X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fcollision.cpp;h=a2d17d51ab50b554884ffb112807e084a4cb76ed;hb=60dc01dc258db842e229351b871d0989e3e7d62c;hp=9e0c85531cf4ced2cf987e17f4bcb9eca17e8d0a;hpb=5b8855e83c0d1cc7aef21492e7fe862b7d06917e;p=minetest.git diff --git a/src/collision.cpp b/src/collision.cpp index 9e0c85531..a2d17d51a 100644 --- a/src/collision.cpp +++ b/src/collision.cpp @@ -28,7 +28,6 @@ with this program; if not, write to the Free Software Foundation, Inc., #include #include #include "util/timetaker.h" -#include "main.h" // g_profiler #include "profiler.h" // float error is 10 - 9.96875 = 0.03125 @@ -41,7 +40,7 @@ with this program; if not, write to the Free Software Foundation, Inc., // 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"); @@ -60,13 +59,12 @@ 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 > COLL_ZERO) && - (relbox.MinEdge.Z + speed.Z * dtime < zsize) && - (relbox.MaxEdge.Z + speed.Z * dtime > COLL_ZERO)) + 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) @@ -76,13 +74,12 @@ 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 > COLL_ZERO) && - (relbox.MinEdge.Z + speed.Z * dtime < zsize) && - (relbox.MaxEdge.Z + speed.Z * dtime > COLL_ZERO)) + 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) @@ -95,13 +92,12 @@ 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 > COLL_ZERO) && - (relbox.MinEdge.Z + speed.Z * dtime < zsize) && - (relbox.MaxEdge.Z + speed.Z * dtime > COLL_ZERO)) + 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) @@ -111,13 +107,12 @@ 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 > COLL_ZERO) && - (relbox.MinEdge.Z + speed.Z * dtime < zsize) && - (relbox.MaxEdge.Z + speed.Z * dtime > COLL_ZERO)) + 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) @@ -130,13 +125,12 @@ 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 > COLL_ZERO) && - (relbox.MinEdge.Y + speed.Y * dtime < ysize) && - (relbox.MaxEdge.Y + speed.Y * dtime > COLL_ZERO)) + 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) @@ -146,13 +140,12 @@ 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 > COLL_ZERO) && - (relbox.MinEdge.Y + speed.Y * dtime < ysize) && - (relbox.MaxEdge.Y + speed.Y * dtime > COLL_ZERO)) + 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) @@ -173,11 +166,11 @@ bool wouldCollideWithCeiling( { //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++) + i != staticboxes.end(); ++i) { const aabb3f& staticbox = *i; if((movingbox.MaxEdge.Y - d <= staticbox.MinEdge.Y) && @@ -196,33 +189,40 @@ bool wouldCollideWithCeiling( 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, + 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!"< 0.5) { + 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); + 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 @@ -237,8 +237,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, //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); + 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; @@ -246,8 +246,11 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, 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; + bool any_position_valid = false; + + // The order is important here, must be y first + for(s16 y = max_y; y >= min_y; y--) 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); @@ -258,6 +261,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, if (is_position_valid) { // Object collides into walkable nodes + any_position_valid = true; const ContentFeatures &f = gamedef->getNodeDefManager()->get(n); if(f.walkable == false) continue; @@ -266,7 +270,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, std::vector nodeboxes = n.getCollisionBoxes(gamedef->ndef()); for(std::vector::iterator i = nodeboxes.begin(); - i != nodeboxes.end(); i++) + i != nodeboxes.end(); ++i) { aabb3f box = *i; box.MinEdge += v3f(x, y, z)*BS; @@ -290,6 +294,12 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, is_object.push_back(false); } } + + // Do not move if world has not loaded yet, since custom node boxes + // are not available for collision detection. + if (!any_position_valid) + return result; + } // tt2 if(collideWithObjects) @@ -299,17 +309,14 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, /* add object boxes to cboxes */ - - std::list objects; + std::vector objects; #ifndef SERVER ClientEnvironment *c_env = dynamic_cast(env); - if (c_env != 0) - { - f32 distance = speed_f.getLength(); + 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++) - { + 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); } @@ -319,12 +326,11 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, #endif { ServerEnvironment *s_env = dynamic_cast(env); - if (s_env != 0) - { - f32 distance = speed_f.getLength(); - std::set s_objects = s_env->getObjectsInsideRadius(pos_f,distance * 1.5); - for (std::set::iterator iter = s_objects.begin(); iter != s_objects.end(); iter++) - { + if (s_env != 0) { + 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)) { objects.push_back((ActiveObject*)current); @@ -333,16 +339,14 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, } } - for (std::list::const_iterator iter = objects.begin();iter != objects.end(); ++iter) - { + for (std::vector::const_iterator iter = objects.begin(); + iter != objects.end(); ++iter) { ActiveObject *object = *iter; - if (object != NULL) - { + if (object != NULL) { aabb3f object_collisionbox; if (object->getCollisionBox(&object_collisionbox) && - object->collideWithObjects()) - { + object->collideWithObjects()) { cboxes.push_back(object_collisionbox); is_unloaded.push_back(false); is_step_up.push_back(false); @@ -354,11 +358,11 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, } } //tt3 - 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()); - assert(cboxes.size() == is_object.size()); + assert(cboxes.size() == is_unloaded.size()); // post-condition + assert(cboxes.size() == is_step_up.size()); // post-condition + assert(cboxes.size() == bouncy_values.size()); // post-condition + assert(cboxes.size() == node_positions.size()); // post-condition + assert(cboxes.size() == is_object.size()); // post-condition /* Collision detection @@ -373,27 +377,25 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, //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-10) { //TimeTaker tt3("collisionMoveSimple dtime loop"); ScopeProfiler sp(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; dtime = 0; 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; @@ -402,18 +404,19 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, /* Go through every nodebox, find nearest collision */ - for(u32 boxindex = 0; boxindex < cboxes.size(); boxindex++) - { - // Ignore if already stepped up this nodebox. - if(is_step_up[boxindex]) - continue; - + for (u32 boxindex = 0; boxindex < cboxes.size(); boxindex++) { // Find nearest collision of the two boxes (raytracing-like) f32 dtime_tmp; int collided = axisAlignedCollision( - cboxes[boxindex], movingbox, speed_f, d, dtime_tmp); + cboxes[boxindex], movingbox, *speed_f, d, &dtime_tmp); + + // Ignore if already stepped up this nodebox. + if (is_step_up[boxindex]) { + pos_f->Y += (cboxes[boxindex].MaxEdge.Y - movingbox.MinEdge.Y); + continue; + } - if(collided == -1 || dtime_tmp >= nearest_dtime) + if (collided == -1 || dtime_tmp >= nearest_dtime) continue; nearest_dtime = dtime_tmp; @@ -421,18 +424,14 @@ collisionMoveResult collisionMoveSimple(Environment *env, 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]; - // Check for stairs. bool step_up = (nearest_collided != 1) && // must not be Y direction (movingbox.MinEdge.Y < cbox.MaxEdge.Y) && @@ -446,197 +445,75 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, float bounce = -(float)bouncy_values[nearest_boxindex] / 100.0; // 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 (is_unloaded[nearest_boxindex]) is_collision = false; CollisionInfo info; if (is_object[nearest_boxindex]) { info.type = COLLISION_OBJECT; - } - else { + result.standing_on_object = true; + } else { info.type = COLLISION_NODE; } + info.node_p = node_positions[nearest_boxindex]; info.bouncy = bouncy; - info.old_speed = speed_f; + 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; 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 - speed_f.Y = 0; + } else if(nearest_collided == 1) { // Y + if (fabs(speed_f->Y) > BS * 3) { + speed_f->Y *= bounce; + } else { + speed_f->Y = 0; + result.touching_ground = true; + } 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) < 0.1 * BS) is_collision = false; - if(is_collision){ + if (is_collision) { result.collisions.push_back(info); } } } - /* - 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]; - - /* - See if the object is touching ground. - - Object touches ground if object's minimum Y is near node's - maximum Y and object's X-Z-area overlaps with the node's - X-Z-area. - - 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); - box = box_0; - box.MinEdge += pos_f; - box.MaxEdge += pos_f; - } - if(fabs(cbox.MaxEdge.Y-box.MinEdge.Y) < 0.15*BS) - { - result.touching_ground = true; - if(is_unloaded[boxindex]) - result.standing_on_unloaded = 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