X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fcollision.h;h=4d47171eaff9f6e0bfdf7d841f43a9829a3d72d1;hb=9b8fa99fe30728c1fcfa73cdf74211841bdae9fb;hp=2cb55eb67c4346a783617f45e93f57974b82f49c;hpb=037b2591971d752e67fa7d47095b996b3f56da5a;p=minetest.git diff --git a/src/collision.h b/src/collision.h index 2cb55eb67..4d47171ea 100644 --- a/src/collision.h +++ b/src/collision.h @@ -1,6 +1,6 @@ /* -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 Lesser General Public License as published by @@ -17,45 +17,61 @@ with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ -#ifndef COLLISION_HEADER -#define COLLISION_HEADER +#pragma once -#include "common_irrlicht.h" +#include "irrlichttypes_bloated.h" +#include class Map; class IGameDef; +class Environment; +class ActiveObject; -struct collisionMoveResult +enum CollisionType { - bool touching_ground; - bool collides; - - collisionMoveResult(): - touching_ground(false), - collides(false) - {} + COLLISION_NODE, + COLLISION_OBJECT, }; -// Moves using a single iteration; speed should not exceed pos_max_d/dtime -collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef, - f32 pos_max_d, const core::aabbox3d &box_0, - f32 dtime, v3f &pos_f, v3f &speed_f); - -// Moves using as many iterations as needed -collisionMoveResult collisionMovePrecise(Map *map, IGameDef *gamedef, - f32 pos_max_d, const core::aabbox3d &box_0, - f32 dtime, v3f &pos_f, v3f &speed_f); - -enum CollisionType +struct CollisionInfo { - COLLISION_FALL + CollisionInfo() = default; + + CollisionType type = COLLISION_NODE; + v3s16 node_p = v3s16(-32768,-32768,-32768); // COLLISION_NODE + v3f old_speed; + v3f new_speed; }; -struct CollisionInfo +struct collisionMoveResult { - CollisionType t; - f32 speed; + collisionMoveResult() = default; + + bool touching_ground = false; + bool collides = false; + bool standing_on_object = false; + std::vector collisions; }; -#endif +// Moves using a single iteration; speed should not exceed pos_max_d/dtime +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=NULL, + bool collideWithObjects=true); + +// 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 +// 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); +// Helper function: +// Checks if moving the movingbox up by the given distance would hit a ceiling. +bool wouldCollideWithCeiling( + const std::vector &staticboxes, + const aabb3f &movingbox, + f32 y_increase, f32 d);