X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fcollision.h;h=1ceaba81c802752859f94da7c091faad90a63a33;hb=4fdf66bbf4d90846844ee3f6d41acb31ce06ca8b;hp=38cc3efb39c00149772f1b077ad7aabe28b18b02;hpb=6d0ea26c2d62c3774ff384cf1bfc2a3372b49a3b;p=dragonfireclient.git diff --git a/src/collision.h b/src/collision.h index 38cc3efb3..1ceaba81c 100644 --- a/src/collision.h +++ b/src/collision.h @@ -25,10 +25,13 @@ with this program; if not, write to the Free Software Foundation, Inc., class Map; class IGameDef; +class Environment; +class ActiveObject; enum CollisionType { - COLLISION_NODE + COLLISION_NODE, + COLLISION_OBJECT, }; struct CollisionInfo @@ -54,30 +57,25 @@ struct collisionMoveResult bool collides; bool collides_xz; bool standing_on_unloaded; + bool standing_on_object; std::vector collisions; collisionMoveResult(): touching_ground(false), collides(false), collides_xz(false), - standing_on_unloaded(false) + standing_on_unloaded(false), + standing_on_object(false) {} }; // Moves using a single iteration; speed should not exceed pos_max_d/dtime -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); - -#if 0 -// This doesn't seem to work and isn't used -// Moves using as many iterations as needed -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); -#endif + v3f *pos_f, v3f *speed_f, + v3f accel_f, ActiveObject *self=NULL, + bool collideWithObjects=true); // Helper function: // Checks for collision of a moving aabbox with a static aabbox @@ -85,7 +83,7 @@ collisionMoveResult collisionMovePrecise(Map *map, IGameDef *gamedef, // dtime receives time until first collision, invalid if -1 is returned int axisAlignedCollision( const aabb3f &staticbox, const aabb3f &movingbox, - const v3f &speed, f32 d, f32 &dtime); + const v3f &speed, f32 d, f32 *dtime); // Helper function: // Checks if moving the movingbox up by the given distance would hit a ceiling.