X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fcollision.h;h=87a50282870c11cb5075bce68a99a50f7c496a95;hb=b2ab5fd1615ac5f907e43992d0905a56cddf798f;hp=243c4b294732439b75bd562eda7915fadb940c80;hpb=1575448b1a71dd029a8d135d2aff9096483a9953;p=minetest.git diff --git a/src/collision.h b/src/collision.h index 243c4b294..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 @@ -17,52 +17,68 @@ 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; + +enum CollisionType +{ + COLLISION_NODE, + COLLISION_OBJECT, +}; + +enum CollisionAxis +{ + COLLISION_AXIS_NONE = -1, + COLLISION_AXIS_X, + COLLISION_AXIS_Y, + COLLISION_AXIS_Z, +}; + +struct CollisionInfo +{ + 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; +}; struct collisionMoveResult { - bool touching_ground; - bool collides; - bool collides_xz; - bool standing_on_unloaded; + collisionMoveResult() = default; - collisionMoveResult(): - touching_ground(false), - collides(false), - collides_xz(false), - standing_on_unloaded(false) - {} + 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(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 // 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( +CollisionAxis axisAlignedCollision( const aabb3f &staticbox, const aabb3f &movingbox, - const v3f &speed, f32 d, f32 &dtime); + const v3f &speed, f32 *dtime); // Helper function: // Checks if moving the movingbox up by the given distance would hit a ceiling. @@ -70,18 +86,3 @@ bool wouldCollideWithCeiling( const std::vector &staticboxes, const aabb3f &movingbox, f32 y_increase, f32 d); - - -enum CollisionType -{ - COLLISION_FALL -}; - -struct CollisionInfo -{ - CollisionType t; - f32 speed; -}; - -#endif -