]> git.lizzy.rs Git - minetest.git/blobdiff - src/collision.cpp
Add limit parameter to decompressZlib
[minetest.git] / src / collision.cpp
index 6edae1efce2f08c19ab4a5d42e271d50473149f7..cb81c15fe1b2527f5ef52c37add5e0db274f31c8 100644 (file)
@@ -18,12 +18,13 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 */
 
 #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"
@@ -58,7 +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)
 {
@@ -85,11 +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
@@ -100,11 +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;
                }
        }
 
@@ -118,11 +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
@@ -133,11 +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;
                }
        }
 
@@ -151,11 +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
@@ -166,15 +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:
@@ -205,7 +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;
 }
@@ -219,8 +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;
 
@@ -254,7 +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(
@@ -277,9 +278,9 @@ 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) {
+               if (is_position_valid && n.getContent() != CONTENT_IGNORE) {
                        // Object collides into walkable nodes
 
                        any_position_valid = true;
@@ -321,13 +322,17 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                        }
                        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 += intToFloat(p, BS);
-                               box.MaxEdge += intToFloat(p, BS);
+                               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.emplace_back(true, false, 0, p, box);
                }
@@ -335,6 +340,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
 
        // 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;
@@ -344,20 +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);
                                }
                        }
@@ -367,12 +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);
                                        }
                                }
@@ -401,19 +415,15 @@ 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 = 0.01f;  // 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) {
@@ -425,7 +435,7 @@ 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;
 
@@ -433,14 +443,14 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                        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)
@@ -451,7 +461,7 @@ 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
@@ -460,7 +470,7 @@ 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,
@@ -474,11 +484,11 @@ 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 {
@@ -498,25 +508,26 @@ 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
@@ -529,6 +540,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                                is_collision = false;
 
                        if (is_collision) {
+                               info.axis = nearest_collided;
                                result.collisions.push_back(info);
                        }
                }
@@ -561,7 +573,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
                                box.MinEdge += *pos_f;
                                box.MaxEdge += *pos_f;
                        }
-                       if (fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15f * BS) {
+                       if (std::fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15f * BS) {
                                result.touching_ground = true;
 
                                if (box_info.is_object)