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-rw-r--r--src/collision.cpp301
1 files changed, 163 insertions, 138 deletions
diff --git a/src/collision.cpp b/src/collision.cpp
index a443be7ab..d85a56884 100644
--- a/src/collision.cpp
+++ b/src/collision.cpp
@@ -25,35 +25,63 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "gamedef.h"
#ifndef SERVER
#include "client/clientenvironment.h"
+#include "client/localplayer.h"
#endif
#include "serverenvironment.h"
-#include "serverobject.h"
+#include "server/serveractiveobject.h"
#include "util/timetaker.h"
#include "profiler.h"
-// float error is 10 - 9.96875 = 0.03125
-//#define COLL_ZERO 0.032 // broken unit tests
-#define COLL_ZERO 0
-
+#ifdef __FAST_MATH__
+#warning "-ffast-math is known to cause bugs in collision code, do not use!"
+#endif
struct NearbyCollisionInfo {
- NearbyCollisionInfo(bool is_ul, bool is_obj, int bouncy,
- const v3s16 &pos, const aabb3f &box) :
+ // node
+ NearbyCollisionInfo(bool is_ul, int bouncy, const v3s16 &pos,
+ const aabb3f &box) :
is_unloaded(is_ul),
- is_object(is_obj),
+ 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)
+ {}
+
+ inline bool isObject() const { return obj != nullptr; }
+
bool is_unloaded;
bool is_step_up = false;
- bool is_object;
+ ActiveObject *obj;
int bouncy;
v3s16 position;
aabb3f box;
};
+// Helper functions:
+// Truncate floating point numbers to specified number of decimal places
+// in order to move all the floating point error to one side of the correct value
+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)
+{
+ 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
@@ -61,118 +89,101 @@ struct NearbyCollisionInfo {
// The time after which the collision occurs is stored in dtime.
CollisionAxis axisAlignedCollision(
const aabb3f &staticbox, const aabb3f &movingbox,
- const v3f &speed, f32 d, f32 *dtime)
+ const v3f &speed, f32 *dtime)
{
//TimeTaker tt("axisAlignedCollision");
- f32 xsize = (staticbox.MaxEdge.X - staticbox.MinEdge.X) - COLL_ZERO; // reduce box size for solve collision stuck (flying sand)
- f32 ysize = (staticbox.MaxEdge.Y - staticbox.MinEdge.Y); // - COLL_ZERO; // Y - no sense for falling, but maybe try later
- f32 zsize = (staticbox.MaxEdge.Z - staticbox.MinEdge.Z) - COLL_ZERO;
-
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
+ (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)
);
- 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) > COLL_ZERO) &&
- (relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
- (relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
- return COLLISION_AXIS_X;
- }
- else if(relbox.MinEdge.X > xsize)
- {
- return COLLISION_AXIS_NONE;
- }
- }
- 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) > COLL_ZERO) &&
- (relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
- (relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
- return COLLISION_AXIS_X;
+ const f32 dtime_max = *dtime;
+ 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)
+ )
+ return COLLISION_AXIS_Y;
+ }
}
- else if(relbox.MaxEdge.X < 0)
- {
+ else {
return COLLISION_AXIS_NONE;
}
}
// 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) > COLL_ZERO) &&
- (relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
- (relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
- return COLLISION_AXIS_Y;
- }
- else if(relbox.MinEdge.Y > ysize)
- {
- return COLLISION_AXIS_NONE;
- }
- }
- 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) > COLL_ZERO) &&
- (relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
- (relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
- return COLLISION_AXIS_Y;
- }
- else if(relbox.MaxEdge.Y < 0)
- {
+ if (speed.X) {
+ distance = relbox.MaxEdge.X - relbox.MinEdge.X;
+ *dtime = distance / std::abs(speed.X);
+ 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)
+ )
+ return COLLISION_AXIS_X;
+ }
+ } else {
return COLLISION_AXIS_NONE;
}
}
// 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) > COLL_ZERO) &&
- (relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
- (relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO))
- return COLLISION_AXIS_Z;
- }
- //else if(relbox.MinEdge.Z > zsize)
- //{
- // return COLLISION_AXIS_NONE;
- //}
- }
- 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) > COLL_ZERO) &&
- (relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
- (relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO))
- return COLLISION_AXIS_Z;
+ if (speed.Z) {
+ distance = relbox.MaxEdge.Z - relbox.MinEdge.Z;
+ *dtime = distance / std::abs(speed.Z);
+ 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)
+ )
+ return COLLISION_AXIS_Z;
+ }
}
- //else if(relbox.MaxEdge.Z < 0)
- //{
- // return COLLISION_AXIS_NONE;
- //}
}
return COLLISION_AXIS_NONE;
@@ -249,6 +260,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
speed_f->X = rangelim(speed_f->X, -5000, 5000);
speed_f->Z = rangelim(speed_f->Z, -5000, 5000);
+ *speed_f = truncate(*speed_f, 10000.0f);
+
/*
Collect node boxes in movement range
*/
@@ -328,13 +341,13 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
for (auto box : nodeboxes) {
box.MinEdge += posf;
box.MaxEdge += posf;
- cinfo.emplace_back(false, false, n_bouncy_value, p, box);
+ 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, false, 0, p, box);
+ cinfo.emplace_back(true, 0, p, box);
}
}
@@ -379,17 +392,20 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
// 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;
- std::vector<u16> s_objects;
- s_env->getObjectsInsideRadius(s_objects, *pos_f, distance);
-
- for (u16 obj_id : s_objects) {
- ServerActiveObject *current = s_env->getActiveObject(obj_id);
- if (!self || (self != current &&
- self != current->getParent())) {
- objects.push_back((ActiveObject*)current);
+ // 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()))) {
+ objects.push_back((ActiveObject *)obj);
}
- }
+ return false;
+ };
+
+ std::vector<ServerActiveObject *> s_objects;
+ s_env->getObjectsInsideRadius(s_objects, *pos_f, distance, include_obj_cb);
}
}
@@ -397,30 +413,32 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
iter != objects.end(); ++iter) {
ActiveObject *object = *iter;
- if (object) {
+ if (object && object->collideWithObjects()) {
aabb3f object_collisionbox;
- if (object->getCollisionBox(&object_collisionbox) &&
- object->collideWithObjects()) {
- cinfo.emplace_back(false, true, 0, v3s16(), object_collisionbox);
- }
+ if (object->getCollisionBox(&object_collisionbox))
+ cinfo.emplace_back(object, 0, object_collisionbox);
}
}
+#ifndef SERVER
+ if (self && c_env) {
+ LocalPlayer *lplayer = c_env->getLocalPlayer();
+ if (lplayer->getParent() == nullptr) {
+ aabb3f lplayer_collisionbox = lplayer->getCollisionbox();
+ v3f lplayer_pos = lplayer->getPosition();
+ lplayer_collisionbox.MinEdge += lplayer_pos;
+ lplayer_collisionbox.MaxEdge += lplayer_pos;
+ ActiveObject *obj = (ActiveObject*) lplayer->getCAO();
+ cinfo.emplace_back(obj, 0, lplayer_collisionbox);
+ }
+ }
+#endif
} //tt3
/*
Collision detection
*/
- /*
- Collision uncertainty radius
- Make it a bit larger than the maximum distance of movement
- */
- f32 d = pos_max_d * 1.1f;
- // A fairly large value in here makes moving smoother
- //f32 d = 0.15*BS;
-
- // This should always apply, otherwise there are glitches
- assert(d > pos_max_d); // invariant
+ f32 d = 0.0f;
int loopcount = 0;
@@ -450,9 +468,9 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
continue;
// Find nearest collision of the two boxes (raytracing-like)
- f32 dtime_tmp;
+ f32 dtime_tmp = nearest_dtime;
CollisionAxis collided = axisAlignedCollision(box_info.box,
- movingbox, *speed_f, d, &dtime_tmp);
+ movingbox, *speed_f, &dtime_tmp);
if (collided == -1 || dtime_tmp >= nearest_dtime)
continue;
@@ -464,17 +482,24 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
if (nearest_collided == COLLISION_AXIS_NONE) {
// No collision with any collision box.
- *pos_f += *speed_f * dtime;
+ *pos_f += truncate(*speed_f * dtime, 100.0f);
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;
+
+ //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, movingbox,
+ (!wouldCollideWithCeiling(cinfo, stepbox,
cbox.MaxEdge.Y - movingbox.MinEdge.Y,
d));
@@ -483,7 +508,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
// 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)
+ // Handle negative nearest_dtime
if (!step_up) {
if (nearest_collided == COLLISION_AXIS_X)
pos_f->X += speed_f->X * nearest_dtime;
@@ -493,7 +518,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
pos_f->Z += speed_f->Z * nearest_dtime;
}
} else {
- *pos_f += *speed_f * nearest_dtime;
+ *pos_f += truncate(*speed_f * nearest_dtime, 100.0f);
dtime -= nearest_dtime;
}
@@ -502,12 +527,13 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
is_collision = false;
CollisionInfo info;
- if (nearest_info.is_object)
+ if (nearest_info.isObject())
info.type = COLLISION_OBJECT;
else
info.type = COLLISION_NODE;
info.node_p = nearest_info.position;
+ info.object = nearest_info.obj;
info.old_speed = *speed_f;
info.plane = nearest_collided;
@@ -562,9 +588,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
Object touches ground if object's minimum Y is near node's
maximum Y and object's X-Z-area overlaps with the node's
X-Z-area.
-
- Use 0.15*BS so that it is easier to get on a node.
*/
+
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) {
@@ -574,10 +599,10 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
box.MinEdge += *pos_f;
box.MaxEdge += *pos_f;
}
- if (std::fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15f * BS) {
+ if (std::fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.05f) {
result.touching_ground = true;
- if (box_info.is_object)
+ if (box_info.isObject())
result.standing_on_object = true;
}
}