CollisionType type = COLLISION_NODE;
CollisionAxis axis = COLLISION_AXIS_NONE;
- v3s16 node_p = v3s16(-32768, -32768, -32768); // COLLISION_NODE
- ActiveObject *object = nullptr; // COLLISION_OBJECT
+ v3s16 node_p = v3s16(-32768,-32768,-32768); // COLLISION_NODE
+ ActiveObject *object = nullptr; // COLLISION_OBJECT
v3f old_speed;
v3f new_speed;
int plane = -1;
};
// 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, ActiveObject *self = NULL,
- bool collideWithObjects = true, bool jesus = false);
+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=NULL,
+ bool collideWithObjects=true, bool jesus=false);
// 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
-CollisionAxis axisAlignedCollision(const aabb3f &staticbox, const aabb3f &movingbox,
+CollisionAxis axisAlignedCollision(
+ const aabb3f &staticbox, const aabb3f &movingbox,
const v3f &speed, f32 *dtime);
// Helper function:
// Checks if moving the movingbox up by the given distance would hit a ceiling.
-bool wouldCollideWithCeiling(const std::vector<aabb3f> &staticboxes,
- const aabb3f &movingbox, f32 y_increase, f32 d);
+bool wouldCollideWithCeiling(
+ const std::vector<aabb3f> &staticboxes,
+ const aabb3f &movingbox,
+ f32 y_increase, f32 d);