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Add disable_jump to liquids and ladders (#7688)
Remove second nodedef check by improving the colliding node detection Also remove the 2nd check in old_move, correct standing node a bit
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4 changed files with 60 additions and 44 deletions
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@ -59,7 +59,7 @@ struct NearbyCollisionInfo {
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// Checks for collision of a moving aabbox with a static aabbox
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// Returns -1 if no collision, 0 if X collision, 1 if Y collision, 2 if Z collision
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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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CollisionAxis 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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{
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@ -86,11 +86,11 @@ int axisAlignedCollision(
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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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return COLLISION_AXIS_X;
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}
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else if(relbox.MinEdge.X > xsize)
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{
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return -1;
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return COLLISION_AXIS_NONE;
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}
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}
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else if(speed.X < 0) // Check for collision with X+ plane
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@ -101,11 +101,11 @@ int axisAlignedCollision(
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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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return COLLISION_AXIS_X;
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}
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else if(relbox.MaxEdge.X < 0)
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{
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return -1;
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return COLLISION_AXIS_NONE;
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}
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}
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@ -119,11 +119,11 @@ int axisAlignedCollision(
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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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return COLLISION_AXIS_Y;
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}
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else if(relbox.MinEdge.Y > ysize)
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{
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return -1;
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return COLLISION_AXIS_NONE;
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}
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}
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else if(speed.Y < 0) // Check for collision with Y+ plane
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@ -134,11 +134,11 @@ int axisAlignedCollision(
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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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return COLLISION_AXIS_Y;
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}
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else if(relbox.MaxEdge.Y < 0)
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{
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return -1;
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return COLLISION_AXIS_NONE;
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}
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}
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@ -152,11 +152,11 @@ int axisAlignedCollision(
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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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return COLLISION_AXIS_Z;
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}
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//else if(relbox.MinEdge.Z > zsize)
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//{
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// return -1;
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// return COLLISION_AXIS_NONE;
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//}
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}
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else if(speed.Z < 0) // Check for collision with Z+ plane
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@ -167,15 +167,15 @@ int axisAlignedCollision(
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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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return COLLISION_AXIS_Z;
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}
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//else if(relbox.MaxEdge.Z < 0)
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//{
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// return -1;
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// return COLLISION_AXIS_NONE;
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//}
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}
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return -1;
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return COLLISION_AXIS_NONE;
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}
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// Helper function:
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@ -442,7 +442,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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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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CollisionAxis nearest_collided = COLLISION_AXIS_NONE;
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f32 nearest_dtime = dtime;
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int nearest_boxindex = -1;
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@ -457,7 +457,7 @@ 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(box_info.box,
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CollisionAxis collided = axisAlignedCollision(box_info.box,
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movingbox, *speed_f, d, &dtime_tmp);
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if (collided == -1 || dtime_tmp >= nearest_dtime)
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@ -468,7 +468,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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nearest_boxindex = boxindex;
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}
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if (nearest_collided == -1) {
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if (nearest_collided == COLLISION_AXIS_NONE) {
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// No collision with any collision box.
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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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@ -477,7 +477,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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NearbyCollisionInfo &nearest_info = cinfo[nearest_boxindex];
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const aabb3f& cbox = nearest_info.box;
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// Check for stairs.
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bool step_up = (nearest_collided != 1) && // must not be Y direction
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bool step_up = (nearest_collided != COLLISION_AXIS_Y) && // must not be Y direction
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(movingbox.MinEdge.Y < cbox.MaxEdge.Y) &&
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(movingbox.MinEdge.Y + stepheight > cbox.MaxEdge.Y) &&
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(!wouldCollideWithCeiling(cinfo, movingbox,
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@ -491,11 +491,11 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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if (nearest_dtime < 0) {
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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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if (nearest_collided == COLLISION_AXIS_X)
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pos_f->X += speed_f->X * nearest_dtime;
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if (nearest_collided == 1)
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if (nearest_collided == COLLISION_AXIS_Y)
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pos_f->Y += speed_f->Y * nearest_dtime;
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if (nearest_collided == 2)
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if (nearest_collided == COLLISION_AXIS_Z)
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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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@ -522,19 +522,19 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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// Special case: Handle stairs
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nearest_info.is_step_up = true;
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is_collision = false;
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} else if (nearest_collided == 0) { // X
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} else if (nearest_collided == COLLISION_AXIS_X) {
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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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result.collides = true;
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} else if (nearest_collided == 1) { // Y
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} else if (nearest_collided == COLLISION_AXIS_Y) {
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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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result.collides = true;
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} else if (nearest_collided == 2) { // Z
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} else if (nearest_collided == COLLISION_AXIS_Z) {
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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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@ -547,6 +547,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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is_collision = false;
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if (is_collision) {
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info.axis = nearest_collided;
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result.collisions.push_back(info);
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}
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}
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