/*
-Minetest-c55
-Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "collision.h"
+#include <cmath>
#include "mapblock.h"
#include "map.h"
#include "nodedef.h"
#include "gamedef.h"
+#ifndef SERVER
+#include "client/clientenvironment.h"
+#endif
+#include "serverenvironment.h"
+#include "serverobject.h"
+#include "util/timetaker.h"
+#include "profiler.h"
-collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
- f32 pos_max_d, const core::aabbox3d<f32> &box_0,
- f32 dtime, v3f &pos_f, v3f &speed_f)
+// float error is 10 - 9.96875 = 0.03125
+//#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
+// The time after which the collision occurs is stored in dtime.
+CollisionAxis axisAlignedCollision(
+ const aabb3f &staticbox, const aabb3f &movingbox,
+ const v3f &speed, f32 d, f32 *dtime)
+{
+ //TimeTaker tt("axisAlignedCollision");
+
+ f32 xsize = (staticbox.MaxEdge.X - staticbox.MinEdge.X) - COLL_ZERO; // reduce box size for solve collision stuck (flying sand)
+ f32 ysize = (staticbox.MaxEdge.Y - staticbox.MinEdge.Y); // - COLL_ZERO; // Y - no sense for falling, but maybe try later
+ f32 zsize = (staticbox.MaxEdge.Z - staticbox.MinEdge.Z) - COLL_ZERO;
+
+ aabb3f relbox(
+ movingbox.MinEdge.X - staticbox.MinEdge.X,
+ movingbox.MinEdge.Y - staticbox.MinEdge.Y,
+ movingbox.MinEdge.Z - staticbox.MinEdge.Z,
+ movingbox.MaxEdge.X - staticbox.MinEdge.X,
+ movingbox.MaxEdge.Y - staticbox.MinEdge.Y,
+ movingbox.MaxEdge.Z - staticbox.MinEdge.Z
+ );
+
+ 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))
+ return COLLISION_AXIS_X;
+ }
+ else if(relbox.MinEdge.X > xsize)
+ {
+ return COLLISION_AXIS_NONE;
+ }
+ }
+ 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))
+ return COLLISION_AXIS_X;
+ }
+ else if(relbox.MaxEdge.X < 0)
+ {
+ return COLLISION_AXIS_NONE;
+ }
+ }
+
+ // NO else if here
+
+ 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))
+ return COLLISION_AXIS_Y;
+ }
+ else if(relbox.MinEdge.Y > ysize)
+ {
+ return COLLISION_AXIS_NONE;
+ }
+ }
+ 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))
+ return COLLISION_AXIS_Y;
+ }
+ else if(relbox.MaxEdge.Y < 0)
+ {
+ return COLLISION_AXIS_NONE;
+ }
+ }
+
+ // NO else if here
+
+ 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))
+ return COLLISION_AXIS_Z;
+ }
+ //else if(relbox.MinEdge.Z > zsize)
+ //{
+ // return COLLISION_AXIS_NONE;
+ //}
+ }
+ 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))
+ return COLLISION_AXIS_Z;
+ }
+ //else if(relbox.MaxEdge.Z < 0)
+ //{
+ // return COLLISION_AXIS_NONE;
+ //}
+ }
+
+ return COLLISION_AXIS_NONE;
+}
+
+// Helper function:
+// Checks if moving the movingbox up by the given distance would hit a ceiling.
+bool wouldCollideWithCeiling(
+ const std::vector<NearbyCollisionInfo> &cinfo,
+ const aabb3f &movingbox,
+ f32 y_increase, f32 d)
{
+ //TimeTaker tt("wouldCollideWithCeiling");
+
+ assert(y_increase >= 0); // pre-condition
+
+ 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) &&
+ (movingbox.MinEdge.Z < staticbox.MaxEdge.Z) &&
+ (movingbox.MaxEdge.Z > staticbox.MinEdge.Z))
+ return true;
+ }
+
+ return false;
+}
+
+static inline void getNeighborConnectingFace(const v3s16 &p,
+ const NodeDefManager *nodedef, Map *map, MapNode n, int v, int *neighbors)
+{
+ MapNode n2 = map->getNode(p);
+ if (nodedef->nodeboxConnects(n, n2, v))
+ *neighbors |= v;
+}
+
+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,
+ bool collideWithObjects)
+{
+ static bool time_notification_done = false;
+ Map *map = &env->getMap();
+
+ ScopeProfiler sp(g_profiler, "collisionMoveSimple()", SPT_AVG);
+
collisionMoveResult result;
- v3f oldpos_f = pos_f;
- v3s16 oldpos_i = floatToInt(oldpos_f, BS);
+ /*
+ Calculate new velocity
+ */
+ if (dtime > 0.5f) {
+ if (!time_notification_done) {
+ time_notification_done = true;
+ infostream << "collisionMoveSimple: maximum step interval exceeded,"
+ " lost movement details!"<<std::endl;
+ }
+ dtime = 0.5f;
+ } else {
+ time_notification_done = false;
+ }
+ *speed_f += accel_f * dtime;
+
+ // If there is no speed, there are no collisions
+ 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);
/*
- Calculate new position
+ Collect node boxes in movement range
*/
- pos_f += speed_f * dtime;
+ std::vector<NearbyCollisionInfo> cinfo;
+ {
+ //TimeTaker tt2("collisionMoveSimple collect boxes");
+ 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) + 0.01f * 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;
+
+ 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->getNode(p, &is_position_valid);
+
+ if (is_position_valid && n.getContent() != CONTENT_IGNORE) {
+ // Object collides into walkable nodes
+
+ any_position_valid = true;
+ const NodeDefManager *nodedef = gamedef->getNodeDefManager();
+ const ContentFeatures &f = nodedef->get(n);
+
+ 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) {
+ 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);
+ }
+ 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);
+ 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;
+ }
+
+ } // tt2
+
+ if(collideWithObjects)
+ {
+ /* add object boxes to cinfo */
+
+ std::vector<ActiveObject*> objects;
+#ifndef SERVER
+ ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env);
+ if (c_env != 0) {
+ // 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, 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);
+ }
+ }
+ }
+ else
+#endif
+ {
+ ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
+ if (s_env != NULL) {
+ // 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);
+
+ 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);
+ }
+ }
+ }
+ }
+
+ for (std::vector<ActiveObject*>::const_iterator iter = objects.begin();
+ iter != objects.end(); ++iter) {
+ ActiveObject *object = *iter;
+
+ if (object) {
+ aabb3f object_collisionbox;
+ if (object->getCollisionBox(&object_collisionbox) &&
+ object->collideWithObjects()) {
+ cinfo.emplace_back(false, true, 0, v3s16(), object_collisionbox);
+ }
+ }
+ }
+ } //tt3
/*
Collision detection
*/
-
- // position in nodes
- v3s16 pos_i = floatToInt(pos_f, BS);
-
+
/*
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);
-
- /*
- Calculate collision box
- */
- core::aabbox3d<f32> box = box_0;
- box.MaxEdge += pos_f;
- box.MinEdge += pos_f;
- core::aabbox3d<f32> oldbox = box_0;
- oldbox.MaxEdge += oldpos_f;
- oldbox.MinEdge += oldpos_f;
- /*
- If the object lies on a walkable node, this is set to true.
- */
- result.touching_ground = false;
-
- /*
- Go through every node around the object
- */
- s16 min_x = (box_0.MinEdge.X / BS) - 2;
- s16 min_y = (box_0.MinEdge.Y / BS) - 2;
- s16 min_z = (box_0.MinEdge.Z / BS) - 2;
- s16 max_x = (box_0.MaxEdge.X / BS) + 1;
- s16 max_y = (box_0.MaxEdge.Y / BS) + 1;
- s16 max_z = (box_0.MaxEdge.Z / BS) + 1;
- for(s16 y = oldpos_i.Y + min_y; y <= oldpos_i.Y + max_y; y++)
- for(s16 z = oldpos_i.Z + min_z; z <= oldpos_i.Z + max_z; z++)
- for(s16 x = oldpos_i.X + min_x; x <= oldpos_i.X + max_x; x++)
- {
- try{
- // Object collides into walkable nodes
- MapNode n = map->getNode(v3s16(x,y,z));
- if(gamedef->getNodeDefManager()->get(n).walkable == false)
+ 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) {
+ // Avoid infinite loop
+ loopcount++;
+ if (loopcount >= 100) {
+ warningstream << "collisionMoveSimple: Loop count exceeded, aborting to avoid infiniite loop" << std::endl;
+ break;
+ }
+
+ aabb3f movingbox = box_0;
+ movingbox.MinEdge += *pos_f;
+ movingbox.MaxEdge += *pos_f;
+
+ 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++) {
+ 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;
+ CollisionAxis collided = axisAlignedCollision(box_info.box,
+ movingbox, *speed_f, d, &dtime_tmp);
+
+ if (collided == -1 || dtime_tmp >= nearest_dtime)
+ continue;
+
+ nearest_dtime = dtime_tmp;
+ nearest_collided = collided;
+ nearest_boxindex = boxindex;
}
- catch(InvalidPositionException &e)
- {
- // Doing nothing here will block the object from
- // walking over map borders
+
+ 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
+ } else {
+ // Otherwise, a collision occurred.
+ NearbyCollisionInfo &nearest_info = cinfo[nearest_boxindex];
+ const aabb3f& cbox = nearest_info.box;
+ // Check for stairs.
+ 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,
+ cbox.MaxEdge.Y - movingbox.MinEdge.Y,
+ d));
+
+ // Get bounce multiplier
+ 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 == COLLISION_AXIS_X)
+ pos_f->X += speed_f->X * nearest_dtime;
+ if (nearest_collided == COLLISION_AXIS_Y)
+ pos_f->Y += speed_f->Y * nearest_dtime;
+ if (nearest_collided == COLLISION_AXIS_Z)
+ pos_f->Z += speed_f->Z * nearest_dtime;
+ }
+ } else {
+ *pos_f += *speed_f * nearest_dtime;
+ dtime -= nearest_dtime;
+ }
+
+ bool is_collision = true;
+ if (nearest_info.is_unloaded)
+ is_collision = false;
+
+ CollisionInfo info;
+ if (nearest_info.is_object)
+ info.type = COLLISION_OBJECT;
+ else
+ info.type = COLLISION_NODE;
+
+ 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 == 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 == 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 == COLLISION_AXIS_Z) {
+ if (fabs(speed_f->Z) > BS * 3)
+ speed_f->Z *= bounce;
+ else
+ speed_f->Z = 0;
+ result.collides = true;
+ }
+
+ info.new_speed = *speed_f;
+ 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);
+ }
}
+ }
+
+ /*
+ 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;
- core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
-
/*
See if the object is touching ground.
Use 0.15*BS so that it is easier to get on a node.
*/
- if(
- //fabs(nodebox.MaxEdge.Y-box.MinEdge.Y) < d
- fabs(nodebox.MaxEdge.Y-box.MinEdge.Y) < 0.15*BS
- && nodebox.MaxEdge.X-d > box.MinEdge.X
- && nodebox.MinEdge.X+d < box.MaxEdge.X
- && nodebox.MaxEdge.Z-d > box.MinEdge.Z
- && nodebox.MinEdge.Z+d < box.MaxEdge.Z
- ){
- result.touching_ground = true;
- }
-
- // If object doesn't intersect with node, ignore node.
- if(box.intersectsWithBox(nodebox) == false)
- continue;
-
- /*
- Go through every axis
- */
- v3f dirs[3] = {
- v3f(0,0,1), // back-front
- v3f(0,1,0), // top-bottom
- v3f(1,0,0), // right-left
- };
- for(u16 i=0; i<3; i++)
- {
- /*
- Calculate values along the axis
- */
- f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
- f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
- f32 objectmax = box.MaxEdge.dotProduct(dirs[i]);
- f32 objectmin = box.MinEdge.dotProduct(dirs[i]);
- f32 objectmax_old = oldbox.MaxEdge.dotProduct(dirs[i]);
- f32 objectmin_old = oldbox.MinEdge.dotProduct(dirs[i]);
-
- /*
- Check collision for the axis.
- Collision happens when object is going through a surface.
- */
- bool negative_axis_collides =
- (nodemax > objectmin && nodemax <= objectmin_old + d
- && speed_f.dotProduct(dirs[i]) < 0);
- bool positive_axis_collides =
- (nodemin < objectmax && nodemin >= objectmax_old - d
- && speed_f.dotProduct(dirs[i]) > 0);
- bool main_axis_collides =
- negative_axis_collides || positive_axis_collides;
-
- /*
- Check overlap of object and node in other axes
- */
- bool other_axes_overlap = true;
- for(u16 j=0; j<3; j++)
- {
- if(j == i)
- continue;
- f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
- f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
- f32 objectmax = box.MaxEdge.dotProduct(dirs[j]);
- f32 objectmin = box.MinEdge.dotProduct(dirs[j]);
- if(!(nodemax - d > objectmin && nodemin + d < objectmax))
- {
- other_axes_overlap = false;
- break;
- }
- }
-
- /*
- If this is a collision, revert the pos_f in the main
- direction.
- */
- if(other_axes_overlap && main_axis_collides)
- {
- speed_f -= speed_f.dotProduct(dirs[i]) * dirs[i];
- pos_f -= pos_f.dotProduct(dirs[i]) * dirs[i];
- pos_f += oldpos_f.dotProduct(dirs[i]) * dirs[i];
- result.collides = true;
+ 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;
}
-
- }
- } // xyz
-
- return result;
-}
-
-collisionMoveResult collisionMovePrecise(Map *map, IGameDef *gamedef,
- f32 pos_max_d, const core::aabbox3d<f32> &box_0,
- f32 dtime, v3f &pos_f, v3f &speed_f)
-{
- collisionMoveResult final_result;
-
- // Maximum time increment (for collision detection etc)
- // time = distance / speed
- f32 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;
-
- // Don't allow overly huge dtime
- if(dtime > 2.0)
- dtime = 2.0;
-
- f32 dtime_downcount = dtime;
-
- u32 loopcount = 0;
- do
- {
- loopcount++;
+ if (std::fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15f * BS) {
+ result.touching_ground = true;
- f32 dtime_part;
- if(dtime_downcount > dtime_max_increment)
- {
- dtime_part = dtime_max_increment;
- dtime_downcount -= dtime_part;
+ if (box_info.is_object)
+ result.standing_on_object = true;
+ }
}
- 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, dtime_part, pos_f, speed_f);
-
- if(result.touching_ground)
- final_result.touching_ground = true;
- if(result.collides)
- final_result.collides = true;
}
- while(dtime_downcount > 0.001);
-
- return final_result;
+ return result;
}
-
-