minetest/src/collision.cpp

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/*
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Minetest
2013-02-24 18:38:45 +00:00
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "collision.h"
#include <cmath>
#include "mapblock.h"
#include "map.h"
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#include "nodedef.h"
#include "gamedef.h"
#ifndef SERVER
#include "client/clientenvironment.h"
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#include "client/localplayer.h"
#endif
#include "serverenvironment.h"
#include "server/serveractiveobject.h"
#include "util/timetaker.h"
#include "profiler.h"
#ifdef __FAST_MATH__
#warning "-ffast-math is known to cause bugs in collision code, do not use!"
#endif
struct NearbyCollisionInfo {
// node
NearbyCollisionInfo(bool is_ul, int bouncy, const v3s16 &pos,
const aabb3f &box) :
is_unloaded(is_ul),
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;
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
// Returns -1 if no collision, 0 if X collision, 1 if Y collision, 2 if Z collision
// The time after which the collision occurs is stored in dtime.
CollisionAxis axisAlignedCollision(
const aabb3f &staticbox, const aabb3f &movingbox,
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const v3f &speed, f32 *dtime)
{
//TimeTaker tt("axisAlignedCollision");
aabb3f relbox(
(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),
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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)
);
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const f32 dtime_max = *dtime;
f32 inner_margin; // the distance of clipping recovery
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f32 distance;
f32 time;
if (speed.Y) {
distance = relbox.MaxEdge.Y - relbox.MinEdge.Y;
*dtime = distance / std::abs(speed.Y);
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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) &&
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(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;
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}
}
else {
return COLLISION_AXIS_NONE;
}
}
// NO else if here
if (speed.X) {
distance = relbox.MaxEdge.X - relbox.MinEdge.X;
*dtime = distance / std::abs(speed.X);
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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) &&
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(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;
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}
} else {
return COLLISION_AXIS_NONE;
}
}
// NO else if here
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if (speed.Z) {
distance = relbox.MaxEdge.Z - relbox.MinEdge.Z;
*dtime = distance / std::abs(speed.Z);
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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) &&
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(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;
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}
}
}
return COLLISION_AXIS_NONE;
}
// Helper function:
// Checks if moving the movingbox up by the given distance would hit a ceiling.
bool wouldCollideWithCeiling(
const std::vector<NearbyCollisionInfo> &cinfo,
const aabb3f &movingbox,
f32 y_increase, f32 d)
{
//TimeTaker tt("wouldCollideWithCeiling");
assert(y_increase >= 0); // pre-condition
for (const auto &it : cinfo) {
const aabb3f &staticbox = it.box;
if ((movingbox.MaxEdge.Y - d <= staticbox.MinEdge.Y) &&
(movingbox.MaxEdge.Y + y_increase > staticbox.MinEdge.Y) &&
(movingbox.MinEdge.X < staticbox.MaxEdge.X) &&
(movingbox.MaxEdge.X > staticbox.MinEdge.X) &&
(movingbox.MinEdge.Z < staticbox.MaxEdge.Z) &&
(movingbox.MaxEdge.Z > staticbox.MinEdge.Z))
return true;
}
return false;
}
static inline void getNeighborConnectingFace(const v3s16 &p,
const NodeDefManager *nodedef, Map *map, MapNode n, int v, int *neighbors)
Nodebox: Allow nodeboxes to "connect" We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062
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{
MapNode n2 = map->getNode(p);
if (nodedef->nodeboxConnects(n, n2, v))
Nodebox: Allow nodeboxes to "connect" We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062
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*neighbors |= v;
}
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,
bool collideWithObjects)
{
static bool time_notification_done = false;
Map *map = &env->getMap();
ScopeProfiler sp(g_profiler, "collisionMoveSimple()", SPT_AVG);
collisionMoveResult result;
/*
Calculate new velocity
*/
if (dtime > 0.5f) {
if (!time_notification_done) {
time_notification_done = true;
infostream << "collisionMoveSimple: maximum step interval exceeded,"
" lost movement details!"<<std::endl;
}
dtime = 0.5f;
} else {
time_notification_done = false;
}
*speed_f += accel_f * dtime;
// If there is no speed, there are no collisions
if (speed_f->getLength() == 0)
return result;
// Limit speed for avoiding hangs
speed_f->Y = rangelim(speed_f->Y, -5000, 5000);
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
*/
std::vector<NearbyCollisionInfo> cinfo;
{
//TimeTaker tt2("collisionMoveSimple collect boxes");
ScopeProfiler sp2(g_profiler, "collisionMoveSimple(): collect boxes", SPT_AVG);
v3f newpos_f = *pos_f + *speed_f * dtime;
v3f minpos_f(
MYMIN(pos_f->X, newpos_f.X),
MYMIN(pos_f->Y, newpos_f.Y) + 0.01f * BS, // bias rounding, player often at +/-n.5
MYMIN(pos_f->Z, newpos_f.Z)
);
v3f maxpos_f(
MYMAX(pos_f->X, newpos_f.X),
MYMAX(pos_f->Y, newpos_f.Y),
MYMAX(pos_f->Z, newpos_f.Z)
);
v3s16 min = floatToInt(minpos_f + box_0.MinEdge, BS) - v3s16(1, 1, 1);
v3s16 max = floatToInt(maxpos_f + box_0.MaxEdge, BS) + v3s16(1, 1, 1);
bool any_position_valid = false;
v3s16 p;
for (p.X = min.X; p.X <= max.X; p.X++)
for (p.Y = min.Y; p.Y <= max.Y; p.Y++)
for (p.Z = min.Z; p.Z <= max.Z; p.Z++) {
bool is_position_valid;
MapNode n = map->getNode(p, &is_position_valid);
if (is_position_valid && n.getContent() != CONTENT_IGNORE) {
// Object collides into walkable nodes
any_position_valid = true;
const NodeDefManager *nodedef = gamedef->getNodeDefManager();
Nodebox: Allow nodeboxes to "connect" We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062
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const ContentFeatures &f = nodedef->get(n);
if (!f.walkable)
continue;
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int n_bouncy_value = itemgroup_get(f.groups, "bouncy");
Nodebox: Allow nodeboxes to "connect" We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062
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int neighbors = 0;
if (f.drawtype == NDT_NODEBOX &&
f.node_box.type == NODEBOX_CONNECTED) {
Nodebox: Allow nodeboxes to "connect" We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062
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v3s16 p2 = p;
p2.Y++;
getNeighborConnectingFace(p2, nodedef, map, n, 1, &neighbors);
p2 = p;
p2.Y--;
getNeighborConnectingFace(p2, nodedef, map, n, 2, &neighbors);
p2 = p;
p2.Z--;
getNeighborConnectingFace(p2, nodedef, map, n, 4, &neighbors);
p2 = p;
p2.X--;
getNeighborConnectingFace(p2, nodedef, map, n, 8, &neighbors);
p2 = p;
p2.Z++;
getNeighborConnectingFace(p2, nodedef, map, n, 16, &neighbors);
p2 = p;
p2.X++;
getNeighborConnectingFace(p2, nodedef, map, n, 32, &neighbors);
}
std::vector<aabb3f> nodeboxes;
n.getCollisionBoxes(gamedef->ndef(), &nodeboxes, neighbors);
// Calculate float position only once
v3f posf = intToFloat(p, BS);
for (auto box : nodeboxes) {
box.MinEdge += posf;
box.MaxEdge += posf;
cinfo.emplace_back(false, n_bouncy_value, p, box);
}
} else {
// Collide with unloaded nodes (position invalid) and loaded
// CONTENT_IGNORE nodes (position valid)
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aabb3f box = getNodeBox(p, BS);
cinfo.emplace_back(true, 0, p, box);
}
}
// Do not move if world has not loaded yet, since custom node boxes
// are not available for collision detection.
// This also intentionally occurs in the case of the object being positioned
// solely on loaded CONTENT_IGNORE nodes, no matter where they come from.
if (!any_position_valid) {
*speed_f = v3f(0, 0, 0);
return result;
}
} // tt2
if(collideWithObjects)
{
/* add object boxes to cinfo */
std::vector<ActiveObject*> objects;
#ifndef SERVER
ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env);
if (c_env != 0) {
// 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<DistanceSortedActiveObject> clientobjects;
c_env->getActiveObjects(*pos_f, distance, clientobjects);
for (auto &clientobject : clientobjects) {
// Do collide with everything but itself and the parent CAO
if (!self || (self != clientobject.obj &&
self != clientobject.obj->getParent())) {
objects.push_back((ActiveObject*) clientobject.obj);
}
}
}
else
#endif
{
ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
if (s_env != NULL) {
// 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;
// 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<ServerActiveObject *> s_objects;
s_env->getObjectsInsideRadius(s_objects, *pos_f, distance, include_obj_cb);
}
}
for (std::vector<ActiveObject*>::const_iterator iter = objects.begin();
iter != objects.end(); ++iter) {
ActiveObject *object = *iter;
if (object && object->collideWithObjects()) {
aabb3f object_collisionbox;
if (object->getCollisionBox(&object_collisionbox))
cinfo.emplace_back(object, 0, object_collisionbox);
}
}
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#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);
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}
}
#endif
} //tt3
/*
Collision detection
*/
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f32 d = 0.0f;
int loopcount = 0;
while(dtime > BS * 1e-10f) {
// Avoid infinite loop
loopcount++;
if (loopcount >= 100) {
warningstream << "collisionMoveSimple: Loop count exceeded, aborting to avoid infiniite loop" << std::endl;
break;
}
aabb3f movingbox = box_0;
movingbox.MinEdge += *pos_f;
movingbox.MaxEdge += *pos_f;
CollisionAxis nearest_collided = COLLISION_AXIS_NONE;
f32 nearest_dtime = dtime;
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int nearest_boxindex = -1;
/*
Go through every nodebox, find nearest collision
*/
for (u32 boxindex = 0; boxindex < cinfo.size(); boxindex++) {
const NearbyCollisionInfo &box_info = cinfo[boxindex];
// Ignore if already stepped up this nodebox.
if (box_info.is_step_up)
continue;
// Find nearest collision of the two boxes (raytracing-like)
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f32 dtime_tmp = nearest_dtime;
CollisionAxis collided = axisAlignedCollision(box_info.box,
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movingbox, *speed_f, &dtime_tmp);
if (collided == -1 || dtime_tmp >= nearest_dtime)
continue;
nearest_dtime = dtime_tmp;
nearest_collided = collided;
nearest_boxindex = boxindex;
}
if (nearest_collided == COLLISION_AXIS_NONE) {
// No collision with any collision box.
*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;
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//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) &&
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(!wouldCollideWithCeiling(cinfo, stepbox,
cbox.MaxEdge.Y - movingbox.MinEdge.Y,
d));
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// Get bounce multiplier
float bounce = -(float)nearest_info.bouncy / 100.0f;
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// Move to the point of collision and reduce dtime by nearest_dtime
if (nearest_dtime < 0) {
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// Handle negative nearest_dtime
if (!step_up) {
if (nearest_collided == COLLISION_AXIS_X)
pos_f->X += speed_f->X * nearest_dtime;
if (nearest_collided == COLLISION_AXIS_Y)
pos_f->Y += speed_f->Y * nearest_dtime;
if (nearest_collided == COLLISION_AXIS_Z)
pos_f->Z += speed_f->Z * nearest_dtime;
}
} else {
*pos_f += truncate(*speed_f * nearest_dtime, 100.0f);
dtime -= nearest_dtime;
}
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bool is_collision = true;
if (nearest_info.is_unloaded)
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is_collision = false;
CollisionInfo info;
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;
// Set the speed component that caused the collision to zero
if (step_up) {
// Special case: Handle stairs
nearest_info.is_step_up = true;
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is_collision = false;
} else if (nearest_collided == COLLISION_AXIS_X) {
if (fabs(speed_f->X) > BS * 3)
speed_f->X *= bounce;
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else
speed_f->X = 0;
result.collides = true;
} else if (nearest_collided == COLLISION_AXIS_Y) {
if(fabs(speed_f->Y) > BS * 3)
speed_f->Y *= bounce;
else
speed_f->Y = 0;
result.collides = true;
} else if (nearest_collided == COLLISION_AXIS_Z) {
if (fabs(speed_f->Z) > BS * 3)
speed_f->Z *= bounce;
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else
speed_f->Z = 0;
result.collides = true;
}
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info.new_speed = *speed_f;
if (info.new_speed.getDistanceFrom(info.old_speed) < 0.1f * BS)
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is_collision = false;
if (is_collision) {
info.axis = nearest_collided;
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result.collisions.push_back(info);
}
}
}
/*
Final touches: Check if standing on ground, step up stairs.
*/
aabb3f box = box_0;
box.MinEdge += *pos_f;
box.MaxEdge += *pos_f;
for (const auto &box_info : cinfo) {
const aabb3f &cbox = box_info.box;
/*
See if the object is touching ground.
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.
*/
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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) {
if (box_info.is_step_up) {
pos_f->Y += cbox.MaxEdge.Y - box.MinEdge.Y;
box = box_0;
box.MinEdge += *pos_f;
box.MaxEdge += *pos_f;
}
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if (std::fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.05f) {
result.touching_ground = true;
if (box_info.isObject())
result.standing_on_object = true;
}
}
}
return result;
}