LCOV - code coverage report
Current view: top level - src - collision.h (source / functions) Hit Total Coverage
Test: report Lines: 8 8 100.0 %
Date: 2015-07-11 18:23:49 Functions: 5 6 83.3 %

          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             : #ifndef COLLISION_HEADER
      21             : #define COLLISION_HEADER
      22             : 
      23             : #include "irrlichttypes_bloated.h"
      24             : #include <vector>
      25             : 
      26             : class Map;
      27             : class IGameDef;
      28             : class Environment;
      29             : class ActiveObject;
      30             : 
      31             : enum CollisionType
      32             : {
      33             :         COLLISION_NODE,
      34             :         COLLISION_OBJECT,
      35             : };
      36             : 
      37       22249 : struct CollisionInfo
      38             : {
      39             :         enum CollisionType type;
      40             :         v3s16 node_p; // COLLISION_NODE
      41             :         bool bouncy;
      42             :         v3f old_speed;
      43             :         v3f new_speed;
      44             : 
      45       11341 :         CollisionInfo():
      46             :                 type(COLLISION_NODE),
      47             :                 node_p(-32768,-32768,-32768),
      48             :                 bouncy(false),
      49             :                 old_speed(0,0,0),
      50       11341 :                 new_speed(0,0,0)
      51       11341 :         {}
      52             : };
      53             : 
      54       27253 : struct collisionMoveResult
      55             : {
      56             :         bool touching_ground;
      57             :         bool collides;
      58             :         bool collides_xz;
      59             :         bool standing_on_unloaded;
      60             :         std::vector<CollisionInfo> collisions;
      61             : 
      62       19418 :         collisionMoveResult():
      63             :                 touching_ground(false),
      64             :                 collides(false),
      65             :                 collides_xz(false),
      66       19418 :                 standing_on_unloaded(false)
      67       19418 :         {}
      68             : };
      69             : 
      70             : // Moves using a single iteration; speed should not exceed pos_max_d/dtime
      71             : collisionMoveResult collisionMoveSimple(Environment *env,IGameDef *gamedef,
      72             :                 f32 pos_max_d, const aabb3f &box_0,
      73             :                 f32 stepheight, f32 dtime,
      74             :                 v3f &pos_f, v3f &speed_f,
      75             :                 v3f &accel_f,ActiveObject* self=0,
      76             :                 bool collideWithObjects=true);
      77             : 
      78             : #if 0
      79             : // This doesn't seem to work and isn't used
      80             : // Moves using as many iterations as needed
      81             : collisionMoveResult collisionMovePrecise(Map *map, IGameDef *gamedef,
      82             :                 f32 pos_max_d, const aabb3f &box_0,
      83             :                 f32 stepheight, f32 dtime,
      84             :                 v3f &pos_f, v3f &speed_f, v3f &accel_f);
      85             : #endif
      86             : 
      87             : // Helper function:
      88             : // Checks for collision of a moving aabbox with a static aabbox
      89             : // Returns -1 if no collision, 0 if X collision, 1 if Y collision, 2 if Z collision
      90             : // dtime receives time until first collision, invalid if -1 is returned
      91             : int axisAlignedCollision(
      92             :                 const aabb3f &staticbox, const aabb3f &movingbox,
      93             :                 const v3f &speed, f32 d, f32 &dtime);
      94             : 
      95             : // Helper function:
      96             : // Checks if moving the movingbox up by the given distance would hit a ceiling.
      97             : bool wouldCollideWithCeiling(
      98             :                 const std::vector<aabb3f> &staticboxes,
      99             :                 const aabb3f &movingbox,
     100             :                 f32 y_increase, f32 d);
     101             : 
     102             : 
     103             : #endif
     104             : 

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