diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/collision.cpp | 122 |
1 files changed, 58 insertions, 64 deletions
diff --git a/src/collision.cpp b/src/collision.cpp index 74c0c25c3..6d22c0798 100644 --- a/src/collision.cpp +++ b/src/collision.cpp @@ -34,6 +34,27 @@ with this program; if not, write to the Free Software Foundation, Inc., //#define COLL_ZERO 0.032 // broken unit tests #define COLL_ZERO 0 + +struct NearbyCollisionInfo { + NearbyCollisionInfo(bool is_ul, bool is_obj, int bouncy, + const v3s16 &pos, const aabb3f &box) : + is_unloaded(is_ul), + is_step_up(false), + is_object(is_obj), + bouncy(bouncy), + position(pos), + box(box) + {} + + bool is_unloaded; + bool is_step_up; + bool is_object; + int bouncy; + v3s16 position; + aabb3f box; +}; + + // 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 @@ -160,7 +181,7 @@ int axisAlignedCollision( // Helper function: // Checks if moving the movingbox up by the given distance would hit a ceiling. bool wouldCollideWithCeiling( - const std::vector<aabb3f> &staticboxes, + const std::vector<NearbyCollisionInfo> &cinfo, const aabb3f &movingbox, f32 y_increase, f32 d) { @@ -168,12 +189,10 @@ bool wouldCollideWithCeiling( assert(y_increase >= 0); // pre-condition - 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) && + for (std::vector<NearbyCollisionInfo>::const_iterator it = cinfo.begin(); + it != cinfo.end(); ++it) { + const aabb3f &staticbox = it->box; + 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) && @@ -234,12 +253,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, /* Collect node boxes in movement range */ - std::vector<aabb3f> cboxes; - std::vector<bool> is_unloaded; - std::vector<bool> is_step_up; - std::vector<bool> is_object; - std::vector<int> bouncy_values; - std::vector<v3s16> node_positions; + std::vector<NearbyCollisionInfo> cinfo; { //TimeTaker tt2("collisionMoveSimple collect boxes"); ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG); @@ -310,23 +324,13 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, 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); - bouncy_values.push_back(n_bouncy_value); - node_positions.push_back(p); - is_object.push_back(false); + cinfo.push_back(NearbyCollisionInfo(false, + false, n_bouncy_value, p, box)); } - } - else { + } else { // Collide with unloaded nodes aabb3f box = getNodeBox(p, BS); - cboxes.push_back(box); - is_unloaded.push_back(true); - is_step_up.push_back(false); - bouncy_values.push_back(0); - node_positions.push_back(p); - is_object.push_back(false); + cinfo.push_back(NearbyCollisionInfo(true, false, 0, p, box)); } } @@ -344,7 +348,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, ScopeProfiler sp(g_profiler, "collisionMoveSimple objects avg", SPT_AVG); //TimeTaker tt3("collisionMoveSimple collect object boxes"); - /* add object boxes to cboxes */ + /* add object boxes to cinfo */ std::vector<ActiveObject*> objects; #ifndef SERVER @@ -384,23 +388,12 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, aabb3f object_collisionbox; if (object->getCollisionBox(&object_collisionbox) && object->collideWithObjects()) { - cboxes.push_back(object_collisionbox); - is_unloaded.push_back(false); - is_step_up.push_back(false); - bouncy_values.push_back(0); - node_positions.push_back(v3s16(0,0,0)); - is_object.push_back(true); + cinfo.push_back(NearbyCollisionInfo(false, true, 0, v3s16(), object_collisionbox)); } } } } //tt3 - assert(cboxes.size() == is_unloaded.size()); // post-condition - assert(cboxes.size() == is_step_up.size()); // post-condition - assert(cboxes.size() == bouncy_values.size()); // post-condition - assert(cboxes.size() == node_positions.size()); // post-condition - assert(cboxes.size() == is_object.size()); // post-condition - /* Collision detection */ @@ -440,15 +433,16 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, /* Go through every nodebox, find nearest collision */ - for (u32 boxindex = 0; boxindex < cboxes.size(); boxindex++) { + for (u32 boxindex = 0; boxindex < cinfo.size(); boxindex++) { + NearbyCollisionInfo box_info = cinfo[boxindex]; // Ignore if already stepped up this nodebox. - if(is_step_up[boxindex]) + if (box_info.is_step_up) continue; // Find nearest collision of the two boxes (raytracing-like) f32 dtime_tmp; - int collided = axisAlignedCollision( - cboxes[boxindex], movingbox, *speed_f, d, &dtime_tmp); + int collided = axisAlignedCollision(box_info.box, + movingbox, *speed_f, d, &dtime_tmp); if (collided == -1 || dtime_tmp >= nearest_dtime) continue; @@ -464,19 +458,19 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, 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]; + 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 (movingbox.MinEdge.Y < cbox.MaxEdge.Y) && (movingbox.MinEdge.Y + stepheight > cbox.MaxEdge.Y) && - (!wouldCollideWithCeiling(cboxes, movingbox, + (!wouldCollideWithCeiling(cinfo, movingbox, cbox.MaxEdge.Y - movingbox.MinEdge.Y, d)); // Get bounce multiplier - bool bouncy = (bouncy_values[nearest_boxindex] >= 1); - float bounce = -(float)bouncy_values[nearest_boxindex] / 100.0; + bool bouncy = (nearest_info.bouncy >= 1); + float bounce = -(float)nearest_info.bouncy / 100.0; // Move to the point of collision and reduce dtime by nearest_dtime if (nearest_dtime < 0) { @@ -495,39 +489,38 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, } bool is_collision = true; - if (is_unloaded[nearest_boxindex]) + if (nearest_info.is_unloaded) is_collision = false; CollisionInfo info; - if (is_object[nearest_boxindex]) + if (nearest_info.is_object) info.type = COLLISION_OBJECT; else info.type = COLLISION_NODE; - info.node_p = node_positions[nearest_boxindex]; + info.node_p = nearest_info.position; info.bouncy = bouncy; info.old_speed = *speed_f; // Set the speed component that caused the collision to zero if (step_up) { // Special case: Handle stairs - is_step_up[nearest_boxindex] = true; + nearest_info.is_step_up = true; is_collision = false; - } else if(nearest_collided == 0) { // X + } else if (nearest_collided == 0) { // X if (fabs(speed_f->X) > BS * 3) speed_f->X *= bounce; else speed_f->X = 0; result.collides = true; result.collides_xz = true; - } - else if(nearest_collided == 1) { // Y - if (fabs(speed_f->Y) > BS * 3) + } else if (nearest_collided == 1) { // 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 == 2) { // Z if (fabs(speed_f->Z) > BS * 3) speed_f->Z *= bounce; else @@ -552,8 +545,9 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, 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]; + for (u32 boxindex = 0; boxindex < cinfo.size(); boxindex++) { + NearbyCollisionInfo &box_info = cinfo[boxindex]; + const aabb3f &cbox = box_info.box; /* See if the object is touching ground. @@ -567,8 +561,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, 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) { - if (is_step_up[boxindex]) { - pos_f->Y += (cbox.MaxEdge.Y - box.MinEdge.Y); + if (box_info.is_step_up) { + pos_f->Y += cbox.MaxEdge.Y - box.MinEdge.Y; box = box_0; box.MinEdge += *pos_f; box.MaxEdge += *pos_f; @@ -576,9 +570,9 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, if (fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15 * BS) { result.touching_ground = true; - if (is_object[boxindex]) + if (box_info.is_object) result.standing_on_object = true; - if (is_unloaded[boxindex]) + if (box_info.is_unloaded) result.standing_on_unloaded = true; } } |