X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fcollision.cpp;h=c0891c15280bcd07780d8c4df811fc1d18a193a0;hb=842acbfad2b70550c562f6429d02c980912d2273;hp=83cefe4d1e1a5db78db65a18281b4e0c46b4caab;hpb=5a4d8ffad3b172eae67844deda6b65273b7c9757;p=dragonfireclient.git diff --git a/src/collision.cpp b/src/collision.cpp index 83cefe4d1..c0891c152 100644 --- a/src/collision.cpp +++ b/src/collision.cpp @@ -1,18 +1,18 @@ /* -Minetest-c55 -Copyright (C) 2010 celeron55, Perttu Ahola +Minetest +Copyright (C) 2013 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify -it under the terms of the GNU General Public License as published by -the Free Software Foundation; either version 2 of the License, or +it under the terms of the GNU Lesser General Public License as published by +the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -GNU General Public License for more details. +GNU Lesser General Public License for more details. -You should have received a copy of the GNU General Public License along +You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ @@ -20,28 +20,384 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "collision.h" #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" -collisionMoveResult collisionMoveSimple(Map *map, f32 pos_max_d, - const core::aabbox3d &box_0, - f32 dtime, v3f &pos_f, v3f &speed_f) +// 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_step_up(false), + is_object(is_obj), + bouncy(bouncy), + position(pos), + box(box) + {} + + bool is_unloaded; + bool is_step_up; + 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) { + //TimeTaker tt("axisAlignedCollision"); + + 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, + movingbox.MinEdge.Y - staticbox.MinEdge.Y, + movingbox.MinEdge.Z - staticbox.MinEdge.Z, + movingbox.MaxEdge.X - staticbox.MinEdge.X, + movingbox.MaxEdge.Y - staticbox.MinEdge.Y, + movingbox.MaxEdge.Z - staticbox.MinEdge.Z + ); + + 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)) + return 0; + } + else if(relbox.MinEdge.X > xsize) + { + return -1; + } + } + 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)) + return 0; + } + else if(relbox.MaxEdge.X < 0) + { + return -1; + } + } + + // NO else if here + + 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)) + return 1; + } + else if(relbox.MinEdge.Y > ysize) + { + return -1; + } + } + 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)) + return 1; + } + else if(relbox.MaxEdge.Y < 0) + { + return -1; + } + } + + // NO else if here + + 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)) + return 2; + } + //else if(relbox.MinEdge.Z > zsize) + //{ + // return -1; + //} + } + 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)) + return 2; + } + //else if(relbox.MaxEdge.Z < 0) + //{ + // return -1; + //} + } + + return -1; +} + +// Helper function: +// Checks if moving the movingbox up by the given distance would hit a ceiling. +bool wouldCollideWithCeiling( + const std::vector &cinfo, + const aabb3f &movingbox, + f32 y_increase, f32 d) +{ + //TimeTaker tt("wouldCollideWithCeiling"); + + assert(y_increase >= 0); // pre-condition + + for (std::vector::const_iterator it = cinfo.begin(); + it != cinfo.end(); ++it) { + 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) && + (movingbox.MinEdge.Z < staticbox.MaxEdge.Z) && + (movingbox.MaxEdge.Z > staticbox.MinEdge.Z)) + return true; + } + + return false; +} + +static inline void getNeighborConnectingFace(v3s16 p, INodeDefManager *nodedef, + Map *map, MapNode n, int v, int *neighbors) +{ + MapNode n2 = map->getNodeNoEx(p); + if (nodedef->nodeboxConnects(n, n2, v)) + *neighbors |= v; +} + +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, + bool collideWithObjects) +{ + static bool time_notification_done = false; + Map *map = &env->getMap(); + //TimeTaker tt("collisionMoveSimple"); + ScopeProfiler sp(g_profiler, "collisionMoveSimple avg", SPT_AVG); + collisionMoveResult result; - v3f oldpos_f = pos_f; - v3s16 oldpos_i = floatToInt(oldpos_f, BS); + /* + Calculate new velocity + */ + if (dtime > 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); /* - Calculate new position + Collect node boxes in movement range */ - pos_f += speed_f * dtime; + 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; + + 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); + + bool is_position_valid; + MapNode n = map->getNodeNoEx(p, &is_position_valid); + + if (is_position_valid) { + // Object collides into walkable nodes + + any_position_valid = true; + INodeDefManager *nodedef = gamedef->getNodeDefManager(); + const ContentFeatures &f = nodedef->get(n); + if(f.walkable == false) + continue; + int n_bouncy_value = itemgroup_get(f.groups, "bouncy"); + + 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); + } + 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)); + } + } else { + // Collide with unloaded nodes + aabb3f box = getNodeBox(p, BS); + cinfo.push_back(NearbyCollisionInfo(true, false, 0, p, box)); + } + } + + // Do not move if world has not loaded yet, since custom node boxes + // are not available for collision detection. + if (!any_position_valid) { + *speed_f = v3f(0, 0, 0); + return result; + } + + } // tt2 + + if(collideWithObjects) + { + ScopeProfiler sp(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 * 1.5, clientobjects); + for (size_t i=0; i < clientobjects.size(); i++) { + if ((self == 0) || (self != clientobjects[i].obj)) { + objects.push_back((ActiveObject*)clientobjects[i].obj); + } + } + } + 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 * 1.5); + 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); + } + } + } + } + + for (std::vector::const_iterator iter = objects.begin(); + iter != objects.end(); ++iter) { + ActiveObject *object = *iter; + + if (object != NULL) { + aabb3f object_collisionbox; + if (object->getCollisionBox(&object_collisionbox) && + object->collideWithObjects()) { + cinfo.push_back(NearbyCollisionInfo(false, true, 0, v3s16(), object_collisionbox)); + } + } + } + } //tt3 /* Collision detection */ - - // position in nodes - v3s16 pos_i = floatToInt(pos_f, BS); - + /* Collision uncertainty radius Make it a bit larger than the maximum distance of movement @@ -51,43 +407,148 @@ collisionMoveResult collisionMoveSimple(Map *map, f32 pos_max_d, //f32 d = 0.15*BS; // This should always apply, otherwise there are glitches - assert(d > pos_max_d); - - /* - Calculate collision box - */ - core::aabbox3d box = box_0; - box.MaxEdge += pos_f; - box.MinEdge += pos_f; - core::aabbox3d oldbox = box_0; - oldbox.MaxEdge += oldpos_f; - oldbox.MinEdge += oldpos_f; + assert(d > pos_max_d); // invariant - /* - If the object lies on a walkable node, this is set to true. - */ - result.touching_ground = false; - - /* - Go through every node around the object - */ - for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++) - for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++) - for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++) - { - try{ - // Object collides into walkable nodes - if(content_walkable(map->getNode(v3s16(x,y,z)).d) == false) + int loopcount = 0; + + 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) { + 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; + + int nearest_collided = -1; + f32 nearest_dtime = dtime; + int nearest_boxindex = -1; + + /* + Go through every nodebox, find nearest collision + */ + for (u32 boxindex = 0; boxindex < cinfo.size(); boxindex++) { + NearbyCollisionInfo box_info = cinfo[boxindex]; + // Ignore if already stepped up this nodebox. + if (box_info.is_step_up) continue; + + // Find nearest collision of the two boxes (raytracing-like) + f32 dtime_tmp; + int collided = axisAlignedCollision(box_info.box, + movingbox, *speed_f, d, &dtime_tmp); + + if (collided == -1 || dtime_tmp >= nearest_dtime) + continue; + + nearest_dtime = dtime_tmp; + nearest_collided = collided; + nearest_boxindex = boxindex; } - catch(InvalidPositionException &e) - { - // Doing nothing here will block the object from - // walking over map borders + + if (nearest_collided == -1) { + // No collision with any collision box. + *pos_f += *speed_f * dtime; + dtime = 0; // Set to 0 to avoid "infinite" loop due to small FP numbers + } else { + // Otherwise, a collision occurred. + 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(cinfo, movingbox, + cbox.MaxEdge.Y - movingbox.MinEdge.Y, + d)); + + // Get bounce multiplier + bool bouncy = (nearest_info.bouncy >= 1); + float bounce = -(float)nearest_info.bouncy / 100.0; + + // Move to the point of collision and reduce dtime by nearest_dtime + 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; + } + } else { + *pos_f += *speed_f * nearest_dtime; + dtime -= nearest_dtime; + } + + bool is_collision = true; + if (nearest_info.is_unloaded) + is_collision = false; + + CollisionInfo info; + if (nearest_info.is_object) + info.type = COLLISION_OBJECT; + else + 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 + if (step_up) { + // Special case: Handle stairs + 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 + 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; + result.collides = true; + } else if (nearest_collided == 2) { // Z + if (fabs(speed_f->Z) > BS * 3) + speed_f->Z *= bounce; + 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) + is_collision = false; + + 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 < cinfo.size(); boxindex++) { + NearbyCollisionInfo &box_info = cinfo[boxindex]; + const aabb3f &cbox = box_info.box; - core::aabbox3d nodebox = getNodeBox(v3s16(x,y,z), BS); - /* See if the object is touching ground. @@ -97,88 +558,25 @@ collisionMoveResult collisionMoveSimple(Map *map, f32 pos_max_d, Use 0.15*BS so that it is easier to get on a node. */ - if( - //fabs(nodebox.MaxEdge.Y-box.MinEdge.Y) < d - fabs(nodebox.MaxEdge.Y-box.MinEdge.Y) < 0.15*BS - && nodebox.MaxEdge.X-d > box.MinEdge.X - && nodebox.MinEdge.X+d < box.MaxEdge.X - && nodebox.MaxEdge.Z-d > box.MinEdge.Z - && nodebox.MinEdge.Z+d < box.MaxEdge.Z - ){ - result.touching_ground = true; - } - - // If object doesn't intersect with node, ignore node. - if(box.intersectsWithBox(nodebox) == false) - continue; - - /* - Go through every axis - */ - v3f dirs[3] = { - v3f(0,0,1), // back-front - v3f(0,1,0), // top-bottom - v3f(1,0,0), // right-left - }; - for(u16 i=0; i<3; i++) - { - /* - Calculate values along the axis - */ - f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]); - f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]); - f32 objectmax = box.MaxEdge.dotProduct(dirs[i]); - f32 objectmin = box.MinEdge.dotProduct(dirs[i]); - f32 objectmax_old = oldbox.MaxEdge.dotProduct(dirs[i]); - f32 objectmin_old = oldbox.MinEdge.dotProduct(dirs[i]); - - /* - Check collision for the axis. - Collision happens when object is going through a surface. - */ - bool negative_axis_collides = - (nodemax > objectmin && nodemax <= objectmin_old + d - && speed_f.dotProduct(dirs[i]) < 0); - bool positive_axis_collides = - (nodemin < objectmax && nodemin >= objectmax_old - d - && speed_f.dotProduct(dirs[i]) > 0); - bool main_axis_collides = - negative_axis_collides || positive_axis_collides; - - /* - Check overlap of object and node in other axes - */ - bool other_axes_overlap = true; - for(u16 j=0; j<3; j++) - { - if(j == i) - continue; - f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]); - f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]); - f32 objectmax = box.MaxEdge.dotProduct(dirs[j]); - f32 objectmin = box.MinEdge.dotProduct(dirs[j]); - if(!(nodemax - d > objectmin && nodemin + d < objectmax)) - { - other_axes_overlap = false; - break; - } + 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; } - - /* - If this is a collision, revert the pos_f in the main - direction. - */ - if(other_axes_overlap && main_axis_collides) - { - speed_f -= speed_f.dotProduct(dirs[i]) * dirs[i]; - pos_f -= pos_f.dotProduct(dirs[i]) * dirs[i]; - pos_f += oldpos_f.dotProduct(dirs[i]) * dirs[i]; + if (fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15 * 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; } - } - } // xyz - + } + return result; } - -