*/
#include "collision.h"
+#include <cmath>
#include "mapblock.h"
#include "map.h"
#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:
assert(y_increase >= 0); // pre-condition
- for (std::vector<NearbyCollisionInfo>::const_iterator it = cinfo.begin();
- it != cinfo.end(); ++it) {
- const aabb3f &staticbox = it->box;
+ 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) &&
return false;
}
-static inline void getNeighborConnectingFace(v3s16 p, INodeDefManager *nodedef,
- Map *map, MapNode n, int v, int *neighbors)
+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;
/*
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;
}
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", SPT_AVG);
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) + 0.01 * BS, // bias rounding, player often at +/-n.5
+ 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(
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;
- INodeDefManager *nodedef = gamedef->getNodeDefManager();
+ const NodeDefManager *nodedef = gamedef->getNodeDefManager();
const ContentFeatures &f = nodedef->get(n);
- if(f.walkable == false)
+
+ if (!f.walkable)
continue;
+
int n_bouncy_value = itemgroup_get(f.groups, "bouncy");
int neighbors = 0;
- if (f.drawtype == NDT_NODEBOX && f.node_box.type == NODEBOX_CONNECTED) {
+ if (f.drawtype == NDT_NODEBOX &&
+ f.node_box.type == NODEBOX_CONNECTED) {
v3s16 p2 = p;
p2.Y++;
}
std::vector<aabb3f> nodeboxes;
n.getCollisionBoxes(gamedef->ndef(), &nodeboxes, neighbors);
- 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;
- cinfo.push_back(NearbyCollisionInfo(false,
- false, n_bouncy_value, p, box));
+
+ // 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
+ // Collide with unloaded nodes (position invalid) and loaded
+ // CONTENT_IGNORE nodes (position valid)
aabb3f box = getNodeBox(p, BS);
- cinfo.push_back(NearbyCollisionInfo(true, false, 0, p, box));
+ 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.
+ // 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;
if(collideWithObjects)
{
- ScopeProfiler sp(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 * 1.5, 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);
}
}
}
{
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 * 1.5);
- 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);
+
+ for (u16 obj_id : s_objects) {
+ ServerActiveObject *current = s_env->getActiveObject(obj_id);
+
+ if (!self || (self != current &&
+ self != current->getParent())) {
objects.push_back((ActiveObject*)current);
}
}
iter != objects.end(); ++iter) {
ActiveObject *object = *iter;
- if (object != NULL) {
+ if (object) {
aabb3f object_collisionbox;
if (object->getCollisionBox(&object_collisionbox) &&
object->collideWithObjects()) {
- cinfo.push_back(NearbyCollisionInfo(false, true, 0, v3s16(), object_collisionbox));
+ cinfo.emplace_back(false, true, 0, v3s16(), object_collisionbox);
}
}
}
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;
+ //f32 d = pos_max_d * 1.1f;
- // This should always apply, otherwise there are glitches
- assert(d > pos_max_d); // invariant
- int loopcount = 0;
+ 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.
- while(dtime > BS * 1e-10) {
- //TimeTaker tt3("collisionMoveSimple dtime loop");
- ScopeProfiler sp(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG);
+ int loopcount = 0;
+ while(dtime > BS * 1e-10f) {
// 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;
Go through every nodebox, find nearest collision
*/
for (u32 boxindex = 0; boxindex < cinfo.size(); boxindex++) {
- NearbyCollisionInfo box_info = cinfo[boxindex];
+ const NearbyCollisionInfo &box_info = cinfo[boxindex];
// Ignore if already stepped up this nodebox.
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,
+ 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,
d));
// Get bounce multiplier
- float bounce = -(float)nearest_info.bouncy / 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)
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
}
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);
}
}
aabb3f box = box_0;
box.MinEdge += *pos_f;
box.MaxEdge += *pos_f;
- for (u32 boxindex = 0; boxindex < cinfo.size(); boxindex++) {
- NearbyCollisionInfo &box_info = cinfo[boxindex];
+ for (const auto &box_info : cinfo) {
const aabb3f &cbox = box_info.box;
/*
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) < 0.15f * BS) {
result.touching_ground = true;
if (box_info.is_object)