X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fcollision.cpp;h=99874dbfd8c1337d71e9fb440687573ad446d00c;hb=86b19f284990304f5c8322040f277138333a3697;hp=58517b779444f6e6ec9a9504ce2af521b8e88553;hpb=6d0ea26c2d62c3774ff384cf1bfc2a3372b49a3b;p=minetest.git diff --git a/src/collision.cpp b/src/collision.cpp index 58517b779..99874dbfd 100644 --- a/src/collision.cpp +++ b/src/collision.cpp @@ -18,29 +18,56 @@ 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" -#include "log.h" -#include +#ifndef SERVER +#include "clientenvironment.h" +#endif +#include "serverenvironment.h" +#include "serverobject.h" #include "util/timetaker.h" -#include "main.h" // g_profiler #include "profiler.h" +// float error is 10 - 9.96875 = 0.03125 +//#define COLL_ZERO 0.032 // broken unit tests +#define COLL_ZERO 0 + + +struct NearbyCollisionInfo { + NearbyCollisionInfo(bool is_ul, bool is_obj, int bouncy, + const v3s16 &pos, const aabb3f &box) : + is_unloaded(is_ul), + is_object(is_obj), + bouncy(bouncy), + position(pos), + box(box) + {} + + bool is_unloaded; + bool is_step_up = false; + bool is_object; + int bouncy; + v3s16 position; + aabb3f box; +}; + + // 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 // The time after which the collision occurs is stored in dtime. int axisAlignedCollision( const aabb3f &staticbox, const aabb3f &movingbox, - const v3f &speed, f32 d, f32 &dtime) + const v3f &speed, f32 d, f32 *dtime) { //TimeTaker tt("axisAlignedCollision"); - f32 xsize = (staticbox.MaxEdge.X - staticbox.MinEdge.X); - f32 ysize = (staticbox.MaxEdge.Y - staticbox.MinEdge.Y); - f32 zsize = (staticbox.MaxEdge.Z - staticbox.MinEdge.Z); + f32 xsize = (staticbox.MaxEdge.X - staticbox.MinEdge.X) - COLL_ZERO; // reduce box size for solve collision stuck (flying sand) + f32 ysize = (staticbox.MaxEdge.Y - staticbox.MinEdge.Y); // - COLL_ZERO; // Y - no sense for falling, but maybe try later + f32 zsize = (staticbox.MaxEdge.Z - staticbox.MinEdge.Z) - COLL_ZERO; aabb3f relbox( movingbox.MinEdge.X - staticbox.MinEdge.X, @@ -53,13 +80,12 @@ int axisAlignedCollision( if(speed.X > 0) // Check for collision with X- plane { - if(relbox.MaxEdge.X <= d) - { - dtime = - relbox.MaxEdge.X / speed.X; - if((relbox.MinEdge.Y + speed.Y * dtime < ysize) && - (relbox.MaxEdge.Y + speed.Y * dtime > 0) && - (relbox.MinEdge.Z + speed.Z * dtime < zsize) && - (relbox.MaxEdge.Z + speed.Z * dtime > 0)) + if (relbox.MaxEdge.X <= d) { + *dtime = -relbox.MaxEdge.X / speed.X; + if ((relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) && + (relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO) && + (relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) && + (relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO)) return 0; } else if(relbox.MinEdge.X > xsize) @@ -69,13 +95,12 @@ int axisAlignedCollision( } else if(speed.X < 0) // Check for collision with X+ plane { - if(relbox.MinEdge.X >= xsize - d) - { - dtime = (xsize - relbox.MinEdge.X) / speed.X; - if((relbox.MinEdge.Y + speed.Y * dtime < ysize) && - (relbox.MaxEdge.Y + speed.Y * dtime > 0) && - (relbox.MinEdge.Z + speed.Z * dtime < zsize) && - (relbox.MaxEdge.Z + speed.Z * dtime > 0)) + if (relbox.MinEdge.X >= xsize - d) { + *dtime = (xsize - relbox.MinEdge.X) / speed.X; + if ((relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) && + (relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO) && + (relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) && + (relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO)) return 0; } else if(relbox.MaxEdge.X < 0) @@ -88,13 +113,12 @@ int axisAlignedCollision( if(speed.Y > 0) // Check for collision with Y- plane { - if(relbox.MaxEdge.Y <= d) - { - dtime = - relbox.MaxEdge.Y / speed.Y; - if((relbox.MinEdge.X + speed.X * dtime < xsize) && - (relbox.MaxEdge.X + speed.X * dtime > 0) && - (relbox.MinEdge.Z + speed.Z * dtime < zsize) && - (relbox.MaxEdge.Z + speed.Z * dtime > 0)) + if (relbox.MaxEdge.Y <= d) { + *dtime = -relbox.MaxEdge.Y / speed.Y; + if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) && + (relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) && + (relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) && + (relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO)) return 1; } else if(relbox.MinEdge.Y > ysize) @@ -104,13 +128,12 @@ int axisAlignedCollision( } else if(speed.Y < 0) // Check for collision with Y+ plane { - if(relbox.MinEdge.Y >= ysize - d) - { - dtime = (ysize - relbox.MinEdge.Y) / speed.Y; - if((relbox.MinEdge.X + speed.X * dtime < xsize) && - (relbox.MaxEdge.X + speed.X * dtime > 0) && - (relbox.MinEdge.Z + speed.Z * dtime < zsize) && - (relbox.MaxEdge.Z + speed.Z * dtime > 0)) + if (relbox.MinEdge.Y >= ysize - d) { + *dtime = (ysize - relbox.MinEdge.Y) / speed.Y; + if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) && + (relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) && + (relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) && + (relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO)) return 1; } else if(relbox.MaxEdge.Y < 0) @@ -123,13 +146,12 @@ int axisAlignedCollision( if(speed.Z > 0) // Check for collision with Z- plane { - if(relbox.MaxEdge.Z <= d) - { - dtime = - relbox.MaxEdge.Z / speed.Z; - if((relbox.MinEdge.X + speed.X * dtime < xsize) && - (relbox.MaxEdge.X + speed.X * dtime > 0) && - (relbox.MinEdge.Y + speed.Y * dtime < ysize) && - (relbox.MaxEdge.Y + speed.Y * dtime > 0)) + if (relbox.MaxEdge.Z <= d) { + *dtime = -relbox.MaxEdge.Z / speed.Z; + if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) && + (relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) && + (relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) && + (relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO)) return 2; } //else if(relbox.MinEdge.Z > zsize) @@ -139,13 +161,12 @@ int axisAlignedCollision( } else if(speed.Z < 0) // Check for collision with Z+ plane { - if(relbox.MinEdge.Z >= zsize - d) - { - dtime = (zsize - relbox.MinEdge.Z) / speed.Z; - if((relbox.MinEdge.X + speed.X * dtime < xsize) && - (relbox.MaxEdge.X + speed.X * dtime > 0) && - (relbox.MinEdge.Y + speed.Y * dtime < ysize) && - (relbox.MaxEdge.Y + speed.Y * dtime > 0)) + if (relbox.MinEdge.Z >= zsize - d) { + *dtime = (zsize - relbox.MinEdge.Z) / speed.Z; + if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) && + (relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) && + (relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) && + (relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO)) return 2; } //else if(relbox.MaxEdge.Z < 0) @@ -160,20 +181,17 @@ int axisAlignedCollision( // Helper function: // Checks if moving the movingbox up by the given distance would hit a ceiling. bool wouldCollideWithCeiling( - const std::vector &staticboxes, + const std::vector &cinfo, const aabb3f &movingbox, f32 y_increase, f32 d) { //TimeTaker tt("wouldCollideWithCeiling"); - assert(y_increase >= 0); + assert(y_increase >= 0); // pre-condition - for(std::vector::const_iterator - i = staticboxes.begin(); - i != staticboxes.end(); i++) - { - const aabb3f& staticbox = *i; - if((movingbox.MaxEdge.Y - d <= staticbox.MinEdge.Y) && + 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) && (movingbox.MaxEdge.X > staticbox.MinEdge.X) && @@ -185,96 +203,202 @@ bool wouldCollideWithCeiling( return false; } +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)) + *neighbors |= v; +} -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) + v3f *pos_f, v3f *speed_f, + v3f accel_f, ActiveObject *self, + bool collideWithObjects) { + static bool time_notification_done = false; + Map *map = &env->getMap(); //TimeTaker tt("collisionMoveSimple"); - ScopeProfiler sp(g_profiler, "collisionMoveSimple avg", SPT_AVG); + ScopeProfiler sp(g_profiler, "collisionMoveSimple avg", SPT_AVG); collisionMoveResult result; /* Calculate new velocity */ - if( dtime > 0.5 ) { - infostream<<"collisionMoveSimple: WARNING: maximum step interval exceeded, lost movement details!"< 0.5f) { + if (!time_notification_done) { + time_notification_done = true; + infostream << "collisionMoveSimple: maximum step interval exceeded," + " lost movement details!"<getLength() == 0) return result; + // Limit speed for avoiding hangs + speed_f->Y = rangelim(speed_f->Y, -5000, 5000); + speed_f->X = rangelim(speed_f->X, -5000, 5000); + speed_f->Z = rangelim(speed_f->Z, -5000, 5000); + /* Collect node boxes in movement range */ - std::vector cboxes; - std::vector is_unloaded; - std::vector is_step_up; - std::vector bouncy_values; - std::vector node_positions; + std::vector cinfo; { //TimeTaker tt2("collisionMoveSimple collect boxes"); - ScopeProfiler sp(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; - - 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); - try{ + ScopeProfiler sp2(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG); + + 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; + + 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 && n.getContent() != CONTENT_IGNORE) { // Object collides into walkable nodes - MapNode n = map->getNode(p); - const ContentFeatures &f = gamedef->getNodeDefManager()->get(n); - if(f.walkable == false) + + any_position_valid = true; + const NodeDefManager *nodedef = gamedef->getNodeDefManager(); + const ContentFeatures &f = nodedef->get(n); + + if (!f.walkable) continue; + int n_bouncy_value = itemgroup_get(f.groups, "bouncy"); - std::vector nodeboxes = n.getNodeBoxes(gamedef->ndef()); - 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; - cboxes.push_back(box); - is_unloaded.push_back(false); - is_step_up.push_back(false); - bouncy_values.push_back(n_bouncy_value); - node_positions.push_back(p); + int neighbors = 0; + if (f.drawtype == NDT_NODEBOX && + f.node_box.type == NODEBOX_CONNECTED) { + v3s16 p2 = p; + + p2.Y++; + getNeighborConnectingFace(p2, nodedef, map, n, 1, &neighbors); + + p2 = p; + p2.Y--; + getNeighborConnectingFace(p2, nodedef, map, n, 2, &neighbors); + + p2 = p; + p2.Z--; + getNeighborConnectingFace(p2, nodedef, map, n, 4, &neighbors); + + p2 = p; + p2.X--; + getNeighborConnectingFace(p2, nodedef, map, n, 8, &neighbors); + + p2 = p; + p2.Z++; + getNeighborConnectingFace(p2, nodedef, map, n, 16, &neighbors); + + p2 = p; + p2.X++; + getNeighborConnectingFace(p2, nodedef, map, n, 32, &neighbors); } - } - catch(InvalidPositionException &e) - { - // Collide with unloaded nodes + std::vector nodeboxes; + n.getCollisionBoxes(gamedef->ndef(), &nodeboxes, neighbors); + + // 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 (position invalid) and loaded + // CONTENT_IGNORE nodes (position valid) aabb3f box = getNodeBox(p, BS); - cboxes.push_back(box); - is_unloaded.push_back(true); - is_step_up.push_back(false); - bouncy_values.push_back(0); - node_positions.push_back(p); + 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; + } + } // tt2 - assert(cboxes.size() == is_unloaded.size()); - assert(cboxes.size() == is_step_up.size()); - assert(cboxes.size() == bouncy_values.size()); - assert(cboxes.size() == node_positions.size()); + if(collideWithObjects) + { + ScopeProfiler sp2(g_profiler, "collisionMoveSimple objects avg", SPT_AVG); + //TimeTaker tt3("collisionMoveSimple collect object boxes"); + + /* add object boxes to cinfo */ + + std::vector objects; +#ifndef SERVER + ClientEnvironment *c_env = dynamic_cast(env); + if (c_env != 0) { + f32 distance = speed_f->getLength(); + std::vector clientobjects; + c_env->getActiveObjects(*pos_f, distance * 1.5f, clientobjects); + for (auto &clientobject : clientobjects) { + if (!self || (self != clientobject.obj)) { + objects.push_back((ActiveObject*) clientobject.obj); + } + } + } + else +#endif + { + ServerEnvironment *s_env = dynamic_cast(env); + if (s_env != NULL) { + f32 distance = speed_f->getLength(); + std::vector s_objects; + 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); + } + } + } + } + + for (std::vector::const_iterator iter = objects.begin(); + iter != objects.end(); ++iter) { + ActiveObject *object = *iter; + + if (object) { + aabb3f object_collisionbox; + if (object->getCollisionBox(&object_collisionbox) && + object->collideWithObjects()) { + cinfo.emplace_back(false, true, 0, v3s16(), object_collisionbox); + } + } + } + } //tt3 /* Collision detection @@ -284,52 +408,49 @@ collisionMoveResult collisionMoveSimple(Map *map, 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; // This should always apply, otherwise there are glitches - assert(d > pos_max_d); + assert(d > pos_max_d); // invariant 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++; - if(loopcount >= 100) - { - infostream<<"collisionMoveSimple: WARNING: Loop count exceeded, aborting to avoid infiniite loop"<= 100) { + warningstream << "collisionMoveSimple: Loop count exceeded, aborting to avoid infiniite loop" << std::endl; break; } aabb3f movingbox = box_0; - movingbox.MinEdge += pos_f; - movingbox.MaxEdge += pos_f; + movingbox.MinEdge += *pos_f; + movingbox.MaxEdge += *pos_f; int nearest_collided = -1; f32 nearest_dtime = dtime; - u32 nearest_boxindex = -1; + int nearest_boxindex = -1; /* Go through every nodebox, find nearest collision */ - for(u32 boxindex = 0; boxindex < cboxes.size(); boxindex++) - { + for (u32 boxindex = 0; boxindex < cinfo.size(); boxindex++) { + const NearbyCollisionInfo &box_info = cinfo[boxindex]; // Ignore if already stepped up this nodebox. - if(is_step_up[boxindex]) + if (box_info.is_step_up) continue; // Find nearest collision of the two boxes (raytracing-like) f32 dtime_tmp; - int collided = axisAlignedCollision( - cboxes[boxindex], movingbox, speed_f, d, dtime_tmp); + int collided = axisAlignedCollision(box_info.box, + movingbox, *speed_f, d, &dtime_tmp); - if(collided == -1 || dtime_tmp >= nearest_dtime) + if (collided == -1 || dtime_tmp >= nearest_dtime) continue; nearest_dtime = dtime_tmp; @@ -337,99 +458,84 @@ collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef, nearest_boxindex = boxindex; } - if(nearest_collided == -1) - { + if (nearest_collided == -1) { // No collision with any collision box. - pos_f += speed_f * dtime; + *pos_f += *speed_f * dtime; dtime = 0; // Set to 0 to avoid "infinite" loop due to small FP numbers - } - else - { + } else { // Otherwise, a collision occurred. - - const aabb3f& cbox = cboxes[nearest_boxindex]; - + NearbyCollisionInfo &nearest_info = cinfo[nearest_boxindex]; + const aabb3f& cbox = nearest_info.box; // Check for stairs. bool step_up = (nearest_collided != 1) && // must not be Y direction (movingbox.MinEdge.Y < cbox.MaxEdge.Y) && (movingbox.MinEdge.Y + stepheight > cbox.MaxEdge.Y) && - (!wouldCollideWithCeiling(cboxes, movingbox, + (!wouldCollideWithCeiling(cinfo, movingbox, cbox.MaxEdge.Y - movingbox.MinEdge.Y, d)); // Get bounce multiplier - bool bouncy = (bouncy_values[nearest_boxindex] >= 1); - float bounce = -(float)bouncy_values[nearest_boxindex] / 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) - { + if (nearest_dtime < 0) { // Handle negative nearest_dtime (can be caused by the d allowance) - if(!step_up) - { - if(nearest_collided == 0) - pos_f.X += speed_f.X * nearest_dtime; - if(nearest_collided == 1) - pos_f.Y += speed_f.Y * nearest_dtime; - if(nearest_collided == 2) - pos_f.Z += speed_f.Z * nearest_dtime; + if (!step_up) { + if (nearest_collided == 0) + pos_f->X += speed_f->X * nearest_dtime; + if (nearest_collided == 1) + pos_f->Y += speed_f->Y * nearest_dtime; + if (nearest_collided == 2) + pos_f->Z += speed_f->Z * nearest_dtime; } - } - else - { - pos_f += speed_f * nearest_dtime; + } else { + *pos_f += *speed_f * nearest_dtime; dtime -= nearest_dtime; } - + bool is_collision = true; - if(is_unloaded[nearest_boxindex]) + if (nearest_info.is_unloaded) is_collision = false; CollisionInfo info; - info.type = COLLISION_NODE; - info.node_p = node_positions[nearest_boxindex]; - info.bouncy = bouncy; - info.old_speed = speed_f; + if (nearest_info.is_object) + info.type = COLLISION_OBJECT; + else + info.type = COLLISION_NODE; + + info.node_p = nearest_info.position; + info.old_speed = *speed_f; // Set the speed component that caused the collision to zero - if(step_up) - { + if (step_up) { // Special case: Handle stairs - is_step_up[nearest_boxindex] = true; + nearest_info.is_step_up = true; is_collision = false; - } - else if(nearest_collided == 0) // X - { - if(fabs(speed_f.X) > BS*3) - speed_f.X *= bounce; + } else if (nearest_collided == 0) { // X + if (fabs(speed_f->X) > BS * 3) + speed_f->X *= bounce; else - speed_f.X = 0; + 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; + } else if (nearest_collided == 1) { // Y + if(fabs(speed_f->Y) > BS * 3) + speed_f->Y *= bounce; else - speed_f.Y = 0; + speed_f->Y = 0; result.collides = true; - } - else if(nearest_collided == 2) // Z - { - if(fabs(speed_f.Z) > BS*3) - speed_f.Z *= bounce; + } else if (nearest_collided == 2) { // Z + if (fabs(speed_f->Z) > BS * 3) + speed_f->Z *= bounce; else - speed_f.Z = 0; + 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) + info.new_speed = *speed_f; + if (info.new_speed.getDistanceFrom(info.old_speed) < 0.1f * BS) is_collision = false; - if(is_collision){ + if (is_collision) { result.collisions.push_back(info); } } @@ -439,11 +545,10 @@ collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef, Final touches: Check if standing on ground, step up stairs. */ aabb3f box = box_0; - box.MinEdge += pos_f; - box.MaxEdge += pos_f; - for(u32 boxindex = 0; boxindex < cboxes.size(); boxindex++) - { - const aabb3f& cbox = cboxes[boxindex]; + box.MinEdge += *pos_f; + box.MaxEdge += *pos_f; + for (const auto &box_info : cinfo) { + const aabb3f &cbox = box_info.box; /* See if the object is touching ground. @@ -454,100 +559,23 @@ collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef, Use 0.15*BS so that it is easier to get on a node. */ - if( - cbox.MaxEdge.X-d > box.MinEdge.X && - cbox.MinEdge.X+d < box.MaxEdge.X && - cbox.MaxEdge.Z-d > box.MinEdge.Z && - cbox.MinEdge.Z+d < box.MaxEdge.Z - ){ - if(is_step_up[boxindex]) - { - pos_f.Y += (cbox.MaxEdge.Y - box.MinEdge.Y); + if (cbox.MaxEdge.X - d > box.MinEdge.X && cbox.MinEdge.X + d < box.MaxEdge.X && + cbox.MaxEdge.Z - d > box.MinEdge.Z && + cbox.MinEdge.Z + d < box.MaxEdge.Z) { + if (box_info.is_step_up) { + pos_f->Y += cbox.MaxEdge.Y - box.MinEdge.Y; box = box_0; - box.MinEdge += pos_f; - box.MaxEdge += pos_f; + 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(is_unloaded[boxindex]) - result.standing_on_unloaded = true; + + if (box_info.is_object) + result.standing_on_object = true; } } } return result; } - -#if 0 -// This doesn't seem to work and isn't used -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) -{ - //TimeTaker tt("collisionMovePrecise"); - ScopeProfiler sp(g_profiler, "collisionMovePrecise avg", SPT_AVG); - - collisionMoveResult final_result; - - // If there is no speed, there are no collisions - if(speed_f.getLength() == 0) - return final_result; - - // Don't allow overly huge dtime - if(dtime > 2.0) - dtime = 2.0; - - f32 dtime_downcount = dtime; - - u32 loopcount = 0; - do - { - loopcount++; - - // Maximum time increment (for collision detection etc) - // time = distance / speed - f32 dtime_max_increment = 1.0; - if(speed_f.getLength() != 0) - dtime_max_increment = pos_max_d / speed_f.getLength(); - - // Maximum time increment is 10ms or lower - if(dtime_max_increment > 0.01) - dtime_max_increment = 0.01; - - f32 dtime_part; - if(dtime_downcount > dtime_max_increment) - { - dtime_part = dtime_max_increment; - dtime_downcount -= dtime_part; - } - else - { - dtime_part = dtime_downcount; - /* - Setting this to 0 (no -=dtime_part) disables an infinite loop - when dtime_part is so small that dtime_downcount -= dtime_part - does nothing - */ - dtime_downcount = 0; - } - - collisionMoveResult result = collisionMoveSimple(map, gamedef, - pos_max_d, box_0, stepheight, dtime_part, - pos_f, speed_f, accel_f); - - if(result.touching_ground) - final_result.touching_ground = true; - if(result.collides) - final_result.collides = true; - if(result.collides_xz) - final_result.collides_xz = true; - if(result.standing_on_unloaded) - final_result.standing_on_unloaded = true; - } - while(dtime_downcount > 0.001); - - return final_result; -} -#endif