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Fix 1: Do not consider LocalPlayer's CAO in the collision data. Fix 2: work around the "aabbox3d::intersectsWithBox" edge-case.
100 lines
3.0 KiB
C++
100 lines
3.0 KiB
C++
/*
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Minetest
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Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#pragma once
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#include "irrlichttypes_bloated.h"
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#include <vector>
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class Map;
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class IGameDef;
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class Environment;
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class ActiveObject;
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enum CollisionType
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{
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COLLISION_NODE,
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COLLISION_OBJECT,
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};
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enum CollisionAxis
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{
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COLLISION_AXIS_NONE = -1,
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COLLISION_AXIS_X,
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COLLISION_AXIS_Y,
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COLLISION_AXIS_Z,
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};
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struct CollisionInfo
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{
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CollisionInfo() = default;
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CollisionType type = COLLISION_NODE;
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CollisionAxis axis = COLLISION_AXIS_NONE;
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v3s16 node_p = v3s16(-32768,-32768,-32768); // COLLISION_NODE
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ActiveObject *object = nullptr; // COLLISION_OBJECT
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v3f new_pos;
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v3f old_speed;
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v3f new_speed;
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int plane = -1;
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};
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struct collisionMoveResult
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{
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collisionMoveResult() = default;
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bool touching_ground = false;
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bool collides = false;
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bool standing_on_object = false;
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std::vector<CollisionInfo> collisions;
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};
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/// @brief Moves using a single iteration; speed should not exceed pos_max_d/dtime
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/// @param self (optional) ActiveObject to ignore in the collision detection.
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collisionMoveResult collisionMoveSimple(Environment *env,IGameDef *gamedef,
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f32 pos_max_d, const aabb3f &box_0,
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f32 stepheight, f32 dtime,
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v3f *pos_f, v3f *speed_f,
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v3f accel_f, ActiveObject *self=NULL,
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bool collide_with_objects=true);
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/// @brief A simpler version of "collisionMoveSimple" that only checks whether
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/// a collision occurs at the given position.
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/// @param self (optional) ActiveObject to ignore in the collision detection.
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/// @returns `true` when `box_0` truly intersects with a node or object.
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/// Touching faces are not counted as intersection.
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bool collision_check_intersection(Environment *env, IGameDef *gamedef,
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const aabb3f &box_0, const v3f &pos_f, ActiveObject *self = nullptr,
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bool collide_with_objects = true);
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// Helper function:
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// Checks for collision of a moving aabbox with a static aabbox
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// Returns -1 if no collision, 0 if X collision, 1 if Y collision, 2 if Z collision
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// dtime receives time until first collision, invalid if -1 is returned
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CollisionAxis axisAlignedCollision(
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const aabb3f &staticbox, const aabb3f &movingbox,
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v3f speed, f32 *dtime);
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// Helper function:
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// Checks if moving the movingbox up by the given distance would hit a ceiling.
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bool wouldCollideWithCeiling(
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const std::vector<aabb3f> &staticboxes,
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const aabb3f &movingbox,
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f32 y_increase, f32 d);
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