mirror of
https://github.com/luanti-org/luanti.git
synced 2025-08-11 17:51:04 +00:00
Don't pass non-const references to collision methods
Non const references cause a lot of confusion with behaviour of code, and are disallowed by minetest style guide.
This commit is contained in:
parent
ad884f23d4
commit
4e93ba06a7
7 changed files with 98 additions and 108 deletions
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@ -40,7 +40,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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// The time after which the collision occurs is stored in dtime.
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int axisAlignedCollision(
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const aabb3f &staticbox, const aabb3f &movingbox,
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const v3f &speed, f32 d, f32 &dtime)
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const v3f &speed, f32 d, f32 *dtime)
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{
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//TimeTaker tt("axisAlignedCollision");
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@ -59,13 +59,12 @@ int axisAlignedCollision(
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if(speed.X > 0) // Check for collision with X- plane
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{
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if(relbox.MaxEdge.X <= d)
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{
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dtime = - relbox.MaxEdge.X / speed.X;
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if((relbox.MinEdge.Y + speed.Y * dtime < ysize) &&
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(relbox.MaxEdge.Y + speed.Y * dtime > COLL_ZERO) &&
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(relbox.MinEdge.Z + speed.Z * dtime < zsize) &&
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(relbox.MaxEdge.Z + speed.Z * dtime > COLL_ZERO))
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if (relbox.MaxEdge.X <= d) {
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*dtime = -relbox.MaxEdge.X / speed.X;
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if ((relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
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(relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO) &&
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(relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
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(relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
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return 0;
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}
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else if(relbox.MinEdge.X > xsize)
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@ -75,13 +74,12 @@ int axisAlignedCollision(
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}
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else if(speed.X < 0) // Check for collision with X+ plane
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{
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if(relbox.MinEdge.X >= xsize - d)
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{
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dtime = (xsize - relbox.MinEdge.X) / speed.X;
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if((relbox.MinEdge.Y + speed.Y * dtime < ysize) &&
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(relbox.MaxEdge.Y + speed.Y * dtime > COLL_ZERO) &&
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(relbox.MinEdge.Z + speed.Z * dtime < zsize) &&
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(relbox.MaxEdge.Z + speed.Z * dtime > COLL_ZERO))
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if (relbox.MinEdge.X >= xsize - d) {
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*dtime = (xsize - relbox.MinEdge.X) / speed.X;
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if ((relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
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(relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO) &&
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(relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
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(relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
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return 0;
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}
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else if(relbox.MaxEdge.X < 0)
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@ -94,13 +92,12 @@ int axisAlignedCollision(
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if(speed.Y > 0) // Check for collision with Y- plane
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{
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if(relbox.MaxEdge.Y <= d)
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{
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dtime = - relbox.MaxEdge.Y / speed.Y;
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if((relbox.MinEdge.X + speed.X * dtime < xsize) &&
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(relbox.MaxEdge.X + speed.X * dtime > COLL_ZERO) &&
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(relbox.MinEdge.Z + speed.Z * dtime < zsize) &&
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(relbox.MaxEdge.Z + speed.Z * dtime > COLL_ZERO))
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if (relbox.MaxEdge.Y <= d) {
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*dtime = -relbox.MaxEdge.Y / speed.Y;
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if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
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(relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
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(relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
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(relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
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return 1;
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}
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else if(relbox.MinEdge.Y > ysize)
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@ -110,13 +107,12 @@ int axisAlignedCollision(
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}
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else if(speed.Y < 0) // Check for collision with Y+ plane
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{
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if(relbox.MinEdge.Y >= ysize - d)
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{
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dtime = (ysize - relbox.MinEdge.Y) / speed.Y;
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if((relbox.MinEdge.X + speed.X * dtime < xsize) &&
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(relbox.MaxEdge.X + speed.X * dtime > COLL_ZERO) &&
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(relbox.MinEdge.Z + speed.Z * dtime < zsize) &&
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(relbox.MaxEdge.Z + speed.Z * dtime > COLL_ZERO))
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if (relbox.MinEdge.Y >= ysize - d) {
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*dtime = (ysize - relbox.MinEdge.Y) / speed.Y;
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if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
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(relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
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(relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
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(relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
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return 1;
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}
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else if(relbox.MaxEdge.Y < 0)
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@ -129,13 +125,12 @@ int axisAlignedCollision(
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if(speed.Z > 0) // Check for collision with Z- plane
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{
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if(relbox.MaxEdge.Z <= d)
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{
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dtime = - relbox.MaxEdge.Z / speed.Z;
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if((relbox.MinEdge.X + speed.X * dtime < xsize) &&
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(relbox.MaxEdge.X + speed.X * dtime > COLL_ZERO) &&
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(relbox.MinEdge.Y + speed.Y * dtime < ysize) &&
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(relbox.MaxEdge.Y + speed.Y * dtime > COLL_ZERO))
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if (relbox.MaxEdge.Z <= d) {
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*dtime = -relbox.MaxEdge.Z / speed.Z;
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if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
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(relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
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(relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
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(relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO))
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return 2;
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}
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//else if(relbox.MinEdge.Z > zsize)
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@ -145,13 +140,12 @@ int axisAlignedCollision(
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}
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else if(speed.Z < 0) // Check for collision with Z+ plane
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{
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if(relbox.MinEdge.Z >= zsize - d)
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{
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dtime = (zsize - relbox.MinEdge.Z) / speed.Z;
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if((relbox.MinEdge.X + speed.X * dtime < xsize) &&
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(relbox.MaxEdge.X + speed.X * dtime > COLL_ZERO) &&
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(relbox.MinEdge.Y + speed.Y * dtime < ysize) &&
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(relbox.MaxEdge.Y + speed.Y * dtime > COLL_ZERO))
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if (relbox.MinEdge.Z >= zsize - d) {
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*dtime = (zsize - relbox.MinEdge.Z) / speed.Z;
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if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
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(relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
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(relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
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(relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO))
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return 2;
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}
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//else if(relbox.MaxEdge.Z < 0)
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@ -195,8 +189,8 @@ bool wouldCollideWithCeiling(
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collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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f32 pos_max_d, const aabb3f &box_0,
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f32 stepheight, f32 dtime,
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v3f &pos_f, v3f &speed_f,
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v3f &accel_f,ActiveObject* self,
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v3f *pos_f, v3f *speed_f,
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v3f accel_f, ActiveObject *self,
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bool collideWithObjects)
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{
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static bool time_notification_done = false;
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@ -219,16 +213,16 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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} else {
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time_notification_done = false;
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}
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speed_f += accel_f * dtime;
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*speed_f += accel_f * dtime;
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// If there is no speed, there are no collisions
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if(speed_f.getLength() == 0)
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if (speed_f->getLength() == 0)
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return result;
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// Limit speed for avoiding hangs
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speed_f.Y=rangelim(speed_f.Y,-5000,5000);
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speed_f.X=rangelim(speed_f.X,-5000,5000);
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speed_f.Z=rangelim(speed_f.Z,-5000,5000);
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speed_f->Y = rangelim(speed_f->Y, -5000, 5000);
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speed_f->X = rangelim(speed_f->X, -5000, 5000);
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speed_f->Z = rangelim(speed_f->Z, -5000, 5000);
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/*
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Collect node boxes in movement range
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@ -243,8 +237,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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//TimeTaker tt2("collisionMoveSimple collect boxes");
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ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);
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v3s16 oldpos_i = floatToInt(pos_f, BS);
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v3s16 newpos_i = floatToInt(pos_f + speed_f * dtime, BS);
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v3s16 oldpos_i = floatToInt(*pos_f, BS);
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v3s16 newpos_i = floatToInt(*pos_f + *speed_f * dtime, BS);
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s16 min_x = MYMIN(oldpos_i.X, newpos_i.X) + (box_0.MinEdge.X / BS) - 1;
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s16 min_y = MYMIN(oldpos_i.Y, newpos_i.Y) + (box_0.MinEdge.Y / BS) - 1;
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s16 min_z = MYMIN(oldpos_i.Z, newpos_i.Z) + (box_0.MinEdge.Z / BS) - 1;
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@ -318,9 +312,9 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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#ifndef SERVER
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ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env);
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if (c_env != 0) {
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f32 distance = speed_f.getLength();
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f32 distance = speed_f->getLength();
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std::vector<DistanceSortedActiveObject> clientobjects;
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c_env->getActiveObjects(pos_f,distance * 1.5,clientobjects);
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c_env->getActiveObjects(*pos_f, distance * 1.5, clientobjects);
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for (size_t i=0; i < clientobjects.size(); i++) {
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if ((self == 0) || (self != clientobjects[i].obj)) {
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objects.push_back((ActiveObject*)clientobjects[i].obj);
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@ -332,9 +326,9 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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{
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ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
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if (s_env != 0) {
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f32 distance = speed_f.getLength();
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f32 distance = speed_f->getLength();
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std::vector<u16> s_objects;
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s_env->getObjectsInsideRadius(s_objects, pos_f, distance * 1.5);
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s_env->getObjectsInsideRadius(s_objects, *pos_f, distance * 1.5);
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for (std::vector<u16>::iterator iter = s_objects.begin(); iter != s_objects.end(); ++iter) {
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ServerActiveObject *current = s_env->getActiveObject(*iter);
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if ((self == 0) || (self != current)) {
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@ -399,8 +393,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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}
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aabb3f movingbox = box_0;
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movingbox.MinEdge += pos_f;
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movingbox.MaxEdge += pos_f;
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movingbox.MinEdge += *pos_f;
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movingbox.MaxEdge += *pos_f;
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int nearest_collided = -1;
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f32 nearest_dtime = dtime;
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@ -417,7 +411,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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// Find nearest collision of the two boxes (raytracing-like)
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f32 dtime_tmp;
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int collided = axisAlignedCollision(
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cboxes[boxindex], movingbox, speed_f, d, dtime_tmp);
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cboxes[boxindex], movingbox, *speed_f, d, &dtime_tmp);
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if (collided == -1 || dtime_tmp >= nearest_dtime)
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continue;
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@ -429,7 +423,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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if (nearest_collided == -1) {
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// No collision with any collision box.
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pos_f += speed_f * dtime;
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*pos_f += *speed_f * dtime;
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dtime = 0; // Set to 0 to avoid "infinite" loop due to small FP numbers
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} else {
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// Otherwise, a collision occurred.
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@ -452,14 +446,14 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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// Handle negative nearest_dtime (can be caused by the d allowance)
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if (!step_up) {
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if (nearest_collided == 0)
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pos_f.X += speed_f.X * nearest_dtime;
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pos_f->X += speed_f->X * nearest_dtime;
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if (nearest_collided == 1)
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pos_f.Y += speed_f.Y * nearest_dtime;
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pos_f->Y += speed_f->Y * nearest_dtime;
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if (nearest_collided == 2)
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pos_f.Z += speed_f.Z * nearest_dtime;
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pos_f->Z += speed_f->Z * nearest_dtime;
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}
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} else {
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pos_f += speed_f * nearest_dtime;
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*pos_f += *speed_f * nearest_dtime;
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dtime -= nearest_dtime;
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}
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@ -475,7 +469,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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info.node_p = node_positions[nearest_boxindex];
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info.bouncy = bouncy;
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info.old_speed = speed_f;
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info.old_speed = *speed_f;
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// Set the speed component that caused the collision to zero
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if (step_up) {
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is_step_up[nearest_boxindex] = true;
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is_collision = false;
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} else if(nearest_collided == 0) { // X
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if (fabs(speed_f.X) > BS * 3)
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speed_f.X *= bounce;
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if (fabs(speed_f->X) > BS * 3)
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speed_f->X *= bounce;
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else
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speed_f.X = 0;
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speed_f->X = 0;
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result.collides = true;
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result.collides_xz = true;
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}
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else if(nearest_collided == 1) { // Y
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if(fabs(speed_f.Y) > BS * 3)
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speed_f.Y *= bounce;
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if (fabs(speed_f->Y) > BS * 3)
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speed_f->Y *= bounce;
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else
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speed_f.Y = 0;
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speed_f->Y = 0;
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result.collides = true;
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} else if(nearest_collided == 2) { // Z
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if (fabs(speed_f.Z) > BS * 3)
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speed_f.Z *= bounce;
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if (fabs(speed_f->Z) > BS * 3)
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speed_f->Z *= bounce;
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else
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speed_f.Z = 0;
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speed_f->Z = 0;
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result.collides = true;
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result.collides_xz = true;
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}
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info.new_speed = speed_f;
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info.new_speed = *speed_f;
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if (info.new_speed.getDistanceFrom(info.old_speed) < 0.1 * BS)
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is_collision = false;
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@ -519,8 +513,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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Final touches: Check if standing on ground, step up stairs.
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*/
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aabb3f box = box_0;
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box.MinEdge += pos_f;
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box.MaxEdge += pos_f;
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box.MinEdge += *pos_f;
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box.MaxEdge += *pos_f;
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for (u32 boxindex = 0; boxindex < cboxes.size(); boxindex++) {
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const aabb3f& cbox = cboxes[boxindex];
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cbox.MaxEdge.Z - d > box.MinEdge.Z &&
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cbox.MinEdge.Z + d < box.MaxEdge.Z) {
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if (is_step_up[boxindex]) {
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pos_f.Y += (cbox.MaxEdge.Y - box.MinEdge.Y);
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pos_f->Y += (cbox.MaxEdge.Y - box.MinEdge.Y);
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box = box_0;
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box.MinEdge += pos_f;
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box.MaxEdge += pos_f;
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box.MinEdge += *pos_f;
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box.MaxEdge += *pos_f;
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}
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if (fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15 * BS) {
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result.touching_ground = true;
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