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authorKahrl <kahrl@gmx.net>2012-03-19 04:25:09 +0100
committerPerttu Ahola <celeron55@gmail.com>2012-06-17 16:34:39 +0300
commit1575448b1a71dd029a8d135d2aff9096483a9953 (patch)
tree3e4c7a68abbcf630484615e6ee202f2f0d83ade2 /src/collision.cpp
parent9f031a67594162a53b07acbfbc65faf8c4938e99 (diff)
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Custom boxy nodes (stairs, slabs) and collision changes
Diffstat (limited to 'src/collision.cpp')
-rw-r--r--src/collision.cpp526
1 files changed, 387 insertions, 139 deletions
diff --git a/src/collision.cpp b/src/collision.cpp
index f8db42d26..09a7df7c2 100644
--- a/src/collision.cpp
+++ b/src/collision.cpp
@@ -22,32 +22,249 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "map.h"
#include "nodedef.h"
#include "gamedef.h"
+#include "log.h"
+#include <vector>
+#include "util/timetaker.h"
+#include "main.h" // g_profiler
+#include "profiler.h"
+
+// 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.
+int axisAlignedCollision(
+ const aabb3f &staticbox, const aabb3f &movingbox,
+ const v3f &speed, f32 d, f32 &dtime)
+{
+ //TimeTaker tt("axisAlignedCollision");
+
+ f32 xsize = (staticbox.MaxEdge.X - staticbox.MinEdge.X);
+ f32 ysize = (staticbox.MaxEdge.Y - staticbox.MinEdge.Y);
+ f32 zsize = (staticbox.MaxEdge.Z - staticbox.MinEdge.Z);
+
+ aabb3f relbox(
+ movingbox.MinEdge.X - staticbox.MinEdge.X,
+ movingbox.MinEdge.Y - staticbox.MinEdge.Y,
+ movingbox.MinEdge.Z - staticbox.MinEdge.Z,
+ movingbox.MaxEdge.X - staticbox.MinEdge.X,
+ movingbox.MaxEdge.Y - staticbox.MinEdge.Y,
+ movingbox.MaxEdge.Z - staticbox.MinEdge.Z
+ );
+
+ if(speed.X > 0) // Check for collision with X- plane
+ {
+ if(relbox.MaxEdge.X <= d)
+ {
+ dtime = - relbox.MaxEdge.X / speed.X;
+ if((relbox.MinEdge.Y + speed.Y * dtime < ysize) &&
+ (relbox.MaxEdge.Y + speed.Y * dtime > 0) &&
+ (relbox.MinEdge.Z + speed.Z * dtime < zsize) &&
+ (relbox.MaxEdge.Z + speed.Z * dtime > 0))
+ return 0;
+ }
+ else if(relbox.MinEdge.X > xsize)
+ {
+ return -1;
+ }
+ }
+ else if(speed.X < 0) // Check for collision with X+ plane
+ {
+ if(relbox.MinEdge.X >= xsize - d)
+ {
+ dtime = (xsize - relbox.MinEdge.X) / speed.X;
+ if((relbox.MinEdge.Y + speed.Y * dtime < ysize) &&
+ (relbox.MaxEdge.Y + speed.Y * dtime > 0) &&
+ (relbox.MinEdge.Z + speed.Z * dtime < zsize) &&
+ (relbox.MaxEdge.Z + speed.Z * dtime > 0))
+ return 0;
+ }
+ else if(relbox.MaxEdge.X < 0)
+ {
+ return -1;
+ }
+ }
+
+ // NO else if here
+
+ if(speed.Y > 0) // Check for collision with Y- plane
+ {
+ if(relbox.MaxEdge.Y <= d)
+ {
+ dtime = - relbox.MaxEdge.Y / speed.Y;
+ if((relbox.MinEdge.X + speed.X * dtime < xsize) &&
+ (relbox.MaxEdge.X + speed.X * dtime > 0) &&
+ (relbox.MinEdge.Z + speed.Z * dtime < zsize) &&
+ (relbox.MaxEdge.Z + speed.Z * dtime > 0))
+ return 1;
+ }
+ else if(relbox.MinEdge.Y > ysize)
+ {
+ return -1;
+ }
+ }
+ else if(speed.Y < 0) // Check for collision with Y+ plane
+ {
+ if(relbox.MinEdge.Y >= ysize - d)
+ {
+ dtime = (ysize - relbox.MinEdge.Y) / speed.Y;
+ if((relbox.MinEdge.X + speed.X * dtime < xsize) &&
+ (relbox.MaxEdge.X + speed.X * dtime > 0) &&
+ (relbox.MinEdge.Z + speed.Z * dtime < zsize) &&
+ (relbox.MaxEdge.Z + speed.Z * dtime > 0))
+ return 1;
+ }
+ else if(relbox.MaxEdge.Y < 0)
+ {
+ return -1;
+ }
+ }
+
+ // NO else if here
+
+ if(speed.Z > 0) // Check for collision with Z- plane
+ {
+ if(relbox.MaxEdge.Z <= d)
+ {
+ dtime = - relbox.MaxEdge.Z / speed.Z;
+ if((relbox.MinEdge.X + speed.X * dtime < xsize) &&
+ (relbox.MaxEdge.X + speed.X * dtime > 0) &&
+ (relbox.MinEdge.Y + speed.Y * dtime < ysize) &&
+ (relbox.MaxEdge.Y + speed.Y * dtime > 0))
+ return 2;
+ }
+ //else if(relbox.MinEdge.Z > zsize)
+ //{
+ // return -1;
+ //}
+ }
+ else if(speed.Z < 0) // Check for collision with Z+ plane
+ {
+ if(relbox.MinEdge.Z >= zsize - d)
+ {
+ dtime = (zsize - relbox.MinEdge.Z) / speed.Z;
+ if((relbox.MinEdge.X + speed.X * dtime < xsize) &&
+ (relbox.MaxEdge.X + speed.X * dtime > 0) &&
+ (relbox.MinEdge.Y + speed.Y * dtime < ysize) &&
+ (relbox.MaxEdge.Y + speed.Y * dtime > 0))
+ return 2;
+ }
+ //else if(relbox.MaxEdge.Z < 0)
+ //{
+ // return -1;
+ //}
+ }
+
+ return -1;
+}
+
+// Helper function:
+// Checks if moving the movingbox up by the given distance would hit a ceiling.
+bool wouldCollideWithCeiling(
+ const std::vector<aabb3f> &staticboxes,
+ const aabb3f &movingbox,
+ f32 y_increase, f32 d)
+{
+ //TimeTaker tt("wouldCollideWithCeiling");
+
+ assert(y_increase >= 0);
+
+ for(std::vector<aabb3f>::const_iterator
+ i = staticboxes.begin();
+ i != staticboxes.end(); i++)
+ {
+ const aabb3f& staticbox = *i;
+ if((movingbox.MaxEdge.Y - d <= 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) &&
+ (movingbox.MaxEdge.Z > staticbox.MinEdge.Z))
+ return true;
+ }
+
+ return false;
+}
+
collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
- f32 pos_max_d, const core::aabbox3d<f32> &box_0,
- f32 dtime, v3f &pos_f, v3f &speed_f)
+ f32 pos_max_d, const aabb3f &box_0,
+ f32 stepheight, f32 dtime,
+ v3f &pos_f, v3f &speed_f, v3f &accel_f)
{
+ //TimeTaker tt("collisionMoveSimple");
+ ScopeProfiler sp(g_profiler, "collisionMoveSimple avg", SPT_AVG);
+
collisionMoveResult result;
- // If there is no speed, there are no collisions
+ /*
+ Calculate new velocity
+ */
+ speed_f += accel_f * dtime;
+
+ // If there is no speed, there are no collisions
if(speed_f.getLength() == 0)
return result;
- v3f oldpos_f = pos_f;
- v3s16 oldpos_i = floatToInt(oldpos_f, BS);
-
/*
- Calculate new position
+ Collect node boxes in movement range
*/
- pos_f += speed_f * dtime;
+ std::vector<aabb3f> cboxes;
+ std::vector<bool> is_unloaded;
+ std::vector<bool> is_step_up;
+ {
+ //TimeTaker tt2("collisionMoveSimple collect boxes");
+ ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);
+
+ v3s16 oldpos_i = floatToInt(pos_f, BS);
+ v3s16 newpos_i = floatToInt(pos_f + speed_f * dtime, BS);
+ s16 min_x = MYMIN(oldpos_i.X, newpos_i.X) + (box_0.MinEdge.X / BS) - 1;
+ s16 min_y = MYMIN(oldpos_i.Y, newpos_i.Y) + (box_0.MinEdge.Y / BS) - 1;
+ s16 min_z = MYMIN(oldpos_i.Z, newpos_i.Z) + (box_0.MinEdge.Z / BS) - 1;
+ s16 max_x = MYMAX(oldpos_i.X, newpos_i.X) + (box_0.MaxEdge.X / BS) + 1;
+ s16 max_y = MYMAX(oldpos_i.Y, newpos_i.Y) + (box_0.MaxEdge.Y / BS) + 1;
+ s16 max_z = MYMAX(oldpos_i.Z, newpos_i.Z) + (box_0.MaxEdge.Z / BS) + 1;
+
+ for(s16 x = min_x; x <= max_x; x++)
+ for(s16 y = min_y; y <= max_y; y++)
+ for(s16 z = min_z; z <= max_z; z++)
+ {
+ try{
+ // Object collides into walkable nodes
+ MapNode n = map->getNode(v3s16(x,y,z));
+ if(gamedef->getNodeDefManager()->get(n).walkable == false)
+ continue;
+
+ std::vector<aabb3f> nodeboxes = n.getNodeBoxes(gamedef->ndef());
+ for(std::vector<aabb3f>::iterator
+ i = nodeboxes.begin();
+ i != nodeboxes.end(); i++)
+ {
+ aabb3f box = *i;
+ box.MinEdge += v3f(x, y, z)*BS;
+ box.MaxEdge += v3f(x, y, z)*BS;
+ cboxes.push_back(box);
+ is_unloaded.push_back(false);
+ is_step_up.push_back(false);
+ }
+ }
+ catch(InvalidPositionException &e)
+ {
+ // Collide with unloaded nodes
+ aabb3f box = getNodeBox(v3s16(x,y,z), BS);
+ cboxes.push_back(box);
+ is_unloaded.push_back(true);
+ is_step_up.push_back(false);
+ }
+ }
+ } // tt2
+
+ assert(cboxes.size() == is_unloaded.size());
+ assert(cboxes.size() == is_step_up.size());
/*
Collision detection
*/
-
- // position in nodes
- v3s16 pos_i = floatToInt(pos_f, BS);
-
+
/*
Collision uncertainty radius
Make it a bit larger than the maximum distance of movement
@@ -58,49 +275,129 @@ collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
// This should always apply, otherwise there are glitches
assert(d > pos_max_d);
-
- /*
- Calculate collision box
- */
- core::aabbox3d<f32> box = box_0;
- box.MaxEdge += pos_f;
- box.MinEdge += pos_f;
- core::aabbox3d<f32> oldbox = box_0;
- oldbox.MaxEdge += oldpos_f;
- oldbox.MinEdge += oldpos_f;
- /*
- If the object lies on a walkable node, this is set to true.
- */
- result.touching_ground = false;
-
- /*
- Go through every node around the object
- */
- s16 min_x = (box_0.MinEdge.X / BS) - 2;
- s16 min_y = (box_0.MinEdge.Y / BS) - 2;
- s16 min_z = (box_0.MinEdge.Z / BS) - 2;
- s16 max_x = (box_0.MaxEdge.X / BS) + 1;
- s16 max_y = (box_0.MaxEdge.Y / BS) + 1;
- s16 max_z = (box_0.MaxEdge.Z / BS) + 1;
- for(s16 y = oldpos_i.Y + min_y; y <= oldpos_i.Y + max_y; y++)
- for(s16 z = oldpos_i.Z + min_z; z <= oldpos_i.Z + max_z; z++)
- for(s16 x = oldpos_i.X + min_x; x <= oldpos_i.X + max_x; x++)
+ int loopcount = 0;
+
+ while(dtime > BS*1e-10)
{
- try{
- // Object collides into walkable nodes
- MapNode n = map->getNode(v3s16(x,y,z));
- if(gamedef->getNodeDefManager()->get(n).walkable == false)
+ //TimeTaker tt3("collisionMoveSimple dtime loop");
+ ScopeProfiler sp(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG);
+
+ // Avoid infinite loop
+ loopcount++;
+ if(loopcount >= 100)
+ {
+ infostream<<"collisionMoveSimple: WARNING: Loop count exceeded, aborting to avoid infiniite loop"<<std::endl;
+ dtime = 0;
+ break;
+ }
+
+ aabb3f movingbox = box_0;
+ movingbox.MinEdge += pos_f;
+ movingbox.MaxEdge += pos_f;
+
+ int nearest_collided = -1;
+ f32 nearest_dtime = dtime;
+ u32 nearest_boxindex = -1;
+
+ /*
+ Go through every nodebox, find nearest collision
+ */
+ for(u32 boxindex = 0; boxindex < cboxes.size(); boxindex++)
+ {
+ // Ignore if already stepped up this nodebox.
+ if(is_step_up[boxindex])
+ continue;
+
+ // Find nearest collision of the two boxes (raytracing-like)
+ f32 dtime_tmp;
+ int collided = axisAlignedCollision(
+ cboxes[boxindex], movingbox, speed_f, d, dtime_tmp);
+
+ if(collided == -1 || dtime_tmp >= nearest_dtime)
continue;
+
+ nearest_dtime = dtime_tmp;
+ nearest_collided = collided;
+ nearest_boxindex = boxindex;
}
- catch(InvalidPositionException &e)
+
+ if(nearest_collided == -1)
{
- // Doing nothing here will block the object from
- // walking over map borders
+ // No collision with any collision box.
+ pos_f += speed_f * dtime;
+ dtime = 0; // Set to 0 to avoid "infinite" loop due to small FP numbers
}
+ else
+ {
+ // Otherwise, a collision occurred.
+
+ const aabb3f& cbox = cboxes[nearest_boxindex];
+
+ // Check for stairs.
+ bool step_up = (nearest_collided != 1) && // must not be Y direction
+ (movingbox.MinEdge.Y < cbox.MaxEdge.Y) &&
+ (movingbox.MinEdge.Y + stepheight > cbox.MaxEdge.Y) &&
+ (!wouldCollideWithCeiling(cboxes, movingbox,
+ cbox.MaxEdge.Y - movingbox.MinEdge.Y,
+ d));
+
+ // Move to the point of collision and reduce dtime by nearest_dtime
+ if(nearest_dtime < 0)
+ {
+ // Handle negative nearest_dtime (can be caused by the d allowance)
+ if(!step_up)
+ {
+ if(nearest_collided == 0)
+ pos_f.X += speed_f.X * nearest_dtime;
+ if(nearest_collided == 1)
+ pos_f.Y += speed_f.Y * nearest_dtime;
+ if(nearest_collided == 2)
+ pos_f.Z += speed_f.Z * nearest_dtime;
+ }
+ }
+ else
+ {
+ pos_f += speed_f * nearest_dtime;
+ dtime -= nearest_dtime;
+ }
+
+ // Set the speed component that caused the collision to zero
+ if(step_up)
+ {
+ // Special case: Handle stairs
+ is_step_up[nearest_boxindex] = true;
+ }
+ else if(nearest_collided == 0) // X
+ {
+ speed_f.X = 0;
+ result.collides = true;
+ result.collides_xz = true;
+ }
+ else if(nearest_collided == 1) // Y
+ {
+ speed_f.Y = 0;
+ result.collides = true;
+ }
+ else if(nearest_collided == 2) // Z
+ {
+ speed_f.Z = 0;
+ result.collides = true;
+ result.collides_xz = true;
+ }
+ }
+ }
+
+ /*
+ Final touches: Check if standing on ground, step up stairs.
+ */
+ aabb3f box = box_0;
+ box.MinEdge += pos_f;
+ box.MaxEdge += pos_f;
+ for(u32 boxindex = 0; boxindex < cboxes.size(); boxindex++)
+ {
+ const aabb3f& cbox = cboxes[boxindex];
- core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
-
/*
See if the object is touching ground.
@@ -111,112 +408,50 @@ collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
Use 0.15*BS so that it is easier to get on a node.
*/
if(
- //fabs(nodebox.MaxEdge.Y-box.MinEdge.Y) < d
- fabs(nodebox.MaxEdge.Y-box.MinEdge.Y) < 0.15*BS
- && nodebox.MaxEdge.X-d > box.MinEdge.X
- && nodebox.MinEdge.X+d < box.MaxEdge.X
- && nodebox.MaxEdge.Z-d > box.MinEdge.Z
- && nodebox.MinEdge.Z+d < box.MaxEdge.Z
+ 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
){
- result.touching_ground = true;
- }
-
- // If object doesn't intersect with node, ignore node.
- if(box.intersectsWithBox(nodebox) == false)
- continue;
-
- /*
- Go through every axis
- */
- v3f dirs[3] = {
- v3f(0,0,1), // back-front
- v3f(0,1,0), // top-bottom
- v3f(1,0,0), // right-left
- };
- for(u16 i=0; i<3; i++)
- {
- /*
- Calculate values along the axis
- */
- f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
- f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
- f32 objectmax = box.MaxEdge.dotProduct(dirs[i]);
- f32 objectmin = box.MinEdge.dotProduct(dirs[i]);
- f32 objectmax_old = oldbox.MaxEdge.dotProduct(dirs[i]);
- f32 objectmin_old = oldbox.MinEdge.dotProduct(dirs[i]);
-
- /*
- Check collision for the axis.
- Collision happens when object is going through a surface.
- */
- bool negative_axis_collides =
- (nodemax > objectmin && nodemax <= objectmin_old + d
- && speed_f.dotProduct(dirs[i]) < 0);
- bool positive_axis_collides =
- (nodemin < objectmax && nodemin >= objectmax_old - d
- && speed_f.dotProduct(dirs[i]) > 0);
- bool main_axis_collides =
- negative_axis_collides || positive_axis_collides;
-
- /*
- Check overlap of object and node in other axes
- */
- bool other_axes_overlap = true;
- for(u16 j=0; j<3; j++)
+ if(is_step_up[boxindex])
{
- if(j == i)
- continue;
- f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
- f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
- f32 objectmax = box.MaxEdge.dotProduct(dirs[j]);
- f32 objectmin = box.MinEdge.dotProduct(dirs[j]);
- if(!(nodemax - d > objectmin && nodemin + d < objectmax))
- {
- other_axes_overlap = false;
- break;
- }
+ pos_f.Y += (cbox.MaxEdge.Y - box.MinEdge.Y);
+ box = box_0;
+ box.MinEdge += pos_f;
+ box.MaxEdge += pos_f;
}
-
- /*
- If this is a collision, revert the pos_f in the main
- direction.
- */
- if(other_axes_overlap && main_axis_collides)
+ if(fabs(cbox.MaxEdge.Y-box.MinEdge.Y) < 0.15*BS)
{
- speed_f -= speed_f.dotProduct(dirs[i]) * dirs[i];
- pos_f -= pos_f.dotProduct(dirs[i]) * dirs[i];
- pos_f += oldpos_f.dotProduct(dirs[i]) * dirs[i];
- result.collides = true;
+ result.touching_ground = true;
+ if(is_unloaded[boxindex])
+ result.standing_on_unloaded = true;
}
-
}
- } // xyz
-
+ }
+
return result;
}
+#if 0
+// This doesn't seem to work and isn't used
collisionMoveResult collisionMovePrecise(Map *map, IGameDef *gamedef,
- f32 pos_max_d, const core::aabbox3d<f32> &box_0,
- f32 dtime, v3f &pos_f, v3f &speed_f)
+ f32 pos_max_d, const aabb3f &box_0,
+ f32 stepheight, f32 dtime,
+ v3f &pos_f, v3f &speed_f, v3f &accel_f)
{
- collisionMoveResult final_result;
+ //TimeTaker tt("collisionMovePrecise");
+ ScopeProfiler sp(g_profiler, "collisionMovePrecise avg", SPT_AVG);
+ collisionMoveResult final_result;
+
// If there is no speed, there are no collisions
if(speed_f.getLength() == 0)
return final_result;
- // Maximum time increment (for collision detection etc)
- // time = distance / speed
- f32 dtime_max_increment = pos_max_d / speed_f.getLength();
-
- // Maximum time increment is 10ms or lower
- if(dtime_max_increment > 0.01)
- dtime_max_increment = 0.01;
-
// Don't allow overly huge dtime
if(dtime > 2.0)
dtime = 2.0;
-
+
f32 dtime_downcount = dtime;
u32 loopcount = 0;
@@ -224,6 +459,16 @@ collisionMoveResult collisionMovePrecise(Map *map, IGameDef *gamedef,
{
loopcount++;
+ // Maximum time increment (for collision detection etc)
+ // time = distance / speed
+ f32 dtime_max_increment = 1.0;
+ if(speed_f.getLength() != 0)
+ dtime_max_increment = pos_max_d / speed_f.getLength();
+
+ // Maximum time increment is 10ms or lower
+ if(dtime_max_increment > 0.01)
+ dtime_max_increment = 0.01;
+
f32 dtime_part;
if(dtime_downcount > dtime_max_increment)
{
@@ -242,17 +487,20 @@ collisionMoveResult collisionMovePrecise(Map *map, IGameDef *gamedef,
}
collisionMoveResult result = collisionMoveSimple(map, gamedef,
- pos_max_d, box_0, dtime_part, pos_f, speed_f);
+ pos_max_d, box_0, stepheight, dtime_part,
+ pos_f, speed_f, accel_f);
if(result.touching_ground)
final_result.touching_ground = true;
if(result.collides)
final_result.collides = true;
+ if(result.collides_xz)
+ final_result.collides_xz = true;
+ if(result.standing_on_unloaded)
+ final_result.standing_on_unloaded = true;
}
while(dtime_downcount > 0.001);
-
return final_result;
}
-
-
+#endif