]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/collision.h
Mgv7, mgflat, mgfractal: Tunnel generation code optimisation
[dragonfireclient.git] / src / collision.h
index 38cc3efb39c00149772f1b077ad7aabe28b18b02..1ceaba81c802752859f94da7c091faad90a63a33 100644 (file)
@@ -25,10 +25,13 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 class Map;
 class IGameDef;
+class Environment;
+class ActiveObject;
 
 enum CollisionType
 {
-       COLLISION_NODE
+       COLLISION_NODE,
+       COLLISION_OBJECT,
 };
 
 struct CollisionInfo
@@ -54,30 +57,25 @@ struct collisionMoveResult
        bool collides;
        bool collides_xz;
        bool standing_on_unloaded;
+       bool standing_on_object;
        std::vector<CollisionInfo> collisions;
 
        collisionMoveResult():
                touching_ground(false),
                collides(false),
                collides_xz(false),
-               standing_on_unloaded(false)
+               standing_on_unloaded(false),
+               standing_on_object(false)
        {}
 };
 
 // Moves using a single iteration; speed should not exceed pos_max_d/dtime
-collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
+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);
-
-#if 0
-// This doesn't seem to work and isn't used
-// Moves using as many iterations as needed
-collisionMoveResult collisionMovePrecise(Map *map, IGameDef *gamedef,
-               f32 pos_max_d, const aabb3f &box_0,
-               f32 stepheight, f32 dtime,
-               v3f &pos_f, v3f &speed_f, v3f &accel_f);
-#endif
+               v3f *pos_f, v3f *speed_f,
+               v3f accel_f, ActiveObject *self=NULL,
+               bool collideWithObjects=true);
 
 // Helper function:
 // Checks for collision of a moving aabbox with a static aabbox
@@ -85,7 +83,7 @@ collisionMoveResult collisionMovePrecise(Map *map, IGameDef *gamedef,
 // dtime receives time until first collision, invalid if -1 is returned
 int axisAlignedCollision(
                const aabb3f &staticbox, const aabb3f &movingbox,
-               const v3f &speed, f32 d, f32 &dtime);
+               const v3f &speed, f32 d, f32 *dtime);
 
 // Helper function:
 // Checks if moving the movingbox up by the given distance would hit a ceiling.