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Custom boxy nodes (stairs, slabs) and collision changes
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parent
9f031a6759
commit
1575448b1a
19 changed files with 1105 additions and 646 deletions
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@ -52,24 +52,15 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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INodeDefManager *nodemgr = m_gamedef->ndef();
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v3f position = getPosition();
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v3f oldpos = position;
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v3s16 oldpos_i = floatToInt(oldpos, BS);
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v3f old_speed = m_speed;
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/*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
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<<oldpos_i.Z<<")"<<std::endl;*/
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/*
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Calculate new position
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*/
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position += m_speed * dtime;
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// Skip collision detection if a special movement mode is used
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bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
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bool free_move = fly_allowed && g_settings->getBool("free_move");
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if(free_move)
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{
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position += m_speed * dtime;
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setPosition(position);
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return;
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}
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@ -78,9 +69,6 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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Collision detection
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*/
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// Player position in nodes
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v3s16 pos_i = floatToInt(position, BS);
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/*
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Check if player is in water (the oscillating value)
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*/
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@ -147,13 +135,6 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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// Maximum distance over border for sneaking
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f32 sneak_max = BS*0.4;
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/*
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If sneaking, player has larger collision radius to keep from
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falling
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*/
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/*if(control.sneak)
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player_radius = sneak_max + d*1.1;*/
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/*
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If sneaking, keep in range from the last walked node and don't
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fall off from it
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@ -170,22 +151,8 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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{
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position.Y = min_y;
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//v3f old_speed = m_speed;
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if(m_speed.Y < 0)
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m_speed.Y = 0;
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/*if(collision_info)
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{
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// Report fall collision
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if(old_speed.Y < m_speed.Y - 0.1)
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{
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CollisionInfo info;
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info.t = COLLISION_FALL;
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info.speed = m_speed.Y - old_speed.Y;
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collision_info->push_back(info);
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}
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}*/
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}
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}
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@ -193,22 +160,22 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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Calculate player collision box (new and old)
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*/
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core::aabbox3d<f32> playerbox(
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position.X - player_radius,
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position.Y - 0.0,
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position.Z - player_radius,
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position.X + player_radius,
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position.Y + player_height,
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position.Z + player_radius
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);
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core::aabbox3d<f32> playerbox_old(
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oldpos.X - player_radius,
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oldpos.Y - 0.0,
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oldpos.Z - player_radius,
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oldpos.X + player_radius,
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oldpos.Y + player_height,
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oldpos.Z + player_radius
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-player_radius,
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0.0,
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-player_radius,
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player_radius,
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player_height,
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player_radius
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);
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float player_stepheight = touching_ground ? (BS*0.6) : (BS*0.2);
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v3f accel_f = v3f(0,0,0);
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collisionMoveResult result = collisionMoveSimple(&map, m_gamedef,
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pos_max_d, playerbox, player_stepheight, dtime,
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position, m_speed, accel_f);
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/*
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If the player's feet touch the topside of any node, this is
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set to true.
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@ -216,154 +183,9 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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Player is allowed to jump when this is true.
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*/
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bool touching_ground_was = touching_ground;
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touching_ground = false;
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/*std::cout<<"Checking collisions for ("
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<<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
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<<") -> ("
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<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
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<<"):"<<std::endl;*/
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bool standing_on_unloaded = false;
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/*
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Go through every node around the player
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*/
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for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
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for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
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for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
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{
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bool is_unloaded = false;
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try{
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// Player collides into walkable nodes
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if(nodemgr->get(map.getNode(v3s16(x,y,z))).walkable == false)
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continue;
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}
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catch(InvalidPositionException &e)
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{
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is_unloaded = true;
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// Doing nothing here will block the player from
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// walking over map borders
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}
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core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
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/*
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See if the player is touching ground.
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Player touches ground if player's minimum Y is near node's
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maximum Y and player's X-Z-area overlaps with the node's
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X-Z-area.
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Use 0.15*BS so that it is easier to get on a node.
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*/
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if(
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//fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
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fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < 0.15*BS
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&& nodebox.MaxEdge.X-d > playerbox.MinEdge.X
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&& nodebox.MinEdge.X+d < playerbox.MaxEdge.X
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&& nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
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&& nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
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){
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touching_ground = true;
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if(is_unloaded)
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standing_on_unloaded = true;
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}
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// If player doesn't intersect with node, ignore node.
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if(playerbox.intersectsWithBox(nodebox) == false)
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continue;
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/*
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Go through every axis
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*/
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v3f dirs[3] = {
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v3f(0,0,1), // back-front
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v3f(0,1,0), // top-bottom
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v3f(1,0,0), // right-left
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};
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for(u16 i=0; i<3; i++)
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{
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/*
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Calculate values along the axis
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*/
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f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
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f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
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f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
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f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
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f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
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f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
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/*
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Check collision for the axis.
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Collision happens when player is going through a surface.
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*/
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/*f32 neg_d = d;
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f32 pos_d = d;
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// Make it easier to get on top of a node
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if(i == 1)
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neg_d = 0.15*BS;
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bool negative_axis_collides =
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(nodemax > playermin && nodemax <= playermin_old + neg_d
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&& m_speed.dotProduct(dirs[i]) < 0);
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bool positive_axis_collides =
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(nodemin < playermax && nodemin >= playermax_old - pos_d
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&& m_speed.dotProduct(dirs[i]) > 0);*/
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bool negative_axis_collides =
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(nodemax > playermin && nodemax <= playermin_old + d
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&& m_speed.dotProduct(dirs[i]) < 0);
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bool positive_axis_collides =
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(nodemin < playermax && nodemin >= playermax_old - d
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&& m_speed.dotProduct(dirs[i]) > 0);
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bool main_axis_collides =
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negative_axis_collides || positive_axis_collides;
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/*
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Check overlap of player and node in other axes
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*/
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bool other_axes_overlap = true;
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for(u16 j=0; j<3; j++)
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{
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if(j == i)
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continue;
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f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
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f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
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f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
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f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
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if(!(nodemax - d > playermin && nodemin + d < playermax))
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{
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other_axes_overlap = false;
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break;
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}
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}
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/*
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If this is a collision, revert the position in the main
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direction.
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*/
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if(other_axes_overlap && main_axis_collides)
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{
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//v3f old_speed = m_speed;
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m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
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position -= position.dotProduct(dirs[i]) * dirs[i];
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position += oldpos.dotProduct(dirs[i]) * dirs[i];
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/*if(collision_info)
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{
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// Report fall collision
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if(old_speed.Y < m_speed.Y - 0.1)
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{
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CollisionInfo info;
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info.t = COLLISION_FALL;
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info.speed = m_speed.Y - old_speed.Y;
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collision_info->push_back(info);
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}
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}*/
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}
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}
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} // xyz
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touching_ground = result.touching_ground;
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bool standing_on_unloaded = result.standing_on_unloaded;
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/*
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Check the nodes under the player to see from which node the
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