Line data Source code
1 : /*
2 : Minetest
3 : Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4 :
5 : This program is free software; you can redistribute it and/or modify
6 : it under the terms of the GNU Lesser General Public License as published by
7 : the Free Software Foundation; either version 2.1 of the License, or
8 : (at your option) any later version.
9 :
10 : This program is distributed in the hope that it will be useful,
11 : but WITHOUT ANY WARRANTY; without even the implied warranty of
12 : MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 : GNU Lesser General Public License for more details.
14 :
15 : You should have received a copy of the GNU Lesser General Public License along
16 : with this program; if not, write to the Free Software Foundation, Inc.,
17 : 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 : */
19 :
20 : #include "collision.h"
21 : #include "mapblock.h"
22 : #include "map.h"
23 : #include "nodedef.h"
24 : #include "gamedef.h"
25 : #include "log.h"
26 : #include "environment.h"
27 : #include "serverobject.h"
28 : #include <vector>
29 : #include <set>
30 : #include "util/timetaker.h"
31 : #include "profiler.h"
32 :
33 : // float error is 10 - 9.96875 = 0.03125
34 : //#define COLL_ZERO 0.032 // broken unit tests
35 : #define COLL_ZERO 0
36 :
37 : // Helper function:
38 : // Checks for collision of a moving aabbox with a static aabbox
39 : // Returns -1 if no collision, 0 if X collision, 1 if Y collision, 2 if Z collision
40 : // The time after which the collision occurs is stored in dtime.
41 781567 : int axisAlignedCollision(
42 : const aabb3f &staticbox, const aabb3f &movingbox,
43 : const v3f &speed, f32 d, f32 &dtime)
44 : {
45 : //TimeTaker tt("axisAlignedCollision");
46 :
47 781567 : f32 xsize = (staticbox.MaxEdge.X - staticbox.MinEdge.X) - COLL_ZERO; // reduce box size for solve collision stuck (flying sand)
48 781567 : f32 ysize = (staticbox.MaxEdge.Y - staticbox.MinEdge.Y); // - COLL_ZERO; // Y - no sense for falling, but maybe try later
49 781567 : f32 zsize = (staticbox.MaxEdge.Z - staticbox.MinEdge.Z) - COLL_ZERO;
50 :
51 : aabb3f relbox(
52 781567 : movingbox.MinEdge.X - staticbox.MinEdge.X,
53 781567 : movingbox.MinEdge.Y - staticbox.MinEdge.Y,
54 781567 : movingbox.MinEdge.Z - staticbox.MinEdge.Z,
55 781567 : movingbox.MaxEdge.X - staticbox.MinEdge.X,
56 781567 : movingbox.MaxEdge.Y - staticbox.MinEdge.Y,
57 781567 : movingbox.MaxEdge.Z - staticbox.MinEdge.Z
58 4689402 : );
59 :
60 781567 : if(speed.X > 0) // Check for collision with X- plane
61 : {
62 143768 : if(relbox.MaxEdge.X <= d)
63 : {
64 47805 : dtime = - relbox.MaxEdge.X / speed.X;
65 68031 : if((relbox.MinEdge.Y + speed.Y * dtime < ysize) &&
66 35868 : (relbox.MaxEdge.Y + speed.Y * dtime > COLL_ZERO) &&
67 22618 : (relbox.MinEdge.Z + speed.Z * dtime < zsize) &&
68 6976 : (relbox.MaxEdge.Z + speed.Z * dtime > COLL_ZERO))
69 4067 : return 0;
70 : }
71 95963 : else if(relbox.MinEdge.X > xsize)
72 : {
73 42065 : return -1;
74 : }
75 : }
76 637799 : else if(speed.X < 0) // Check for collision with X+ plane
77 : {
78 165556 : if(relbox.MinEdge.X >= xsize - d)
79 : {
80 53360 : dtime = (xsize - relbox.MinEdge.X) / speed.X;
81 87781 : if((relbox.MinEdge.Y + speed.Y * dtime < ysize) &&
82 54328 : (relbox.MaxEdge.Y + speed.Y * dtime > COLL_ZERO) &&
83 30965 : (relbox.MinEdge.Z + speed.Z * dtime < zsize) &&
84 11058 : (relbox.MaxEdge.Z + speed.Z * dtime > COLL_ZERO))
85 6457 : return 0;
86 : }
87 112196 : else if(relbox.MaxEdge.X < 0)
88 : {
89 49756 : return -1;
90 : }
91 : }
92 :
93 : // NO else if here
94 :
95 679222 : if(speed.Y > 0) // Check for collision with Y- plane
96 : {
97 1376 : if(relbox.MaxEdge.Y <= d)
98 : {
99 548 : dtime = - relbox.MaxEdge.Y / speed.Y;
100 951 : if((relbox.MinEdge.X + speed.X * dtime < xsize) &&
101 669 : (relbox.MaxEdge.X + speed.X * dtime > COLL_ZERO) &&
102 461 : (relbox.MinEdge.Z + speed.Z * dtime < zsize) &&
103 195 : (relbox.MaxEdge.Z + speed.Z * dtime > COLL_ZERO))
104 125 : return 1;
105 : }
106 828 : else if(relbox.MinEdge.Y > ysize)
107 : {
108 445 : return -1;
109 : }
110 : }
111 677846 : else if(speed.Y < 0) // Check for collision with Y+ plane
112 : {
113 339449 : if(relbox.MinEdge.Y >= ysize - d)
114 : {
115 217306 : dtime = (ysize - relbox.MinEdge.Y) / speed.Y;
116 372191 : if((relbox.MinEdge.X + speed.X * dtime < xsize) &&
117 243707 : (relbox.MaxEdge.X + speed.X * dtime > COLL_ZERO) &&
118 142458 : (relbox.MinEdge.Z + speed.Z * dtime < zsize) &&
119 53636 : (relbox.MaxEdge.Z + speed.Z * dtime > COLL_ZERO))
120 38306 : return 1;
121 : }
122 122143 : else if(relbox.MaxEdge.Y < 0)
123 : {
124 48219 : return -1;
125 : }
126 : }
127 :
128 : // NO else if here
129 :
130 592127 : if(speed.Z > 0) // Check for collision with Z- plane
131 : {
132 143192 : if(relbox.MaxEdge.Z <= d)
133 : {
134 32359 : dtime = - relbox.MaxEdge.Z / speed.Z;
135 55726 : if((relbox.MinEdge.X + speed.X * dtime < xsize) &&
136 35384 : (relbox.MaxEdge.X + speed.X * dtime > COLL_ZERO) &&
137 17513 : (relbox.MinEdge.Y + speed.Y * dtime < ysize) &&
138 5496 : (relbox.MaxEdge.Y + speed.Y * dtime > COLL_ZERO))
139 4487 : return 2;
140 : }
141 : //else if(relbox.MinEdge.Z > zsize)
142 : //{
143 : // return -1;
144 : //}
145 : }
146 448935 : else if(speed.Z < 0) // Check for collision with Z+ plane
147 : {
148 101983 : if(relbox.MinEdge.Z >= zsize - d)
149 : {
150 51438 : dtime = (zsize - relbox.MinEdge.Z) / speed.Z;
151 85775 : if((relbox.MinEdge.X + speed.X * dtime < xsize) &&
152 58131 : (relbox.MaxEdge.X + speed.X * dtime > COLL_ZERO) &&
153 35848 : (relbox.MinEdge.Y + speed.Y * dtime < ysize) &&
154 12054 : (relbox.MaxEdge.Y + speed.Y * dtime > COLL_ZERO))
155 10056 : return 2;
156 : }
157 : //else if(relbox.MaxEdge.Z < 0)
158 : //{
159 : // return -1;
160 : //}
161 : }
162 :
163 577584 : return -1;
164 : }
165 :
166 : // Helper function:
167 : // Checks if moving the movingbox up by the given distance would hit a ceiling.
168 22 : bool wouldCollideWithCeiling(
169 : const std::vector<aabb3f> &staticboxes,
170 : const aabb3f &movingbox,
171 : f32 y_increase, f32 d)
172 : {
173 : //TimeTaker tt("wouldCollideWithCeiling");
174 :
175 : assert(y_increase >= 0); // pre-condition
176 :
177 2282 : for(std::vector<aabb3f>::const_iterator
178 22 : i = staticboxes.begin();
179 1536 : i != staticboxes.end(); i++)
180 : {
181 746 : const aabb3f& staticbox = *i;
182 970 : if((movingbox.MaxEdge.Y - d <= staticbox.MinEdge.Y) &&
183 224 : (movingbox.MaxEdge.Y + y_increase > staticbox.MinEdge.Y) &&
184 0 : (movingbox.MinEdge.X < staticbox.MaxEdge.X) &&
185 0 : (movingbox.MaxEdge.X > staticbox.MinEdge.X) &&
186 0 : (movingbox.MinEdge.Z < staticbox.MaxEdge.Z) &&
187 0 : (movingbox.MaxEdge.Z > staticbox.MinEdge.Z))
188 0 : return true;
189 : }
190 :
191 22 : return false;
192 : }
193 :
194 :
195 11583 : collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
196 : f32 pos_max_d, const aabb3f &box_0,
197 : f32 stepheight, f32 dtime,
198 : v3f &pos_f, v3f &speed_f,
199 : v3f &accel_f,ActiveObject* self,
200 : bool collideWithObjects)
201 : {
202 11583 : Map *map = &env->getMap();
203 : //TimeTaker tt("collisionMoveSimple");
204 23166 : ScopeProfiler sp(g_profiler, "collisionMoveSimple avg", SPT_AVG);
205 :
206 11583 : collisionMoveResult result;
207 :
208 : /*
209 : Calculate new velocity
210 : */
211 11583 : if( dtime > 0.5 ) {
212 0 : infostream<<"collisionMoveSimple: WARNING: maximum step interval exceeded, lost movement details!"<<std::endl;
213 0 : dtime = 0.5;
214 : }
215 11583 : speed_f += accel_f * dtime;
216 :
217 : // If there is no speed, there are no collisions
218 11583 : if(speed_f.getLength() == 0)
219 8 : return result;
220 :
221 : // Limit speed for avoiding hangs
222 11575 : speed_f.Y=rangelim(speed_f.Y,-5000,5000);
223 11575 : speed_f.X=rangelim(speed_f.X,-5000,5000);
224 11575 : speed_f.Z=rangelim(speed_f.Z,-5000,5000);
225 :
226 : /*
227 : Collect node boxes in movement range
228 : */
229 23150 : std::vector<aabb3f> cboxes;
230 23150 : std::vector<bool> is_unloaded;
231 23150 : std::vector<bool> is_step_up;
232 23150 : std::vector<bool> is_object;
233 23150 : std::vector<int> bouncy_values;
234 23150 : std::vector<v3s16> node_positions;
235 : {
236 : //TimeTaker tt2("collisionMoveSimple collect boxes");
237 23150 : ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);
238 :
239 11575 : v3s16 oldpos_i = floatToInt(pos_f, BS);
240 11575 : v3s16 newpos_i = floatToInt(pos_f + speed_f * dtime, BS);
241 11575 : s16 min_x = MYMIN(oldpos_i.X, newpos_i.X) + (box_0.MinEdge.X / BS) - 1;
242 11575 : s16 min_y = MYMIN(oldpos_i.Y, newpos_i.Y) + (box_0.MinEdge.Y / BS) - 1;
243 11575 : s16 min_z = MYMIN(oldpos_i.Z, newpos_i.Z) + (box_0.MinEdge.Z / BS) - 1;
244 11575 : s16 max_x = MYMAX(oldpos_i.X, newpos_i.X) + (box_0.MaxEdge.X / BS) + 1;
245 11575 : s16 max_y = MYMAX(oldpos_i.Y, newpos_i.Y) + (box_0.MaxEdge.Y / BS) + 1;
246 11575 : s16 max_z = MYMAX(oldpos_i.Z, newpos_i.Z) + (box_0.MaxEdge.Z / BS) + 1;
247 :
248 57727 : for(s16 x = min_x; x <= max_x; x++)
249 246539 : for(s16 y = min_y; y <= max_y; y++)
250 1002547 : for(s16 z = min_z; z <= max_z; z++)
251 : {
252 802160 : v3s16 p(x,y,z);
253 :
254 : bool is_position_valid;
255 802160 : MapNode n = map->getNodeNoEx(p, &is_position_valid);
256 :
257 802160 : if (is_position_valid) {
258 : // Object collides into walkable nodes
259 :
260 716382 : const ContentFeatures &f = gamedef->getNodeDefManager()->get(n);
261 716382 : if(f.walkable == false)
262 412958 : continue;
263 303424 : int n_bouncy_value = itemgroup_get(f.groups, "bouncy");
264 :
265 606848 : std::vector<aabb3f> nodeboxes = n.getCollisionBoxes(gamedef->ndef());
266 1524011 : for(std::vector<aabb3f>::iterator
267 303424 : i = nodeboxes.begin();
268 1218290 : i != nodeboxes.end(); i++)
269 : {
270 305721 : aabb3f box = *i;
271 305721 : box.MinEdge += v3f(x, y, z)*BS;
272 305721 : box.MaxEdge += v3f(x, y, z)*BS;
273 305721 : cboxes.push_back(box);
274 305721 : is_unloaded.push_back(false);
275 305721 : is_step_up.push_back(false);
276 305721 : bouncy_values.push_back(n_bouncy_value);
277 305721 : node_positions.push_back(p);
278 305721 : is_object.push_back(false);
279 : }
280 : }
281 : else {
282 : // Collide with unloaded nodes
283 85778 : aabb3f box = getNodeBox(p, BS);
284 85778 : cboxes.push_back(box);
285 85778 : is_unloaded.push_back(true);
286 85778 : is_step_up.push_back(false);
287 85778 : bouncy_values.push_back(0);
288 85778 : node_positions.push_back(p);
289 85778 : is_object.push_back(false);
290 : }
291 : }
292 : } // tt2
293 :
294 11575 : if(collideWithObjects)
295 : {
296 22830 : ScopeProfiler sp(g_profiler, "collisionMoveSimple objects avg", SPT_AVG);
297 : //TimeTaker tt3("collisionMoveSimple collect object boxes");
298 :
299 : /* add object boxes to cboxes */
300 :
301 :
302 22830 : std::vector<ActiveObject*> objects;
303 : #ifndef SERVER
304 11415 : ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env);
305 11415 : if (c_env != 0) {
306 11415 : f32 distance = speed_f.getLength();
307 22830 : std::vector<DistanceSortedActiveObject> clientobjects;
308 11415 : c_env->getActiveObjects(pos_f,distance * 1.5,clientobjects);
309 21969 : for (size_t i=0; i < clientobjects.size(); i++) {
310 10554 : if ((self == 0) || (self != clientobjects[i].obj)) {
311 2889 : objects.push_back((ActiveObject*)clientobjects[i].obj);
312 : }
313 : }
314 : }
315 : else
316 : #endif
317 : {
318 0 : ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
319 0 : if (s_env != 0) {
320 0 : f32 distance = speed_f.getLength();
321 0 : std::vector<u16> s_objects;
322 0 : s_env->getObjectsInsideRadius(s_objects, pos_f, distance * 1.5);
323 0 : for (std::vector<u16>::iterator iter = s_objects.begin(); iter != s_objects.end(); iter++) {
324 0 : ServerActiveObject *current = s_env->getActiveObject(*iter);
325 0 : if ((self == 0) || (self != current)) {
326 0 : objects.push_back((ActiveObject*)current);
327 : }
328 : }
329 : }
330 : }
331 :
332 42912 : for (std::vector<ActiveObject*>::const_iterator iter = objects.begin();
333 28608 : iter != objects.end(); ++iter) {
334 2889 : ActiveObject *object = *iter;
335 :
336 2889 : if (object != NULL) {
337 2889 : aabb3f object_collisionbox;
338 3089 : if (object->getCollisionBox(&object_collisionbox) &&
339 200 : object->collideWithObjects()) {
340 63 : cboxes.push_back(object_collisionbox);
341 63 : is_unloaded.push_back(false);
342 63 : is_step_up.push_back(false);
343 63 : bouncy_values.push_back(0);
344 63 : node_positions.push_back(v3s16(0,0,0));
345 63 : is_object.push_back(true);
346 : }
347 : }
348 : }
349 : } //tt3
350 :
351 : assert(cboxes.size() == is_unloaded.size()); // post-condition
352 : assert(cboxes.size() == is_step_up.size()); // post-condition
353 : assert(cboxes.size() == bouncy_values.size()); // post-condition
354 : assert(cboxes.size() == node_positions.size()); // post-condition
355 : assert(cboxes.size() == is_object.size()); // post-condition
356 :
357 : /*
358 : Collision detection
359 : */
360 :
361 : /*
362 : Collision uncertainty radius
363 : Make it a bit larger than the maximum distance of movement
364 : */
365 11575 : f32 d = pos_max_d * 1.1;
366 : // A fairly large value in here makes moving smoother
367 : //f32 d = 0.15*BS;
368 :
369 : // This should always apply, otherwise there are glitches
370 : assert(d > pos_max_d); // invariant
371 :
372 11575 : int loopcount = 0;
373 :
374 57407 : while(dtime > BS*1e-10)
375 : {
376 : //TimeTaker tt3("collisionMoveSimple dtime loop");
377 45832 : ScopeProfiler sp(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG);
378 :
379 : // Avoid infinite loop
380 22916 : loopcount++;
381 22916 : if(loopcount >= 100)
382 : {
383 0 : infostream<<"collisionMoveSimple: WARNING: Loop count exceeded, aborting to avoid infiniite loop"<<std::endl;
384 0 : dtime = 0;
385 0 : break;
386 : }
387 :
388 22916 : aabb3f movingbox = box_0;
389 22916 : movingbox.MinEdge += pos_f;
390 22916 : movingbox.MaxEdge += pos_f;
391 :
392 22916 : int nearest_collided = -1;
393 22916 : f32 nearest_dtime = dtime;
394 22916 : u32 nearest_boxindex = -1;
395 :
396 : /*
397 : Go through every nodebox, find nearest collision
398 : */
399 804526 : for(u32 boxindex = 0; boxindex < cboxes.size(); boxindex++)
400 : {
401 : // Ignore if already stepped up this nodebox.
402 781610 : if(is_step_up[boxindex])
403 770114 : continue;
404 :
405 : // Find nearest collision of the two boxes (raytracing-like)
406 : f32 dtime_tmp;
407 : int collided = axisAlignedCollision(
408 781567 : cboxes[boxindex], movingbox, speed_f, d, dtime_tmp);
409 :
410 781567 : if(collided == -1 || dtime_tmp >= nearest_dtime)
411 770028 : continue;
412 :
413 11539 : nearest_dtime = dtime_tmp;
414 11539 : nearest_collided = collided;
415 11539 : nearest_boxindex = boxindex;
416 : }
417 :
418 22916 : if(nearest_collided == -1)
419 : {
420 : // No collision with any collision box.
421 11575 : pos_f += speed_f * dtime;
422 11575 : dtime = 0; // Set to 0 to avoid "infinite" loop due to small FP numbers
423 : }
424 : else
425 : {
426 : // Otherwise, a collision occurred.
427 :
428 11341 : const aabb3f& cbox = cboxes[nearest_boxindex];
429 :
430 : // Check for stairs.
431 179 : bool step_up = (nearest_collided != 1) && // must not be Y direction
432 357 : (movingbox.MinEdge.Y < cbox.MaxEdge.Y) &&
433 11541 : (movingbox.MinEdge.Y + stepheight > cbox.MaxEdge.Y) &&
434 22 : (!wouldCollideWithCeiling(cboxes, movingbox,
435 22 : cbox.MaxEdge.Y - movingbox.MinEdge.Y,
436 11363 : d));
437 :
438 : // Get bounce multiplier
439 11341 : bool bouncy = (bouncy_values[nearest_boxindex] >= 1);
440 11341 : float bounce = -(float)bouncy_values[nearest_boxindex] / 100.0;
441 :
442 : // Move to the point of collision and reduce dtime by nearest_dtime
443 11341 : if(nearest_dtime < 0)
444 : {
445 : // Handle negative nearest_dtime (can be caused by the d allowance)
446 95 : if(!step_up)
447 : {
448 81 : if(nearest_collided == 0)
449 42 : pos_f.X += speed_f.X * nearest_dtime;
450 81 : if(nearest_collided == 1)
451 3 : pos_f.Y += speed_f.Y * nearest_dtime;
452 81 : if(nearest_collided == 2)
453 36 : pos_f.Z += speed_f.Z * nearest_dtime;
454 : }
455 : }
456 : else
457 : {
458 11246 : pos_f += speed_f * nearest_dtime;
459 11246 : dtime -= nearest_dtime;
460 : }
461 :
462 11341 : bool is_collision = true;
463 11341 : if(is_unloaded[nearest_boxindex])
464 1092 : is_collision = false;
465 :
466 11341 : CollisionInfo info;
467 11341 : if (is_object[nearest_boxindex]) {
468 1 : info.type = COLLISION_OBJECT;
469 : }
470 : else {
471 11340 : info.type = COLLISION_NODE;
472 : }
473 11341 : info.node_p = node_positions[nearest_boxindex];
474 11341 : info.bouncy = bouncy;
475 11341 : info.old_speed = speed_f;
476 :
477 : // Set the speed component that caused the collision to zero
478 11341 : if(step_up)
479 : {
480 : // Special case: Handle stairs
481 22 : is_step_up[nearest_boxindex] = true;
482 22 : is_collision = false;
483 : }
484 11319 : else if(nearest_collided == 0) // X
485 : {
486 78 : if(fabs(speed_f.X) > BS*3)
487 0 : speed_f.X *= bounce;
488 : else
489 78 : speed_f.X = 0;
490 78 : result.collides = true;
491 78 : result.collides_xz = true;
492 : }
493 11241 : else if(nearest_collided == 1) // Y
494 : {
495 11162 : if(fabs(speed_f.Y) > BS*3)
496 18 : speed_f.Y *= bounce;
497 : else
498 11144 : speed_f.Y = 0;
499 11162 : result.collides = true;
500 : }
501 79 : else if(nearest_collided == 2) // Z
502 : {
503 79 : if(fabs(speed_f.Z) > BS*3)
504 0 : speed_f.Z *= bounce;
505 : else
506 79 : speed_f.Z = 0;
507 79 : result.collides = true;
508 79 : result.collides_xz = true;
509 : }
510 :
511 11341 : info.new_speed = speed_f;
512 11341 : if(info.new_speed.getDistanceFrom(info.old_speed) < 0.1*BS)
513 562 : is_collision = false;
514 :
515 11341 : if(is_collision){
516 9777 : result.collisions.push_back(info);
517 : }
518 : }
519 : }
520 :
521 : /*
522 : Final touches: Check if standing on ground, step up stairs.
523 : */
524 11575 : aabb3f box = box_0;
525 11575 : box.MinEdge += pos_f;
526 11575 : box.MaxEdge += pos_f;
527 403137 : for(u32 boxindex = 0; boxindex < cboxes.size(); boxindex++)
528 : {
529 391562 : const aabb3f& cbox = cboxes[boxindex];
530 :
531 : /*
532 : See if the object is touching ground.
533 :
534 : Object touches ground if object's minimum Y is near node's
535 : maximum Y and object's X-Z-area overlaps with the node's
536 : X-Z-area.
537 :
538 : Use 0.15*BS so that it is easier to get on a node.
539 : */
540 391562 : if(
541 639546 : cbox.MaxEdge.X-d > box.MinEdge.X &&
542 367900 : cbox.MinEdge.X+d < box.MaxEdge.X &&
543 181603 : cbox.MaxEdge.Z-d > box.MinEdge.Z &&
544 61687 : cbox.MinEdge.Z+d < box.MaxEdge.Z
545 : ){
546 38528 : if(is_step_up[boxindex])
547 : {
548 0 : pos_f.Y += (cbox.MaxEdge.Y - box.MinEdge.Y);
549 0 : box = box_0;
550 0 : box.MinEdge += pos_f;
551 0 : box.MaxEdge += pos_f;
552 : }
553 38528 : if(fabs(cbox.MaxEdge.Y-box.MinEdge.Y) < 0.15*BS)
554 : {
555 19962 : result.touching_ground = true;
556 19962 : if(is_unloaded[boxindex])
557 1778 : result.standing_on_unloaded = true;
558 : }
559 : }
560 : }
561 :
562 11575 : return result;
563 3 : }
564 :
565 : #if 0
566 : // This doesn't seem to work and isn't used
567 : collisionMoveResult collisionMovePrecise(Map *map, IGameDef *gamedef,
568 : f32 pos_max_d, const aabb3f &box_0,
569 : f32 stepheight, f32 dtime,
570 : v3f &pos_f, v3f &speed_f, v3f &accel_f)
571 : {
572 : //TimeTaker tt("collisionMovePrecise");
573 : ScopeProfiler sp(g_profiler, "collisionMovePrecise avg", SPT_AVG);
574 :
575 : collisionMoveResult final_result;
576 :
577 : // If there is no speed, there are no collisions
578 : if(speed_f.getLength() == 0)
579 : return final_result;
580 :
581 : // Don't allow overly huge dtime
582 : if(dtime > 2.0)
583 : dtime = 2.0;
584 :
585 : f32 dtime_downcount = dtime;
586 :
587 : u32 loopcount = 0;
588 : do
589 : {
590 : loopcount++;
591 :
592 : // Maximum time increment (for collision detection etc)
593 : // time = distance / speed
594 : f32 dtime_max_increment = 1.0;
595 : if(speed_f.getLength() != 0)
596 : dtime_max_increment = pos_max_d / speed_f.getLength();
597 :
598 : // Maximum time increment is 10ms or lower
599 : if(dtime_max_increment > 0.01)
600 : dtime_max_increment = 0.01;
601 :
602 : f32 dtime_part;
603 : if(dtime_downcount > dtime_max_increment)
604 : {
605 : dtime_part = dtime_max_increment;
606 : dtime_downcount -= dtime_part;
607 : }
608 : else
609 : {
610 : dtime_part = dtime_downcount;
611 : /*
612 : Setting this to 0 (no -=dtime_part) disables an infinite loop
613 : when dtime_part is so small that dtime_downcount -= dtime_part
614 : does nothing
615 : */
616 : dtime_downcount = 0;
617 : }
618 :
619 : collisionMoveResult result = collisionMoveSimple(map, gamedef,
620 : pos_max_d, box_0, stepheight, dtime_part,
621 : pos_f, speed_f, accel_f);
622 :
623 : if(result.touching_ground)
624 : final_result.touching_ground = true;
625 : if(result.collides)
626 : final_result.collides = true;
627 : if(result.collides_xz)
628 : final_result.collides_xz = true;
629 : if(result.standing_on_unloaded)
630 : final_result.standing_on_unloaded = true;
631 : }
632 : while(dtime_downcount > 0.001);
633 :
634 : return final_result;
635 : }
636 : #endif
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