CollisionType type = COLLISION_NODE;
CollisionAxis axis = COLLISION_AXIS_NONE;
v3s16 node_p = v3s16(-32768,-32768,-32768); // COLLISION_NODE
+ ActiveObject *object = nullptr; // COLLISION_OBJECT
v3f old_speed;
v3f new_speed;
int plane = -1;
// dtime receives time until first collision, invalid if -1 is returned
CollisionAxis axisAlignedCollision(
const aabb3f &staticbox, const aabb3f &movingbox,
- const v3f &speed, f32 d, f32 *dtime);
+ const v3f &speed, f32 *dtime);
// Helper function:
// Checks if moving the movingbox up by the given distance would hit a ceiling.