >= nearest_dtime)
+                       if (collided == -1 || dtime_tmp >= nearest_dtime)
                                continue;
 
                        nearest_dtime = dtime_tmp;
@@ -421,18 +424,14 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                        nearest_boxindex = boxindex;
                }
 
-               if(nearest_collided == -1)
-               {
+               if (nearest_collided == -1) {
                        // No collision with any collision box.
-                       pos_f += speed_f * dtime;
+                       *pos_f += *speed_f * dtime;
                        dtime = 0;  // Set to 0 to avoid "infinite" loop due to small FP numbers
-               }
-               else
-               {
+               } else {
                        // Otherwise, a collision occurred.
 
                        const aabb3f& cbox = cboxes[nearest_boxindex];
-
                        // Check for stairs.
                        bool step_up = (nearest_collided != 1) && // must not be Y direction
                                        (movingbox.MinEdge.Y < cbox.MaxEdge.Y) &&
@@ -446,197 +445,75 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                        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)
-                       {
+                       if (nearest_dtime < 0) {
                                // Handle negative nearest_dtime (can be caused by the d allowance)
-                               if(!step_up)
-                               {
-                                       if(nearest_collided == 0)
-                                               pos_f.X += speed_f.X * nearest_dtime;
-                                       if(nearest_collided == 1)
-                                               pos_f.Y += speed_f.Y * nearest_dtime;
-                                       if(nearest_collided == 2)
-                                               pos_f.Z += speed_f.Z * nearest_dtime;
+                               if (!step_up) {
+                                       if (nearest_collided == 0)
+                                               pos_f->X += speed_f->X * nearest_dtime;
+                                       if (nearest_collided == 1)
+                                               pos_f->Y += speed_f->Y * nearest_dtime;
+                                       if (nearest_collided == 2)
+                                               pos_f->Z += speed_f->Z * nearest_dtime;
                                }
-                       }
-                       else
-                       {
-                               pos_f += speed_f * nearest_dtime;
+                       } else {
+                               *pos_f += *speed_f * nearest_dtime;
                                dtime -= nearest_dtime;
                        }
-                       
+
                        bool is_collision = true;
-                       if(is_unloaded[nearest_boxindex])
+                       if (is_unloaded[nearest_boxindex])
                                is_collision = false;
 
                        CollisionInfo info;
                        if (is_object[nearest_boxindex]) {
                                info.type = COLLISION_OBJECT;
-                       }
-                       else {
+                               result.standing_on_object = true;
+                       else {
                                info.type = COLLISION_NODE;
                        }
+
                        info.node_p = node_positions[nearest_boxindex];
                        info.bouncy = bouncy;
-                       info.old_speed = speed_f;
+                       info.old_speed = *speed_f;
 
                        // Set the speed component that caused the collision to zero
-                       if(step_up)
-                       {
+                       if (step_up) {
                                // Special case: Handle stairs
                                is_step_up[nearest_boxindex] = true;
                                is_collision = false;
-                       }
-                       else if(nearest_collided == 0) // X
-                       {
-                               if(fabs(speed_f.X) > BS*3)
-                                       speed_f.X *= bounce;
+                       } else if(nearest_collided == 0) { // X
+                               if (fabs(speed_f->X) > BS * 3)
+                                       speed_f->X *= bounce;
                                else
-                                       speed_f.X = 0;
+                                       speed_f->X = 0;
                                result.collides = true;
                                result.collides_xz = true;
-                       }
-                       else if(nearest_collided == 1) // Y
-                       {
-                               if(fabs(speed_f.Y) > BS*3)
-                                       speed_f.Y *= bounce;
-                               else
-                                       speed_f.Y = 0;
+                       } else if(nearest_collided == 1) { // Y
+                               if (fabs(speed_f->Y) > BS * 3) {
+                                       speed_f->Y *= bounce;
+                               } else {
+                                       speed_f->Y = 0;
+                                       result.touching_ground = true;
+                               }
                                result.collides = true;
-                       }
-                       else if(nearest_collided == 2) // Z
-                       {
-                               if(fabs(speed_f.Z) > BS*3)
-                                       speed_f.Z *= bounce;
+                       } else if(nearest_collided == 2) { // Z
+                               if (fabs(speed_f->Z) > BS * 3)
+                                       speed_f->Z *= bounce;
                                else
-                                       speed_f.Z = 0;
+                                       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)
+                       info.new_speed = *speed_f;
+                       if (info.new_speed.getDistanceFrom(info.old_speed) < 0.1 * BS)
                                is_collision = false;
 
-                       if(is_collision){
+                       if (is_collision) {
                                result.collisions.push_back(info);
                        }
                }
        }
 
-       /*
-               Final touches: Check if standing on ground, step up stairs.
-       */
-       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];
-
-               /*
-                       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(is_step_up[boxindex])
-                       {
-                               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)
-                       {
-                               result.touching_ground = true;
-                               if(is_unloaded[boxindex])
-                                       result.standing_on_unloaded = true;
-                       }
-               }
-       }
-
        return result;
 }
-
-#if 0
-// This doesn't seem to work and isn't used
-collisionMoveResult collisionMovePrecise(Map *map, IGameDef *gamedef,
-               f32 pos_max_d, const aabb3f &box_0,
-               f32 stepheight, f32 dtime,
-               v3f &pos_f, v3f &speed_f, v3f &accel_f)
-{
-       //TimeTaker tt("collisionMovePrecise");
-    ScopeProfiler sp(g_profiler, "collisionMovePrecise avg", SPT_AVG);
-       
-       collisionMoveResult final_result;
-
-       // If there is no speed, there are no collisions
-       if(speed_f.getLength() == 0)
-               return final_result;
-
-       // Don't allow overly huge dtime
-       if(dtime > 2.0)
-               dtime = 2.0;
-
-       f32 dtime_downcount = dtime;
-
-       u32 loopcount = 0;
-       do
-       {
-               loopcount++;
-
-               // Maximum time increment (for collision detection etc)
-               // time = distance / speed
-               f32 dtime_max_increment = 1.0;
-               if(speed_f.getLength() != 0)
-                       dtime_max_increment = pos_max_d / speed_f.getLength();
-
-               // Maximum time increment is 10ms or lower
-               if(dtime_max_increment > 0.01)
-                       dtime_max_increment = 0.01;
-
-               f32 dtime_part;
-               if(dtime_downcount > dtime_max_increment)
-               {
-                       dtime_part = dtime_max_increment;
-                       dtime_downcount -= dtime_part;
-               }
-               else
-               {
-                       dtime_part = dtime_downcount;
-                       /*
-                               Setting this to 0 (no -=dtime_part) disables an infinite loop
-                               when dtime_part is so small that dtime_downcount -= dtime_part
-                               does nothing
-                       */
-                       dtime_downcount = 0;
-               }
-
-               collisionMoveResult result = collisionMoveSimple(map, gamedef,
-                               pos_max_d, box_0, stepheight, dtime_part,
-                               pos_f, speed_f, accel_f);
-
-               if(result.touching_ground)
-                       final_result.touching_ground = true;
-               if(result.collides)
-                       final_result.collides = true;
-               if(result.collides_xz)
-                       final_result.collides_xz = true;
-               if(result.standing_on_unloaded)
-                       final_result.standing_on_unloaded = true;
-       }
-       while(dtime_downcount > 0.001);
-
-       return final_result;
-}
-#endif