1
0
Fork 0
mirror of https://github.com/luanti-org/luanti.git synced 2025-06-27 16:36:03 +00:00
luanti/src/collision.cpp

685 lines
21 KiB
C++
Raw Normal View History

// Luanti
// SPDX-License-Identifier: LGPL-2.1-or-later
// Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
#include "collision.h"
#include <cmath>
2025-04-08 08:44:53 +02:00
#include "irr_aabb3d.h"
#include "mapblock.h"
#include "map.h"
2011-11-14 21:41:30 +02:00
#include "nodedef.h"
#include "gamedef.h"
2025-04-08 08:44:53 +02:00
#include "util/numeric.h"
#if CHECK_CLIENT_BUILD()
#include "client/clientenvironment.h"
2020-04-08 22:45:05 +02:00
#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
bool g_collision_problems_encountered = false;
namespace {
struct NearbyCollisionInfo {
// node
NearbyCollisionInfo(bool is_ul, int bouncy, v3s16 pos, const aabb3f &box) :
obj(nullptr),
box(box),
position(pos),
bouncy(bouncy),
is_unloaded(is_ul),
is_step_up(false)
{}
// object
NearbyCollisionInfo(ActiveObject *obj, int bouncy, const aabb3f &box) :
obj(obj),
box(box),
bouncy(bouncy),
is_unloaded(false),
is_step_up(false)
{}
inline bool isObject() const { return obj != nullptr; }
ActiveObject *obj;
aabb3f box;
v3s16 position;
u8 bouncy;
// bitfield to save space
bool is_unloaded:1, is_step_up:1;
};
// 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
inline f32 truncate(const f32 val, const f32 factor)
{
return truncf(val * factor) / factor;
}
inline v3f truncate(const v3f vec, const f32 factor)
{
return v3f(
truncate(vec.X, factor),
truncate(vec.Y, factor),
truncate(vec.Z, factor)
);
}
inline v3f rangelimv(const v3f vec, const f32 low, const f32 high)
{
return v3f(
rangelim(vec.X, low, high),
rangelim(vec.Y, low, high),
rangelim(vec.Z, low, high)
);
}
}
// 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,
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),
2020-04-08 22:45:05 +02:00
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)
);
2020-04-08 22:45:05 +02:00
const f32 dtime_max = *dtime;
f32 inner_margin; // the distance of clipping recovery
2020-04-08 22:45:05 +02:00
f32 distance;
f32 time;
if (speed.Y) {
distance = relbox.MaxEdge.Y - relbox.MinEdge.Y;
// FIXME: The dtime calculation is inaccurate without acceleration information.
// Exact formula: `dtime = (-vel ± sqrt(vel² + 2 * acc * distance)) / acc`
*dtime = distance / std::abs(speed.Y);
2020-04-08 22:45:05 +02:00
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) &&
2020-04-08 22:45:05 +02:00
(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;
2020-04-08 22:45:05 +02:00
}
}
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);
2020-04-08 22:45:05 +02:00
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) &&
2020-04-08 22:45:05 +02:00
(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)
2021-12-01 18:54:12 -05:00
)
return COLLISION_AXIS_X;
2020-04-08 22:45:05 +02:00
}
} else {
return COLLISION_AXIS_NONE;
}
}
// NO else if here
2020-04-08 22:45:05 +02:00
if (speed.Z) {
distance = relbox.MaxEdge.Z - relbox.MinEdge.Z;
*dtime = distance / std::abs(speed.Z);
2020-04-08 22:45:05 +02:00
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) &&
2020-04-08 22:45:05 +02:00
(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)
2021-12-01 18:54:12 -05:00
)
return COLLISION_AXIS_Z;
2020-04-08 22:45:05 +02:00
}
}
}
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 bool add_area_node_boxes(const v3s16 min, const v3s16 max, IGameDef *gamedef,
Environment *env, std::vector<NearbyCollisionInfo> &cinfo)
{
const auto *nodedef = gamedef->getNodeDefManager();
bool any_position_valid = false;
thread_local std::vector<aabb3f> nodeboxes;
Map *map = &env->getMap();
const bool air_walkable = nodedef->get(CONTENT_AIR).walkable;
v3s16 last_bp(S16_MAX);
MapBlock *last_block = nullptr;
// Note: as the area used here is usually small, iterating entire blocks
// would actually be slower by factor of 10.
v3s16 p;
for (p.Z = min.Z; p.Z <= max.Z; p.Z++)
for (p.Y = min.Y; p.Y <= max.Y; p.Y++)
for (p.X = min.X; p.X <= max.X; p.X++) {
v3s16 bp, relp;
getNodeBlockPosWithOffset(p, bp, relp);
if (bp != last_bp) {
last_block = map->getBlockNoCreateNoEx(bp);
last_bp = bp;
}
MapBlock *const block = last_block;
if (!block) {
// Since we iterate with node precision we can only safely skip
// ahead in the "innermost" axis of the MapBlock (X).
// This still worth it as it reduces the number of nodes to look at
// and entries in `cinfo`.
v3s16 rowend(bp.X * MAP_BLOCKSIZE + MAP_BLOCKSIZE - 1, p.Y, p.Z);
aabb3f box = getNodeBox(p, BS);
box.addInternalBox(getNodeBox(rowend, BS));
// Collide with unloaded block
cinfo.emplace_back(true, 0, p, box);
p.X = rowend.X;
continue;
}
if (!air_walkable && block->isAir()) {
// Skip ahead if air, like above
any_position_valid = true;
p.X = bp.X * MAP_BLOCKSIZE + MAP_BLOCKSIZE - 1;
continue;
}
const MapNode n = block->getNodeNoCheck(relp);
if (n.getContent() != CONTENT_IGNORE) {
any_position_valid = true;
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
2016-02-25 00:16:31 -08:00
const ContentFeatures &f = nodedef->get(n);
if (!f.walkable)
continue;
// Negative bouncy may have a meaning, but we need +value here.
int n_bouncy_value = abs(itemgroup_get(f.groups, "bouncy"));
u8 neighbors = n.getNeighbors(p, map);
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
2016-02-25 00:16:31 -08:00
nodeboxes.clear();
n.getCollisionBoxes(nodedef, &nodeboxes, neighbors);
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 loaded CONTENT_IGNORE nodes
2012-09-01 12:58:37 +03:00
aabb3f box = getNodeBox(p, BS);
cinfo.emplace_back(true, 0, p, box);
}
}
return any_position_valid;
}
static void add_object_boxes(Environment *env,
const aabb3f &box_0, f32 dtime,
const v3f pos_f, const v3f speed_f, ActiveObject *self,
std::vector<NearbyCollisionInfo> &cinfo)
{
auto process_object = [&cinfo] (ActiveObject *object) {
if (object && object->collideWithObjects()) {
aabb3f box{{0.0f, 0.0f, 0.0f}};
if (object->getCollisionBox(&box))
cinfo.emplace_back(object, 0, box);
}
};
2025-04-08 08:44:53 +02:00
constexpr f32 tolerance = 1.5f * BS;
#if CHECK_CLIENT_BUILD()
ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env);
if (c_env) {
2025-04-08 08:44:53 +02:00
// Calculate distance by speed, add own extent and tolerance
const f32 distance = speed_f.getLength() * dtime +
box_0.getExtent().getLength() + tolerance;
std::vector<DistanceSortedActiveObject> clientobjects;
c_env->getActiveObjects(pos_f, distance, clientobjects);
for (auto &clientobject : clientobjects) {
// Do collide with everything but itself and children
if (!self || (self != clientobject.obj &&
self != clientobject.obj->getParent())) {
process_object(clientobject.obj);
}
}
// add collision with local player
LocalPlayer *lplayer = c_env->getLocalPlayer();
auto *obj = (ClientActiveObject*) lplayer->getCAO();
if (!self || (self != obj && self != obj->getParent())) {
aabb3f lplayer_collisionbox = lplayer->getCollisionbox();
v3f lplayer_pos = lplayer->getPosition();
lplayer_collisionbox.MinEdge += lplayer_pos;
lplayer_collisionbox.MaxEdge += lplayer_pos;
cinfo.emplace_back(obj, 0, lplayer_collisionbox);
2020-04-08 22:45:05 +02:00
}
}
else
2020-04-08 22:45:05 +02:00
#endif
{
ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
if (s_env) {
// search for objects which are not us and not our children.
// we directly process the object in this callback to avoid useless
// looping afterwards.
auto include_obj_cb = [self, &process_object] (ServerActiveObject *obj) {
if (!obj->isGone() &&
(!self || (self != obj && self != obj->getParent()))) {
process_object(obj);
}
return false;
};
2025-04-08 08:44:53 +02:00
// Calculate distance by speed, add own extent and tolerance
const v3f movement = speed_f * dtime;
const v3f min = pos_f + box_0.MinEdge - v3f(tolerance) + componentwise_min(movement, v3f());
const v3f max = pos_f + box_0.MaxEdge + v3f(tolerance) + componentwise_max(movement, v3f());
// nothing is put into this vector
std::vector<ServerActiveObject*> s_objects;
2025-04-08 08:44:53 +02:00
s_env->getObjectsInArea(s_objects, aabb3f(min, max), include_obj_cb);
}
}
}
#define PROFILER_NAME(text) (dynamic_cast<ServerEnvironment*>(env) ? ("Server: " text) : ("Client: " text))
collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
2024-11-11 19:46:02 +01:00
const aabb3f &box_0,
f32 stepheight, f32 dtime,
v3f *pos_f, v3f *speed_f,
v3f accel_f, ActiveObject *self,
bool collide_with_objects)
{
static bool time_notification_done = false;
ScopeProfiler sp(g_profiler, PROFILER_NAME("collisionMoveSimple()"), SPT_AVG, PRECISION_MICRO);
collisionMoveResult result;
// Assume no collisions when no velocity and no acceleration
if (*speed_f == v3f() && accel_f == v3f())
return result;
/*
Calculate new velocity
*/
if (dtime > DTIME_LIMIT) {
if (!time_notification_done) {
time_notification_done = true;
warningstream << "collisionMoveSimple: maximum step interval exceeded,"
" lost movement details!"<<std::endl;
}
g_collision_problems_encountered = true;
dtime = DTIME_LIMIT;
} else {
time_notification_done = false;
}
// Average speed
v3f aspeed_f = *speed_f + accel_f * 0.5f * dtime;
// Limit speed for avoiding hangs
aspeed_f = truncate(rangelimv(aspeed_f, -5000.0f, 5000.0f), 10000.0f);
// Collect node boxes in movement range
// cached allocation
thread_local std::vector<NearbyCollisionInfo> cinfo;
cinfo.clear();
{
// Movement if no collisions
v3f newpos_f = *pos_f + aspeed_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 = add_area_node_boxes(min, max, gamedef, env, cinfo);
// 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;
}
}
// Collect object boxes in movement range
if (collide_with_objects) {
add_object_boxes(env, box_0, dtime, *pos_f, aspeed_f, self, cinfo);
}
// Collision detection
2020-04-08 22:45:05 +02:00
f32 d = 0.0f;
for (int loopcount = 0;; loopcount++) {
if (loopcount >= 100) {
warningstream << "collisionMoveSimple: Loop count exceeded, aborting to avoid infinite loop" << std::endl;
g_collision_problems_encountered = true;
break;
}
aabb3f movingbox = box_0;
movingbox.MinEdge += *pos_f;
movingbox.MaxEdge += *pos_f;
CollisionAxis nearest_collided = COLLISION_AXIS_NONE;
f32 nearest_dtime = dtime;
2016-02-20 09:44:22 +01:00
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)
2020-04-08 22:45:05 +02:00
f32 dtime_tmp = nearest_dtime;
CollisionAxis collided = axisAlignedCollision(box_info.box,
movingbox, aspeed_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 += aspeed_f * dtime;
// Final speed:
*speed_f += accel_f * dtime;
// Limit speed for avoiding hangs
*speed_f = truncate(rangelimv(*speed_f, -5000.0f, 5000.0f), 10000.0f);
break;
}
// Otherwise, a collision occurred.
NearbyCollisionInfo &nearest_info = cinfo[nearest_boxindex];
const aabb3f& cbox = nearest_info.box;
2020-04-08 22:45:05 +02:00
//movingbox except moved to the horizontal position it would be after step up
bool step_up = false;
if (nearest_collided != COLLISION_AXIS_Y) {
2020-04-08 22:45:05 +02:00
aabb3f stepbox = movingbox;
// Look slightly ahead for checking the height when stepping
// to ensure we also check above the node we collided with
// otherwise, might allow glitches such as a stack of stairs
float extra_dtime = nearest_dtime + 0.1f * fabsf(dtime - nearest_dtime);
stepbox.MinEdge.X += aspeed_f.X * extra_dtime;
stepbox.MinEdge.Z += aspeed_f.Z * extra_dtime;
stepbox.MaxEdge.X += aspeed_f.X * extra_dtime;
stepbox.MaxEdge.Z += aspeed_f.Z * extra_dtime;
// Check for stairs.
step_up = (movingbox.MinEdge.Y < cbox.MaxEdge.Y) &&
(movingbox.MinEdge.Y + stepheight > cbox.MaxEdge.Y) &&
(!wouldCollideWithCeiling(cinfo, stepbox,
cbox.MaxEdge.Y - movingbox.MinEdge.Y,
d));
}
// Get bounce multiplier
float bounce = -(float)nearest_info.bouncy / 100.0f;
// Move to the point of collision and reduce dtime by nearest_dtime
if (nearest_dtime < 0) {
// Handle negative nearest_dtime
// This largely means an "instant" collision, e.g., with the floor.
// We use aspeed and nearest_dtime to be consistent with above and resolve this collision
if (!step_up) {
if (nearest_collided == COLLISION_AXIS_X)
pos_f->X += aspeed_f.X * nearest_dtime;
if (nearest_collided == COLLISION_AXIS_Y)
pos_f->Y += aspeed_f.Y * nearest_dtime;
if (nearest_collided == COLLISION_AXIS_Z)
pos_f->Z += aspeed_f.Z * nearest_dtime;
}
} else if (nearest_dtime > 0) {
// updated average speed for the sub-interval up to nearest_dtime
aspeed_f = *speed_f + accel_f * 0.5f * nearest_dtime;
*pos_f += aspeed_f * nearest_dtime;
// Speed at (approximated) collision:
*speed_f += accel_f * nearest_dtime;
// Limit speed for avoiding hangs
*speed_f = truncate(rangelimv(*speed_f, -5000.0f, 5000.0f), 10000.0f);
dtime -= nearest_dtime;
}
v3f old_speed_f = *speed_f;
// Set the speed component that caused the collision to zero
if (step_up) {
// Special case: Handle stairs
nearest_info.is_step_up = true;
} else if (nearest_collided == COLLISION_AXIS_X) {
if (bounce < -1e-4 && fabsf(speed_f->X) > BS * 3) {
speed_f->X *= bounce;
} else {
speed_f->X = 0;
accel_f.X = 0; // avoid colliding in the next interations
}
} else if (nearest_collided == COLLISION_AXIS_Y) {
if (bounce < -1e-4 && fabsf(speed_f->Y) > BS * 3) {
speed_f->Y *= bounce;
} else {
if (speed_f->Y < 0.0f) {
// FIXME: This code is necessary until `axisAlignedCollision` takes acceleration
// into consideration for the time calculation. Otherwise, the colliding faces
// never line up, especially at high step (dtime) intervals.
result.touching_ground = true;
result.standing_on_object = nearest_info.isObject();
}
speed_f->Y = 0;
accel_f.Y = 0; // avoid colliding in the next interations
}
} else { /* nearest_collided == COLLISION_AXIS_Z */
if (bounce < -1e-4 && fabsf(speed_f->Z) > BS * 3) {
speed_f->Z *= bounce;
} else {
speed_f->Z = 0;
accel_f.Z = 0; // avoid colliding in the next interations
}
}
if (!nearest_info.is_unloaded && !step_up) {
CollisionInfo info;
info.axis = nearest_collided;
info.type = nearest_info.isObject() ? COLLISION_OBJECT : COLLISION_NODE;
info.node_p = nearest_info.position;
info.object = nearest_info.obj;
info.new_pos = *pos_f;
info.old_speed = old_speed_f;
info.new_speed = *speed_f;
result.collisions.push_back(info);
}
if (dtime < BS * 1e-10f)
break;
// Speed for finding the next collision
aspeed_f = *speed_f + accel_f * 0.5f * dtime;
// Limit speed for avoiding hangs
aspeed_f = truncate(rangelimv(aspeed_f, -5000.0f, 5000.0f), 10000.0f);
}
/*
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.
*/
2020-04-08 22:45:05 +02:00
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;
}
2020-04-08 22:45:05 +02:00
if (std::fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.05f) {
// This is code is technically only required if `box_info.is_step_up == true`.
// However, players rely on this check/condition to climb stairs faster. See PR #10587.
result.touching_ground = true;
result.standing_on_object = box_info.isObject();
}
}
}
result.collides = !result.collisions.empty();
return result;
}
bool collision_check_intersection(Environment *env, IGameDef *gamedef,
const aabb3f &box_0, const v3f &pos_f, ActiveObject *self,
bool collide_with_objects)
{
ScopeProfiler sp(g_profiler, PROFILER_NAME("collision_check_intersection()"), SPT_AVG, PRECISION_MICRO);
std::vector<NearbyCollisionInfo> cinfo;
{
v3s16 min = floatToInt(pos_f + box_0.MinEdge, BS) - v3s16(1, 1, 1);
v3s16 max = floatToInt(pos_f + box_0.MaxEdge, BS) + v3s16(1, 1, 1);
bool any_position_valid = add_area_node_boxes(min, max, gamedef, env, cinfo);
if (!any_position_valid) {
return true;
}
}
if (collide_with_objects) {
v3f speed;
add_object_boxes(env, box_0, 0, pos_f, speed, self, cinfo);
}
/*
Collision detection
*/
aabb3f checkbox = box_0;
// aabbox3d::intersectsWithBox(box) returns true when the faces are touching perfectly.
// However, we do not want want a true-ish return value in that case. Add some tolerance.
checkbox.MinEdge += pos_f + (0.1f * BS);
checkbox.MaxEdge += pos_f - (0.1f * BS);
/*
Go through every node and object box
*/
for (const NearbyCollisionInfo &box_info : cinfo) {
if (box_info.box.intersectsWithBox(checkbox))
return true;
}
return false;
}