#include "nodedef.h"
#include "gamedef.h"
#ifndef SERVER
-#include "clientenvironment.h"
+#include "client/clientenvironment.h"
#endif
#include "serverenvironment.h"
#include "serverobject.h"
// 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)
{
(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
(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;
}
}
(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
(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;
}
}
(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
(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:
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;
}
{
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;
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(
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
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);
}
}
{
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);
}
}
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) {
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;
// 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)
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
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,
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 {
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
is_collision = false;
if (is_collision) {
+ info.axis = nearest_collided;
result.collisions.push_back(info);
}
}