summaryrefslogtreecommitdiff
path: root/src/collision.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/collision.cpp')
-rw-r--r--src/collision.cpp65
1 files changed, 30 insertions, 35 deletions
diff --git a/src/collision.cpp b/src/collision.cpp
index a07899e65..a443be7ab 100644
--- a/src/collision.cpp
+++ b/src/collision.cpp
@@ -59,7 +59,7 @@ struct NearbyCollisionInfo {
// 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(
+CollisionAxis axisAlignedCollision(
const aabb3f &staticbox, const aabb3f &movingbox,
const v3f &speed, f32 d, f32 *dtime)
{
@@ -86,11 +86,11 @@ int axisAlignedCollision(
(relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO) &&
(relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
(relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
- return 0;
+ return COLLISION_AXIS_X;
}
else if(relbox.MinEdge.X > xsize)
{
- return -1;
+ return COLLISION_AXIS_NONE;
}
}
else if(speed.X < 0) // Check for collision with X+ plane
@@ -101,11 +101,11 @@ int axisAlignedCollision(
(relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO) &&
(relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
(relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
- return 0;
+ return COLLISION_AXIS_X;
}
else if(relbox.MaxEdge.X < 0)
{
- return -1;
+ return COLLISION_AXIS_NONE;
}
}
@@ -119,11 +119,11 @@ int axisAlignedCollision(
(relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
(relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
(relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
- return 1;
+ return COLLISION_AXIS_Y;
}
else if(relbox.MinEdge.Y > ysize)
{
- return -1;
+ return COLLISION_AXIS_NONE;
}
}
else if(speed.Y < 0) // Check for collision with Y+ plane
@@ -134,11 +134,11 @@ int axisAlignedCollision(
(relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
(relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
(relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
- return 1;
+ return COLLISION_AXIS_Y;
}
else if(relbox.MaxEdge.Y < 0)
{
- return -1;
+ return COLLISION_AXIS_NONE;
}
}
@@ -152,11 +152,11 @@ int axisAlignedCollision(
(relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
(relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
(relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO))
- return 2;
+ return COLLISION_AXIS_Z;
}
//else if(relbox.MinEdge.Z > zsize)
//{
- // return -1;
+ // return COLLISION_AXIS_NONE;
//}
}
else if(speed.Z < 0) // Check for collision with Z+ plane
@@ -167,15 +167,15 @@ int axisAlignedCollision(
(relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
(relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
(relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO))
- return 2;
+ return COLLISION_AXIS_Z;
}
//else if(relbox.MaxEdge.Z < 0)
//{
- // return -1;
+ // return COLLISION_AXIS_NONE;
//}
}
- return -1;
+ return COLLISION_AXIS_NONE;
}
// Helper function:
@@ -206,7 +206,7 @@ bool wouldCollideWithCeiling(
static inline void getNeighborConnectingFace(const v3s16 &p,
const NodeDefManager *nodedef, Map *map, MapNode n, int v, int *neighbors)
{
- MapNode n2 = map->getNodeNoEx(p);
+ MapNode n2 = map->getNode(p);
if (nodedef->nodeboxConnects(n, n2, v))
*neighbors |= v;
}
@@ -220,8 +220,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
{
static bool time_notification_done = false;
Map *map = &env->getMap();
- //TimeTaker tt("collisionMoveSimple");
- ScopeProfiler sp(g_profiler, "collisionMoveSimple avg", SPT_AVG);
+
+ ScopeProfiler sp(g_profiler, "collisionMoveSimple()", SPT_AVG);
collisionMoveResult result;
@@ -255,7 +255,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
std::vector<NearbyCollisionInfo> cinfo;
{
//TimeTaker tt2("collisionMoveSimple collect boxes");
- ScopeProfiler sp2(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);
+ ScopeProfiler sp2(g_profiler, "collisionMoveSimple(): collect boxes", SPT_AVG);
v3f newpos_f = *pos_f + *speed_f * dtime;
v3f minpos_f(
@@ -278,7 +278,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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->getNodeNoEx(p, &is_position_valid);
+ MapNode n = map->getNode(p, &is_position_valid);
if (is_position_valid && n.getContent() != CONTENT_IGNORE) {
// Object collides into walkable nodes
@@ -351,9 +351,6 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
if(collideWithObjects)
{
- ScopeProfiler sp2(g_profiler, "collisionMoveSimple objects avg", SPT_AVG);
- //TimeTaker tt3("collisionMoveSimple collect object boxes");
-
/* add object boxes to cinfo */
std::vector<ActiveObject*> objects;
@@ -428,9 +425,6 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
int loopcount = 0;
while(dtime > BS * 1e-10f) {
- //TimeTaker tt3("collisionMoveSimple dtime loop");
- ScopeProfiler sp2(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG);
-
// Avoid infinite loop
loopcount++;
if (loopcount >= 100) {
@@ -442,7 +436,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
movingbox.MinEdge += *pos_f;
movingbox.MaxEdge += *pos_f;
- int nearest_collided = -1;
+ CollisionAxis nearest_collided = COLLISION_AXIS_NONE;
f32 nearest_dtime = dtime;
int nearest_boxindex = -1;
@@ -457,7 +451,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
// Find nearest collision of the two boxes (raytracing-like)
f32 dtime_tmp;
- int collided = axisAlignedCollision(box_info.box,
+ CollisionAxis collided = axisAlignedCollision(box_info.box,
movingbox, *speed_f, d, &dtime_tmp);
if (collided == -1 || dtime_tmp >= nearest_dtime)
@@ -468,7 +462,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
nearest_boxindex = boxindex;
}
- if (nearest_collided == -1) {
+ if (nearest_collided == COLLISION_AXIS_NONE) {
// 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
@@ -477,7 +471,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
NearbyCollisionInfo &nearest_info = cinfo[nearest_boxindex];
const aabb3f& cbox = nearest_info.box;
// Check for stairs.
- bool step_up = (nearest_collided != 1) && // must not be Y direction
+ 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, movingbox,
@@ -491,11 +485,11 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
if (nearest_dtime < 0) {
// Handle negative nearest_dtime (can be caused by the d allowance)
if (!step_up) {
- if (nearest_collided == 0)
+ if (nearest_collided == COLLISION_AXIS_X)
pos_f->X += speed_f->X * nearest_dtime;
- if (nearest_collided == 1)
+ if (nearest_collided == COLLISION_AXIS_Y)
pos_f->Y += speed_f->Y * nearest_dtime;
- if (nearest_collided == 2)
+ if (nearest_collided == COLLISION_AXIS_Z)
pos_f->Z += speed_f->Z * nearest_dtime;
}
} else {
@@ -522,19 +516,19 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
// Special case: Handle stairs
nearest_info.is_step_up = true;
is_collision = false;
- } else if (nearest_collided == 0) { // X
+ } else if (nearest_collided == COLLISION_AXIS_X) {
if (fabs(speed_f->X) > BS * 3)
speed_f->X *= bounce;
else
speed_f->X = 0;
result.collides = true;
- } else if (nearest_collided == 1) { // Y
+ } else if (nearest_collided == COLLISION_AXIS_Y) {
if(fabs(speed_f->Y) > BS * 3)
speed_f->Y *= bounce;
else
speed_f->Y = 0;
result.collides = true;
- } else if (nearest_collided == 2) { // Z
+ } else if (nearest_collided == COLLISION_AXIS_Z) {
if (fabs(speed_f->Z) > BS * 3)
speed_f->Z *= bounce;
else
@@ -547,6 +541,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
is_collision = false;
if (is_collision) {
+ info.axis = nearest_collided;
result.collisions.push_back(info);
}
}