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authorElias Fleckenstein <eliasfleckenstein@web.de>2020-11-04 16:57:41 +0100
committerElias Fleckenstein <eliasfleckenstein@web.de>2020-11-04 16:57:41 +0100
commit6ccb5835ff55d85156be91473c598eca9d6cb9a6 (patch)
tree7f1eaf8b94694c8e24e206909ba8f55a1ebfbb3e /src/collision.cpp
parent244713971a976e43e8740b6a9d9d122e37020ef2 (diff)
downloaddragonfireclient-6ccb5835ff55d85156be91473c598eca9d6cb9a6.tar.xz
Revert "Make Lint Happy"
This reverts commit ad148587dcf5244c2d2011dba339786c765c54c4.
Diffstat (limited to 'src/collision.cpp')
-rw-r--r--src/collision.cpp514
1 files changed, 221 insertions, 293 deletions
diff --git a/src/collision.cpp b/src/collision.cpp
index 1b71fc52e..2e788956d 100644
--- a/src/collision.cpp
+++ b/src/collision.cpp
@@ -36,20 +36,25 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#warning "-ffast-math is known to cause bugs in collision code, do not use!"
#endif
-struct NearbyCollisionInfo
-{
+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)
- {
- }
+ 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)
- {
- }
+ NearbyCollisionInfo(ActiveObject *obj, int bouncy,
+ const aabb3f &box) :
+ is_unloaded(false),
+ obj(obj),
+ bouncy(bouncy),
+ box(box)
+ {}
inline bool isObject() const { return obj != nullptr; }
@@ -69,80 +74,62 @@ 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)
+static inline v3f truncate(const v3f& vec, const f32 factor)
{
- return v3f(truncate(vec.X, factor), truncate(vec.Y, factor),
- truncate(vec.Z, 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,
+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),
- 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));
+ //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),
+ 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)
+ );
const f32 dtime_max = *dtime;
- f32 inner_margin; // the distance of clipping recovery
+ f32 inner_margin; // the distance of clipping recovery
f32 distance;
f32 time;
+
if (speed.Y) {
distance = relbox.MaxEdge.Y - relbox.MinEdge.Y;
*dtime = distance / std::abs(speed.Y);
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) &&
- (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))
+ 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) &&
+ (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;
}
- } else {
+ }
+ else {
return COLLISION_AXIS_NONE;
}
}
@@ -155,29 +142,18 @@ CollisionAxis axisAlignedCollision(const aabb3f &staticbox, const aabb3f &moving
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) &&
- (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))
+ 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) &&
+ (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;
}
} else {
@@ -193,29 +169,18 @@ CollisionAxis axisAlignedCollision(const aabb3f &staticbox, const aabb3f &moving
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) &&
- (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))
+ 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) &&
+ (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;
}
}
@@ -226,18 +191,19 @@ CollisionAxis axisAlignedCollision(const aabb3f &staticbox, const aabb3f &moving
// 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)
+bool wouldCollideWithCeiling(
+ const std::vector<NearbyCollisionInfo> &cinfo,
+ const aabb3f &movingbox,
+ f32 y_increase, f32 d)
{
- // TimeTaker tt("wouldCollideWithCeiling");
+ //TimeTaker tt("wouldCollideWithCeiling");
- assert(y_increase >= 0); // pre-condition
+ 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.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) &&
@@ -249,7 +215,7 @@ bool wouldCollideWithCeiling(const std::vector<NearbyCollisionInfo> &cinfo,
}
static inline void getNeighborConnectingFace(const v3s16 &p,
- const NodeDefManager *nodedef, Map *map, MapNode n, int v, int *neighbors)
+ const NodeDefManager *nodedef, Map *map, MapNode n, int v, int *neighbors)
{
MapNode n2 = map->getNode(p);
if (nodedef->nodeboxConnects(n, n2, v))
@@ -257,9 +223,11 @@ static inline void getNeighborConnectingFace(const v3s16 &p,
}
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,
- bool jesus)
+ 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, bool jesus)
{
static bool time_notification_done = false;
Map *map = &env->getMap();
@@ -274,10 +242,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
if (dtime > 0.5f) {
if (!time_notification_done) {
time_notification_done = true;
- infostream << "collisionMoveSimple: maximum step interval "
- "exceeded,"
- " lost movement details!"
- << std::endl;
+ infostream << "collisionMoveSimple: maximum step interval exceeded,"
+ " lost movement details!"<<std::endl;
}
dtime = 0.5f;
} else {
@@ -301,184 +267,157 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
*/
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;
- jesus = jesus && g_settings->getBool("jesus");
-
- 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();
- const ContentFeatures &f =
- nodedef->get(n);
-
- if (!(f.walkable || (jesus && f.isLiquid())))
- continue;
-
- int n_bouncy_value = itemgroup_get(
- f.groups, "bouncy");
-
- int neighbors = 0;
- if (f.drawtype == NDT_NODEBOX &&
- f.node_box.type ==
- NODEBOX_CONNECTED) {
- 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)
- aabb3f box = getNodeBox(p, BS);
- cinfo.emplace_back(true, 0, p, box);
- }
- }
+ //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;
+ jesus = jesus && g_settings->getBool("jesus");
+
+ 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();
+ const ContentFeatures &f = nodedef->get(n);
+
+ if (!(f.walkable || (jesus && f.isLiquid())))
+ continue;
+
+ int n_bouncy_value = itemgroup_get(f.groups, "bouncy");
+
+ int neighbors = 0;
+ if (f.drawtype == NDT_NODEBOX &&
+ f.node_box.type == NODEBOX_CONNECTED) {
+ v3s16 p2 = p;
+
+ p2.Y++;
+ getNeighborConnectingFace(p2, nodedef, map, n, 1, &neighbors);
- // 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;
+ 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)
+ 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) {
+ if(collideWithObjects)
+ {
/* add object boxes to cinfo */
- std::vector<ActiveObject *> objects;
+ std::vector<ActiveObject*> objects;
#ifndef SERVER
- ClientEnvironment *c_env = dynamic_cast<ClientEnvironment *>(env);
+ ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env);
if (c_env != 0) {
- // Calculate distance by speed, add own extent and 1.5m of
- // tolerance
+ // 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;
+ 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
+ // 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);
+ self != clientobject.obj->getParent())) {
+ objects.push_back((ActiveObject*) clientobject.obj);
}
}
- } else
+ }
+ else
#endif
{
- ServerEnvironment *s_env = dynamic_cast<ServerEnvironment *>(env);
+ ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
if (s_env != NULL) {
- // Calculate distance by speed, add own extent and 1.5m of
- // tolerance
+ // 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) {
+ 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()))) {
+ (!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);
+ s_env->getObjectsInsideRadius(s_objects, *pos_f, distance, include_obj_cb);
}
}
- for (std::vector<ActiveObject *>::const_iterator iter = objects.begin();
+ 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);
+ cinfo.emplace_back(object, 0, object_collisionbox);
}
}
#ifndef SERVER
@@ -489,12 +428,12 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
v3f lplayer_pos = lplayer->getPosition();
lplayer_collisionbox.MinEdge += lplayer_pos;
lplayer_collisionbox.MaxEdge += lplayer_pos;
- ActiveObject *obj = (ActiveObject *)lplayer->getCAO();
+ ActiveObject *obj = (ActiveObject*) lplayer->getCAO();
cinfo.emplace_back(obj, 0, lplayer_collisionbox);
}
}
#endif
- } // tt3
+ } //tt3
/*
Collision detection
@@ -504,13 +443,11 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
int loopcount = 0;
- while (dtime > BS * 1e-10f) {
+ while(dtime > BS * 1e-10f) {
// Avoid infinite loop
loopcount++;
if (loopcount >= 100) {
- warningstream << "collisionMoveSimple: Loop count exceeded, "
- "aborting to avoid infiniite loop"
- << std::endl;
+ warningstream << "collisionMoveSimple: Loop count exceeded, aborting to avoid infiniite loop" << std::endl;
break;
}
@@ -533,8 +470,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
// Find nearest collision of the two boxes (raytracing-like)
f32 dtime_tmp = nearest_dtime;
- CollisionAxis collided = axisAlignedCollision(
- box_info.box, movingbox, *speed_f, &dtime_tmp);
+ CollisionAxis collided = axisAlignedCollision(box_info.box,
+ movingbox, *speed_f, &dtime_tmp);
if (collided == -1 || dtime_tmp >= nearest_dtime)
continue;
@@ -547,38 +484,30 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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
+ 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;
+ const aabb3f& cbox = nearest_info.box;
- // movingbox except moved to the horizontal position it would be
- // after step up
+ //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) &&
- (!wouldCollideWithCeiling(cinfo, stepbox,
- cbox.MaxEdge.Y -
- movingbox.MinEdge
- .Y,
- d));
+ 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) &&
+ (!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
+ // Move to the point of collision and reduce dtime by nearest_dtime
if (nearest_dtime < 0) {
// Handle negative nearest_dtime
if (!step_up) {
@@ -621,7 +550,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
speed_f->X = 0;
result.collides = true;
} else if (nearest_collided == COLLISION_AXIS_Y) {
- if (fabs(speed_f->Y) > BS * 3)
+ if(fabs(speed_f->Y) > BS * 3)
speed_f->Y *= bounce;
else
speed_f->Y = 0;
@@ -662,8 +591,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
X-Z-area.
*/
- if (cbox.MaxEdge.X - d > box.MinEdge.X &&
- cbox.MinEdge.X + d < box.MaxEdge.X &&
+ 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) {