X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fcollision.h;h=87a50282870c11cb5075bce68a99a50f7c496a95;hb=850293bae6013fe020c454541d61af2c816b3204;hp=a4eca0dd821a6a9ce948c6019f1dc1c4f7730f13;hpb=9f031a67594162a53b07acbfbc65faf8c4938e99;p=dragonfireclient.git diff --git a/src/collision.h b/src/collision.h index a4eca0dd8..87a502828 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 +17,72 @@ 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 "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 +enum CollisionAxis { - COLLISION_FALL + COLLISION_AXIS_NONE = -1, + COLLISION_AXIS_X, + COLLISION_AXIS_Y, + COLLISION_AXIS_Z, }; struct CollisionInfo { - CollisionType t; - f32 speed; + CollisionInfo() = default; + + CollisionType type = COLLISION_NODE; + CollisionAxis axis = COLLISION_AXIS_NONE; + v3s16 node_p = v3s16(-32768,-32768,-32768); // COLLISION_NODE + ActiveObject *object = nullptr; // COLLISION_OBJECT + v3f old_speed; + v3f new_speed; + int plane = -1; }; -#endif +struct collisionMoveResult +{ + collisionMoveResult() = default; + + bool touching_ground = false; + bool collides = false; + bool standing_on_object = false; + std::vector collisions; +}; + +// 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 +CollisionAxis axisAlignedCollision( + const aabb3f &staticbox, const aabb3f &movingbox, + const v3f &speed, 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);