X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fcollision.cpp;h=99874dbfd8c1337d71e9fb440687573ad446d00c;hb=86b19f284990304f5c8322040f277138333a3697;hp=21f14bec15565a7d9d51e9158f23ad6d1e67c4dc;hpb=eb2c19bbedecb5f42c946b0c14466abc0b109825;p=minetest.git diff --git a/src/collision.cpp b/src/collision.cpp index 21f14bec1..99874dbfd 100644 --- a/src/collision.cpp +++ b/src/collision.cpp @@ -18,12 +18,17 @@ with this program; if not, write to the Free Software Foundation, Inc., */ #include "collision.h" +#include #include "mapblock.h" #include "map.h" #include "nodedef.h" #include "gamedef.h" +#ifndef SERVER #include "clientenvironment.h" +#endif +#include "serverenvironment.h" #include "serverobject.h" +#include "util/timetaker.h" #include "profiler.h" // float error is 10 - 9.96875 = 0.03125 @@ -35,7 +40,6 @@ struct NearbyCollisionInfo { NearbyCollisionInfo(bool is_ul, bool is_obj, int bouncy, const v3s16 &pos, const aabb3f &box) : is_unloaded(is_ul), - is_step_up(false), is_object(is_obj), bouncy(bouncy), position(pos), @@ -43,7 +47,7 @@ struct NearbyCollisionInfo { {} bool is_unloaded; - bool is_step_up; + bool is_step_up = false; bool is_object; int bouncy; v3s16 position; @@ -185,9 +189,8 @@ bool wouldCollideWithCeiling( assert(y_increase >= 0); // pre-condition - for (std::vector::const_iterator it = cinfo.begin(); - it != cinfo.end(); ++it) { - const aabb3f &staticbox = it->box; + for (const auto &it : cinfo) { + const aabb3f &staticbox = it.box; if ((movingbox.MaxEdge.Y - d <= staticbox.MinEdge.Y) && (movingbox.MaxEdge.Y + y_increase > staticbox.MinEdge.Y) && (movingbox.MinEdge.X < staticbox.MaxEdge.X) && @@ -200,8 +203,8 @@ bool wouldCollideWithCeiling( return false; } -static inline void getNeighborConnectingFace(v3s16 p, INodeDefManager *nodedef, - Map *map, MapNode n, int v, int *neighbors) +static inline void getNeighborConnectingFace(const v3s16 &p, + const NodeDefManager *nodedef, Map *map, MapNode n, int v, int *neighbors) { MapNode n2 = map->getNodeNoEx(p); if (nodedef->nodeboxConnects(n, n2, v)) @@ -225,13 +228,13 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, /* Calculate new velocity */ - if (dtime > 0.5) { + if (dtime > 0.5f) { if (!time_notification_done) { time_notification_done = true; infostream << "collisionMoveSimple: maximum step interval exceeded," " lost movement details!"< cinfo; { //TimeTaker tt2("collisionMoveSimple collect boxes"); - ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG); + ScopeProfiler sp2(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG); - v3s16 oldpos_i = floatToInt(*pos_f, BS); - v3s16 newpos_i = floatToInt(*pos_f + *speed_f * dtime, BS); - s16 min_x = MYMIN(oldpos_i.X, newpos_i.X) + (box_0.MinEdge.X / BS) - 1; - s16 min_y = MYMIN(oldpos_i.Y, newpos_i.Y) + (box_0.MinEdge.Y / BS) - 1; - s16 min_z = MYMIN(oldpos_i.Z, newpos_i.Z) + (box_0.MinEdge.Z / BS) - 1; - s16 max_x = MYMAX(oldpos_i.X, newpos_i.X) + (box_0.MaxEdge.X / BS) + 1; - s16 max_y = MYMAX(oldpos_i.Y, newpos_i.Y) + (box_0.MaxEdge.Y / BS) + 1; - s16 max_z = MYMAX(oldpos_i.Z, newpos_i.Z) + (box_0.MaxEdge.Z / BS) + 1; + v3f newpos_f = *pos_f + *speed_f * dtime; + v3f minpos_f( + MYMIN(pos_f->X, newpos_f.X), + MYMIN(pos_f->Y, newpos_f.Y) + 0.01f * BS, // bias rounding, player often at +/-n.5 + MYMIN(pos_f->Z, newpos_f.Z) + ); + v3f maxpos_f( + MYMAX(pos_f->X, newpos_f.X), + MYMAX(pos_f->Y, newpos_f.Y), + MYMAX(pos_f->Z, newpos_f.Z) + ); + v3s16 min = floatToInt(minpos_f + box_0.MinEdge, BS) - v3s16(1, 1, 1); + v3s16 max = floatToInt(maxpos_f + box_0.MaxEdge, BS) + v3s16(1, 1, 1); bool any_position_valid = false; - for(s16 x = min_x; x <= max_x; x++) - for(s16 y = min_y; y <= max_y; y++) - for(s16 z = min_z; z <= max_z; z++) - { - v3s16 p(x,y,z); - + v3s16 p; + for (p.X = min.X; p.X <= max.X; p.X++) + 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); - if (is_position_valid) { + if (is_position_valid && n.getContent() != CONTENT_IGNORE) { // Object collides into walkable nodes any_position_valid = true; - INodeDefManager *nodedef = gamedef->getNodeDefManager(); + const NodeDefManager *nodedef = gamedef->getNodeDefManager(); const ContentFeatures &f = nodedef->get(n); - if(f.walkable == false) + + if (!f.walkable) continue; + int n_bouncy_value = itemgroup_get(f.groups, "bouncy"); int neighbors = 0; - if (f.drawtype == NDT_NODEBOX && f.node_box.type == NODEBOX_CONNECTED) { + if (f.drawtype == NDT_NODEBOX && + f.node_box.type == NODEBOX_CONNECTED) { v3s16 p2 = p; p2.Y++; @@ -313,25 +322,26 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, } std::vector nodeboxes; n.getCollisionBoxes(gamedef->ndef(), &nodeboxes, neighbors); - for(std::vector::iterator - i = nodeboxes.begin(); - i != nodeboxes.end(); ++i) - { - aabb3f box = *i; - box.MinEdge += v3f(x, y, z)*BS; - box.MaxEdge += v3f(x, y, z)*BS; - cinfo.push_back(NearbyCollisionInfo(false, - false, n_bouncy_value, p, box)); + + // Calculate float position only once + v3f posf = intToFloat(p, BS); + for (auto box : nodeboxes) { + 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.push_back(NearbyCollisionInfo(true, false, 0, p, box)); + cinfo.emplace_back(true, false, 0, p, box); } } // 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; @@ -341,7 +351,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, if(collideWithObjects) { - ScopeProfiler sp(g_profiler, "collisionMoveSimple objects avg", SPT_AVG); + ScopeProfiler sp2(g_profiler, "collisionMoveSimple objects avg", SPT_AVG); //TimeTaker tt3("collisionMoveSimple collect object boxes"); /* add object boxes to cinfo */ @@ -352,10 +362,10 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, if (c_env != 0) { f32 distance = speed_f->getLength(); std::vector clientobjects; - c_env->getActiveObjects(*pos_f, distance * 1.5, clientobjects); - for (size_t i=0; i < clientobjects.size(); i++) { - if ((self == 0) || (self != clientobjects[i].obj)) { - objects.push_back((ActiveObject*)clientobjects[i].obj); + c_env->getActiveObjects(*pos_f, distance * 1.5f, clientobjects); + for (auto &clientobject : clientobjects) { + if (!self || (self != clientobject.obj)) { + objects.push_back((ActiveObject*) clientobject.obj); } } } @@ -366,10 +376,10 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, if (s_env != NULL) { f32 distance = speed_f->getLength(); std::vector s_objects; - s_env->getObjectsInsideRadius(s_objects, *pos_f, distance * 1.5); - for (std::vector::iterator iter = s_objects.begin(); iter != s_objects.end(); ++iter) { - ServerActiveObject *current = s_env->getActiveObject(*iter); - if ((self == 0) || (self != current)) { + s_env->getObjectsInsideRadius(s_objects, *pos_f, distance * 1.5f); + for (u16 obj_id : s_objects) { + ServerActiveObject *current = s_env->getActiveObject(obj_id); + if (!self || (self != current)) { objects.push_back((ActiveObject*)current); } } @@ -380,11 +390,11 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, iter != objects.end(); ++iter) { ActiveObject *object = *iter; - if (object != NULL) { + if (object) { aabb3f object_collisionbox; if (object->getCollisionBox(&object_collisionbox) && object->collideWithObjects()) { - cinfo.push_back(NearbyCollisionInfo(false, true, 0, v3s16(), object_collisionbox)); + cinfo.emplace_back(false, true, 0, v3s16(), object_collisionbox); } } } @@ -398,7 +408,7 @@ 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 * 1.1; + f32 d = pos_max_d * 1.1f; // A fairly large value in here makes moving smoother //f32 d = 0.15*BS; @@ -407,9 +417,9 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, int loopcount = 0; - while(dtime > BS * 1e-10) { + while(dtime > BS * 1e-10f) { //TimeTaker tt3("collisionMoveSimple dtime loop"); - ScopeProfiler sp(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG); + ScopeProfiler sp2(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG); // Avoid infinite loop loopcount++; @@ -430,7 +440,7 @@ 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; @@ -465,8 +475,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, d)); // Get bounce multiplier - bool bouncy = (nearest_info.bouncy >= 1); - float bounce = -(float)nearest_info.bouncy / 100.0; + float bounce = -(float)nearest_info.bouncy / 100.0f; // Move to the point of collision and reduce dtime by nearest_dtime if (nearest_dtime < 0) { @@ -495,7 +504,6 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, info.type = COLLISION_NODE; info.node_p = nearest_info.position; - info.bouncy = bouncy; info.old_speed = *speed_f; // Set the speed component that caused the collision to zero @@ -509,7 +517,6 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, else speed_f->X = 0; result.collides = true; - result.collides_xz = true; } else if (nearest_collided == 1) { // Y if(fabs(speed_f->Y) > BS * 3) speed_f->Y *= bounce; @@ -522,11 +529,10 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, else speed_f->Z = 0; result.collides = true; - result.collides_xz = true; } info.new_speed = *speed_f; - if (info.new_speed.getDistanceFrom(info.old_speed) < 0.1 * BS) + if (info.new_speed.getDistanceFrom(info.old_speed) < 0.1f * BS) is_collision = false; if (is_collision) { @@ -541,8 +547,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, aabb3f box = box_0; box.MinEdge += *pos_f; box.MaxEdge += *pos_f; - for (u32 boxindex = 0; boxindex < cinfo.size(); boxindex++) { - NearbyCollisionInfo &box_info = cinfo[boxindex]; + for (const auto &box_info : cinfo) { const aabb3f &cbox = box_info.box; /* @@ -563,13 +568,11 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, box.MinEdge += *pos_f; box.MaxEdge += *pos_f; } - if (fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15 * BS) { + if (std::fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15f * BS) { result.touching_ground = true; if (box_info.is_object) result.standing_on_object = true; - if (box_info.is_unloaded) - result.standing_on_unloaded = true; } } }