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[minetest.git] / src / collision.cpp
index 99874dbfd8c1337d71e9fb440687573ad446d00c..a4c5454aeb601a63ecf03e9edca5e42508999bfe 100644 (file)
@@ -24,7 +24,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "nodedef.h"
 #include "gamedef.h"
 #ifndef SERVER
-#include "clientenvironment.h"
+#include "client/clientenvironment.h"
 #endif
 #include "serverenvironment.h"
 #include "serverobject.h"
@@ -59,7 +59,7 @@ struct NearbyCollisionInfo {
 // 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)
 {
@@ -86,11 +86,11 @@ int axisAlignedCollision(
                                        (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;
+                               return COLLISION_AXIS_X;
                }
                else if(relbox.MinEdge.X > xsize)
                {
-                       return -1;
+                       return COLLISION_AXIS_NONE;
                }
        }
        else if(speed.X < 0) // Check for collision with X+ plane
@@ -101,11 +101,11 @@ int axisAlignedCollision(
                                        (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;
+                               return COLLISION_AXIS_X;
                }
                else if(relbox.MaxEdge.X < 0)
                {
-                       return -1;
+                       return COLLISION_AXIS_NONE;
                }
        }
 
@@ -119,11 +119,11 @@ int axisAlignedCollision(
                                        (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;
+                               return COLLISION_AXIS_Y;
                }
                else if(relbox.MinEdge.Y > ysize)
                {
-                       return -1;
+                       return COLLISION_AXIS_NONE;
                }
        }
        else if(speed.Y < 0) // Check for collision with Y+ plane
@@ -134,11 +134,11 @@ int axisAlignedCollision(
                                        (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;
+                               return COLLISION_AXIS_Y;
                }
                else if(relbox.MaxEdge.Y < 0)
                {
-                       return -1;
+                       return COLLISION_AXIS_NONE;
                }
        }
 
@@ -152,11 +152,11 @@ int axisAlignedCollision(
                                        (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;
+                               return COLLISION_AXIS_Z;
                }
                //else if(relbox.MinEdge.Z > zsize)
                //{
-               //      return -1;
+               //      return COLLISION_AXIS_NONE;
                //}
        }
        else if(speed.Z < 0) // Check for collision with Z+ plane
@@ -167,15 +167,15 @@ int axisAlignedCollision(
                                        (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;
+                               return COLLISION_AXIS_Z;
                }
                //else if(relbox.MaxEdge.Z < 0)
                //{
-               //      return -1;
+               //      return COLLISION_AXIS_NONE;
                //}
        }
 
-       return -1;
+       return COLLISION_AXIS_NONE;
 }
 
 // Helper function:
@@ -206,7 +206,7 @@ bool wouldCollideWithCeiling(
 static inline void getNeighborConnectingFace(const v3s16 &p,
        const NodeDefManager *nodedef, Map *map, MapNode n, int v, int *neighbors)
 {
-       MapNode n2 = map->getNodeNoEx(p);
+       MapNode n2 = map->getNode(p);
        if (nodedef->nodeboxConnects(n, n2, v))
                *neighbors |= v;
 }
@@ -220,8 +220,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
 {
        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()", SPT_AVG);
 
        collisionMoveResult result;
 
@@ -255,7 +255,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
        std::vector<NearbyCollisionInfo> cinfo;
        {
        //TimeTaker tt2("collisionMoveSimple collect boxes");
-       ScopeProfiler sp2(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);
+       ScopeProfiler sp2(g_profiler, "collisionMoveSimple(): collect boxes", SPT_AVG);
 
        v3f newpos_f = *pos_f + *speed_f * dtime;
        v3f minpos_f(
@@ -278,7 +278,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
        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 && n.getContent() != CONTENT_IGNORE) {
                        // Object collides into walkable nodes
@@ -351,20 +351,22 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
 
        if(collideWithObjects)
        {
-               ScopeProfiler sp2(g_profiler, "collisionMoveSimple objects avg", SPT_AVG);
-               //TimeTaker tt3("collisionMoveSimple collect object boxes");
-
                /* 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 * 1.5f, clientobjects);
+                       c_env->getActiveObjects(*pos_f, distance, clientobjects);
+
                        for (auto &clientobject : clientobjects) {
-                               if (!self || (self != clientobject.obj)) {
+                               // 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);
                                }
                        }
@@ -374,12 +376,17 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                {
                        ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
                        if (s_env != NULL) {
-                               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<u16> s_objects;
-                               s_env->getObjectsInsideRadius(s_objects, *pos_f, distance * 1.5f);
+                               s_env->getObjectsInsideRadius(s_objects, *pos_f, distance);
+
                                for (u16 obj_id : s_objects) {
                                        ServerActiveObject *current = s_env->getActiveObject(obj_id);
-                                       if (!self || (self != current)) {
+
+                                       if (!self || (self != current &&
+                                                       self != current->getParent())) {
                                                objects.push_back((ActiveObject*)current);
                                        }
                                }
@@ -408,19 +415,16 @@ 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 * 1.1f;
-       // A fairly large value in here makes moving smoother
-       //f32 d = 0.15*BS;
+       //f32 d = pos_max_d * 1.1f;
+
 
-       // This should always apply, otherwise there are glitches
-       assert(d > pos_max_d);  // invariant
+       f32 d = 0.3f;   // Temporary fix, any nonzero d causes collision glitches, the more the greater it is.
+       // ultimately it has to be determined if any uncertainty is involved, and if it is, eliminated
+       // and d & pos_max_d params removed from function calls.
 
        int loopcount = 0;
 
        while(dtime > BS * 1e-10f) {
-               //TimeTaker tt3("collisionMoveSimple dtime loop");
-               ScopeProfiler sp2(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG);
-
                // Avoid infinite loop
                loopcount++;
                if (loopcount >= 100) {
@@ -432,7 +436,7 @@ 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;
 
@@ -447,7 +451,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
 
                        // Find nearest collision of the two boxes (raytracing-like)
                        f32 dtime_tmp;
-                       int collided = axisAlignedCollision(box_info.box,
+                       CollisionAxis collided = axisAlignedCollision(box_info.box,
                                        movingbox, *speed_f, d, &dtime_tmp);
 
                        if (collided == -1 || dtime_tmp >= nearest_dtime)
@@ -458,7 +462,7 @@ 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;
                        dtime = 0;  // Set to 0 to avoid "infinite" loop due to small FP numbers
@@ -467,7 +471,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                        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
+                       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(cinfo, movingbox,
@@ -481,11 +485,11 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                        if (nearest_dtime < 0) {
                                // Handle negative nearest_dtime (can be caused by the d allowance)
                                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 {
@@ -505,25 +509,26 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
 
                        info.node_p = nearest_info.position;
                        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
                                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;
-                       } else if (nearest_collided == 1) { // Y
+                       } 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
@@ -536,6 +541,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                                is_collision = false;
 
                        if (is_collision) {
+                               info.axis = nearest_collided;
                                result.collisions.push_back(info);
                        }
                }