51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
-#ifndef COLLISION_HEADER
-#define COLLISION_HEADER
+#pragma once
#include "irrlichttypes_bloated.h"
#include <vector>
class Map;
class IGameDef;
class Environment;
+class ActiveObject;
enum CollisionType
{
COLLISION_OBJECT,
};
+enum CollisionAxis
+{
+ COLLISION_AXIS_NONE = -1,
+ COLLISION_AXIS_X,
+ COLLISION_AXIS_Y,
+ COLLISION_AXIS_Z,
+};
+
struct CollisionInfo
{
- enum CollisionType type;
- v3s16 node_p; // COLLISION_NODE
- bool bouncy;
+ CollisionInfo() = default;
+
+ CollisionType type = COLLISION_NODE;
+ CollisionAxis axis = COLLISION_AXIS_NONE;
+ v3s16 node_p = v3s16(-32768,-32768,-32768); // COLLISION_NODE
v3f old_speed;
v3f new_speed;
-
- CollisionInfo():
- type(COLLISION_NODE),
- node_p(-32768,-32768,-32768),
- bouncy(false),
- old_speed(0,0,0),
- new_speed(0,0,0)
- {}
+ int plane = -1;
};
struct collisionMoveResult
{
- bool touching_ground;
- bool collides;
- bool collides_xz;
- bool standing_on_unloaded;
- std::vector<CollisionInfo> collisions;
+ collisionMoveResult() = default;
- collisionMoveResult():
- touching_ground(false),
- collides(false),
- collides_xz(false),
- standing_on_unloaded(false)
- {}
+ bool touching_ground = false;
+ bool collides = false;
+ bool standing_on_object = false;
+ std::vector<CollisionInfo> collisions;
};
// Moves using a single iteration; speed should not exceed pos_max_d/dtime
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
// Returns -1 if no collision, 0 if X collision, 1 if Y collision, 2 if Z collision
// dtime receives time until first collision, invalid if -1 is returned
-int axisAlignedCollision(
+CollisionAxis 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.
const std::vector<aabb3f> &staticboxes,
const aabb3f &movingbox,
f32 y_increase, f32 d);
-
-
-#endif
-