X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fcollision.cpp;h=d85a5688435a516b879c35a1b7811f7cdb2ce423;hb=89dd05fdf35ce465fcc2b3588337f79f818a78aa;hp=a443be7ab1fe68921414c20bbb347a32b04279a6;hpb=539f016c1b1a706da2c113435ec60bb39c868f4b;p=minetest.git diff --git a/src/collision.cpp b/src/collision.cpp index a443be7ab..d85a56884 100644 --- a/src/collision.cpp +++ b/src/collision.cpp @@ -25,35 +25,63 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "gamedef.h" #ifndef SERVER #include "client/clientenvironment.h" +#include "client/localplayer.h" #endif #include "serverenvironment.h" -#include "serverobject.h" +#include "server/serveractiveobject.h" #include "util/timetaker.h" #include "profiler.h" -// float error is 10 - 9.96875 = 0.03125 -//#define COLL_ZERO 0.032 // broken unit tests -#define COLL_ZERO 0 - +#ifdef __FAST_MATH__ +#warning "-ffast-math is known to cause bugs in collision code, do not use!" +#endif struct NearbyCollisionInfo { - NearbyCollisionInfo(bool is_ul, bool is_obj, int bouncy, - const v3s16 &pos, const aabb3f &box) : + // node + NearbyCollisionInfo(bool is_ul, int bouncy, const v3s16 &pos, + const aabb3f &box) : is_unloaded(is_ul), - is_object(is_obj), + obj(nullptr), bouncy(bouncy), position(pos), box(box) {} + // object + NearbyCollisionInfo(ActiveObject *obj, int bouncy, + const aabb3f &box) : + is_unloaded(false), + obj(obj), + bouncy(bouncy), + box(box) + {} + + inline bool isObject() const { return obj != nullptr; } + bool is_unloaded; bool is_step_up = false; - bool is_object; + ActiveObject *obj; int bouncy; v3s16 position; aabb3f box; }; +// Helper functions: +// Truncate floating point numbers to specified number of decimal places +// in order to move all the floating point error to one side of the correct value +static inline f32 truncate(const f32 val, const f32 factor) +{ + return truncf(val * factor) / factor; +} + +static inline v3f truncate(const v3f& vec, const f32 factor) +{ + return v3f( + truncate(vec.X, factor), + truncate(vec.Y, factor), + truncate(vec.Z, factor) + ); +} // Helper function: // Checks for collision of a moving aabbox with a static aabbox @@ -61,118 +89,101 @@ struct NearbyCollisionInfo { // The time after which the collision occurs is stored in dtime. CollisionAxis axisAlignedCollision( const aabb3f &staticbox, const aabb3f &movingbox, - const v3f &speed, f32 d, f32 *dtime) + const v3f &speed, 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 + (movingbox.MaxEdge.X - movingbox.MinEdge.X) + (staticbox.MaxEdge.X - staticbox.MinEdge.X), // sum of the widths + (movingbox.MaxEdge.Y - movingbox.MinEdge.Y) + (staticbox.MaxEdge.Y - staticbox.MinEdge.Y), + (movingbox.MaxEdge.Z - movingbox.MinEdge.Z) + (staticbox.MaxEdge.Z - staticbox.MinEdge.Z), + std::max(movingbox.MaxEdge.X, staticbox.MaxEdge.X) - std::min(movingbox.MinEdge.X, staticbox.MinEdge.X), //outer bounding 'box' dimensions + std::max(movingbox.MaxEdge.Y, staticbox.MaxEdge.Y) - std::min(movingbox.MinEdge.Y, staticbox.MinEdge.Y), + std::max(movingbox.MaxEdge.Z, staticbox.MaxEdge.Z) - std::min(movingbox.MinEdge.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 COLLISION_AXIS_X; - } - else if(relbox.MinEdge.X > xsize) - { - return COLLISION_AXIS_NONE; - } - } - 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 COLLISION_AXIS_X; + const f32 dtime_max = *dtime; + f32 inner_margin; // the distance of clipping recovery + f32 distance; + f32 time; + + + if (speed.Y) { + distance = relbox.MaxEdge.Y - relbox.MinEdge.Y; + *dtime = distance / std::abs(speed.Y); + time = std::max(*dtime, 0.0f); + + if (*dtime <= dtime_max) { + inner_margin = std::max(-0.5f * (staticbox.MaxEdge.Y - staticbox.MinEdge.Y), -2.0f); + + if ((speed.Y > 0 && staticbox.MinEdge.Y - movingbox.MaxEdge.Y > inner_margin) || + (speed.Y < 0 && movingbox.MinEdge.Y - staticbox.MaxEdge.Y > inner_margin)) { + if ( + (std::max(movingbox.MaxEdge.X + speed.X * time, staticbox.MaxEdge.X) + - std::min(movingbox.MinEdge.X + speed.X * time, staticbox.MinEdge.X) + - relbox.MinEdge.X < 0) && + (std::max(movingbox.MaxEdge.Z + speed.Z * time, staticbox.MaxEdge.Z) + - std::min(movingbox.MinEdge.Z + speed.Z * time, staticbox.MinEdge.Z) + - relbox.MinEdge.Z < 0) + ) + return COLLISION_AXIS_Y; + } } - else if(relbox.MaxEdge.X < 0) - { + else { return COLLISION_AXIS_NONE; } } // 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 COLLISION_AXIS_Y; - } - else if(relbox.MinEdge.Y > ysize) - { - return COLLISION_AXIS_NONE; - } - } - 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 COLLISION_AXIS_Y; - } - else if(relbox.MaxEdge.Y < 0) - { + if (speed.X) { + distance = relbox.MaxEdge.X - relbox.MinEdge.X; + *dtime = distance / std::abs(speed.X); + time = std::max(*dtime, 0.0f); + + if (*dtime <= dtime_max) { + inner_margin = std::max(-0.5f * (staticbox.MaxEdge.X - staticbox.MinEdge.X), -2.0f); + + if ((speed.X > 0 && staticbox.MinEdge.X - movingbox.MaxEdge.X > inner_margin) || + (speed.X < 0 && movingbox.MinEdge.X - staticbox.MaxEdge.X > inner_margin)) { + if ( + (std::max(movingbox.MaxEdge.Y + speed.Y * time, staticbox.MaxEdge.Y) + - std::min(movingbox.MinEdge.Y + speed.Y * time, staticbox.MinEdge.Y) + - relbox.MinEdge.Y < 0) && + (std::max(movingbox.MaxEdge.Z + speed.Z * time, staticbox.MaxEdge.Z) + - std::min(movingbox.MinEdge.Z + speed.Z * time, staticbox.MinEdge.Z) + - relbox.MinEdge.Z < 0) + ) + return COLLISION_AXIS_X; + } + } else { return COLLISION_AXIS_NONE; } } // 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 COLLISION_AXIS_Z; - } - //else if(relbox.MinEdge.Z > zsize) - //{ - // return COLLISION_AXIS_NONE; - //} - } - 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 COLLISION_AXIS_Z; + if (speed.Z) { + distance = relbox.MaxEdge.Z - relbox.MinEdge.Z; + *dtime = distance / std::abs(speed.Z); + time = std::max(*dtime, 0.0f); + + if (*dtime <= dtime_max) { + inner_margin = std::max(-0.5f * (staticbox.MaxEdge.Z - staticbox.MinEdge.Z), -2.0f); + + if ((speed.Z > 0 && staticbox.MinEdge.Z - movingbox.MaxEdge.Z > inner_margin) || + (speed.Z < 0 && movingbox.MinEdge.Z - staticbox.MaxEdge.Z > inner_margin)) { + if ( + (std::max(movingbox.MaxEdge.X + speed.X * time, staticbox.MaxEdge.X) + - std::min(movingbox.MinEdge.X + speed.X * time, staticbox.MinEdge.X) + - relbox.MinEdge.X < 0) && + (std::max(movingbox.MaxEdge.Y + speed.Y * time, staticbox.MaxEdge.Y) + - std::min(movingbox.MinEdge.Y + speed.Y * time, staticbox.MinEdge.Y) + - relbox.MinEdge.Y < 0) + ) + return COLLISION_AXIS_Z; + } } - //else if(relbox.MaxEdge.Z < 0) - //{ - // return COLLISION_AXIS_NONE; - //} } return COLLISION_AXIS_NONE; @@ -249,6 +260,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, speed_f->X = rangelim(speed_f->X, -5000, 5000); speed_f->Z = rangelim(speed_f->Z, -5000, 5000); + *speed_f = truncate(*speed_f, 10000.0f); + /* Collect node boxes in movement range */ @@ -328,13 +341,13 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, for (auto box : nodeboxes) { box.MinEdge += posf; box.MaxEdge += posf; - cinfo.emplace_back(false, false, n_bouncy_value, p, box); + cinfo.emplace_back(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); - cinfo.emplace_back(true, false, 0, p, box); + cinfo.emplace_back(true, 0, p, box); } } @@ -379,17 +392,20 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, // Calculate distance by speed, add own extent and 1.5m of tolerance f32 distance = speed_f->getLength() * dtime + box_0.getExtent().getLength() + 1.5f * BS; - std::vector s_objects; - s_env->getObjectsInsideRadius(s_objects, *pos_f, distance); - - for (u16 obj_id : s_objects) { - ServerActiveObject *current = s_env->getActiveObject(obj_id); - if (!self || (self != current && - self != current->getParent())) { - objects.push_back((ActiveObject*)current); + // search for objects which are not us, or we are not its parent + // we directly use the callback to populate the result to prevent + // a useless result loop here + auto include_obj_cb = [self, &objects] (ServerActiveObject *obj) { + if (!obj->isGone() && + (!self || (self != obj && self != obj->getParent()))) { + objects.push_back((ActiveObject *)obj); } - } + return false; + }; + + std::vector s_objects; + s_env->getObjectsInsideRadius(s_objects, *pos_f, distance, include_obj_cb); } } @@ -397,30 +413,32 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, iter != objects.end(); ++iter) { ActiveObject *object = *iter; - if (object) { + if (object && object->collideWithObjects()) { aabb3f object_collisionbox; - if (object->getCollisionBox(&object_collisionbox) && - object->collideWithObjects()) { - cinfo.emplace_back(false, true, 0, v3s16(), object_collisionbox); - } + if (object->getCollisionBox(&object_collisionbox)) + cinfo.emplace_back(object, 0, object_collisionbox); } } +#ifndef SERVER + if (self && c_env) { + LocalPlayer *lplayer = c_env->getLocalPlayer(); + if (lplayer->getParent() == nullptr) { + aabb3f lplayer_collisionbox = lplayer->getCollisionbox(); + v3f lplayer_pos = lplayer->getPosition(); + lplayer_collisionbox.MinEdge += lplayer_pos; + lplayer_collisionbox.MaxEdge += lplayer_pos; + ActiveObject *obj = (ActiveObject*) lplayer->getCAO(); + cinfo.emplace_back(obj, 0, lplayer_collisionbox); + } + } +#endif } //tt3 /* Collision detection */ - /* - Collision uncertainty radius - Make it a bit larger than the maximum distance of movement - */ - 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); // invariant + f32 d = 0.0f; int loopcount = 0; @@ -450,9 +468,9 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, continue; // Find nearest collision of the two boxes (raytracing-like) - f32 dtime_tmp; + f32 dtime_tmp = nearest_dtime; CollisionAxis collided = axisAlignedCollision(box_info.box, - movingbox, *speed_f, d, &dtime_tmp); + movingbox, *speed_f, &dtime_tmp); if (collided == -1 || dtime_tmp >= nearest_dtime) continue; @@ -464,17 +482,24 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, if (nearest_collided == COLLISION_AXIS_NONE) { // No collision with any collision box. - *pos_f += *speed_f * dtime; + *pos_f += truncate(*speed_f * dtime, 100.0f); 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; + + //movingbox except moved to the horizontal position it would be after step up + aabb3f stepbox = movingbox; + stepbox.MinEdge.X += speed_f->X * dtime; + stepbox.MinEdge.Z += speed_f->Z * dtime; + stepbox.MaxEdge.X += speed_f->X * dtime; + stepbox.MaxEdge.Z += speed_f->Z * dtime; // Check for stairs. bool step_up = (nearest_collided != COLLISION_AXIS_Y) && // must not be Y direction (movingbox.MinEdge.Y < cbox.MaxEdge.Y) && (movingbox.MinEdge.Y + stepheight > cbox.MaxEdge.Y) && - (!wouldCollideWithCeiling(cinfo, movingbox, + (!wouldCollideWithCeiling(cinfo, stepbox, cbox.MaxEdge.Y - movingbox.MinEdge.Y, d)); @@ -483,7 +508,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, // 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) + // Handle negative nearest_dtime if (!step_up) { if (nearest_collided == COLLISION_AXIS_X) pos_f->X += speed_f->X * nearest_dtime; @@ -493,7 +518,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, pos_f->Z += speed_f->Z * nearest_dtime; } } else { - *pos_f += *speed_f * nearest_dtime; + *pos_f += truncate(*speed_f * nearest_dtime, 100.0f); dtime -= nearest_dtime; } @@ -502,12 +527,13 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, is_collision = false; CollisionInfo info; - if (nearest_info.is_object) + if (nearest_info.isObject()) info.type = COLLISION_OBJECT; else info.type = COLLISION_NODE; info.node_p = nearest_info.position; + info.object = nearest_info.obj; info.old_speed = *speed_f; info.plane = nearest_collided; @@ -562,9 +588,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, 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) { @@ -574,10 +599,10 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, box.MinEdge += *pos_f; box.MaxEdge += *pos_f; } - if (std::fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15f * BS) { + if (std::fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.05f) { result.touching_ground = true; - if (box_info.is_object) + if (box_info.isObject()) result.standing_on_object = true; } }