mirror of
https://github.com/moparisthebest/minetest
synced 2024-12-23 08:08:47 -05:00
Closed add object <-> object collision handling
This commit is contained in:
parent
880d9e53c3
commit
8800896824
@ -61,7 +61,7 @@ public:
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}
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virtual u8 getType() const = 0;
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virtual bool getCollisionBox(aabb3f *toset) = 0;
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protected:
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u16 m_id; // 0 is invalid, "no id"
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};
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@ -23,7 +23,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "nodedef.h"
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#include "gamedef.h"
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#include "log.h"
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#include "environment.h"
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#include "serverobject.h"
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#include <vector>
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#include <set>
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#include "util/timetaker.h"
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#include "main.h" // g_profiler
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#include "profiler.h"
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@ -186,11 +189,12 @@ bool wouldCollideWithCeiling(
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}
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collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
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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, v3f &accel_f)
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{
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Map *map = &env->getMap();
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//TimeTaker tt("collisionMoveSimple");
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ScopeProfiler sp(g_profiler, "collisionMoveSimple avg", SPT_AVG);
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@ -215,6 +219,7 @@ collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
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std::vector<aabb3f> cboxes;
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std::vector<bool> is_unloaded;
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std::vector<bool> is_step_up;
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std::vector<bool> is_object;
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std::vector<int> bouncy_values;
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std::vector<v3s16> node_positions;
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{
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@ -256,6 +261,7 @@ collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
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is_step_up.push_back(false);
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bouncy_values.push_back(n_bouncy_value);
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node_positions.push_back(p);
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is_object.push_back(false);
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}
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}
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catch(InvalidPositionException &e)
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@ -267,14 +273,72 @@ collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
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is_step_up.push_back(false);
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bouncy_values.push_back(0);
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node_positions.push_back(p);
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is_object.push_back(false);
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}
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}
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} // tt2
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{
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ScopeProfiler sp(g_profiler, "collisionMoveSimple objects avg", SPT_AVG);
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//TimeTaker tt3("collisionMoveSimple collect object boxes");
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/* add object boxes to cboxes */
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std::list<ActiveObject*> objects;
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#ifndef SERVER
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ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env);
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if (c_env != 0)
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{
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f32 distance = speed_f.getLength();
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std::vector<DistanceSortedActiveObject> clientobjects;
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c_env->getActiveObjects(pos_f,distance * 1.5,clientobjects);
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for (int i=0; i < clientobjects.size(); i++)
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{
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objects.push_back((ActiveObject*)clientobjects[i].obj);
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}
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}
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else
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#endif
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{
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ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
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if (s_env != 0)
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{
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f32 distance = speed_f.getLength();
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std::set<u16> s_objects = s_env->getObjectsInsideRadius(pos_f,distance * 1.5);
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for (std::set<u16>::iterator iter = s_objects.begin(); iter != s_objects.end(); iter++)
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{
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ServerActiveObject *current = s_env->getActiveObject(*iter);
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objects.push_back((ActiveObject*)current);
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}
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}
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}
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for (std::list<ActiveObject*>::const_iterator iter = objects.begin();iter != objects.end(); ++iter)
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{
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ActiveObject *object = *iter;
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if (object != NULL)
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{
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aabb3f object_collisionbox;
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if (object->getCollisionBox(&object_collisionbox))
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{
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cboxes.push_back(object_collisionbox);
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is_unloaded.push_back(false);
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is_step_up.push_back(false);
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bouncy_values.push_back(0);
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node_positions.push_back(v3s16(0,0,0));
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is_object.push_back(true);
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}
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}
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}
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} //tt3
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assert(cboxes.size() == is_unloaded.size());
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assert(cboxes.size() == is_step_up.size());
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assert(cboxes.size() == bouncy_values.size());
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assert(cboxes.size() == node_positions.size());
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assert(cboxes.size() == is_object.size());
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/*
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Collision detection
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@ -386,7 +450,11 @@ collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
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is_collision = false;
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CollisionInfo info;
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info.type = COLLISION_NODE;
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if (is_object[nearest_boxindex]) {
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info.type = COLLISION_OBJECT;
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}
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else
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info.type = COLLISION_NODE;
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info.node_p = node_positions[nearest_boxindex];
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info.bouncy = bouncy;
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info.old_speed = speed_f;
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@ -25,10 +25,12 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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class Map;
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class IGameDef;
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class Environment;
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enum CollisionType
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{
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COLLISION_NODE
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COLLISION_NODE,
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COLLISION_OBJECT,
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};
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struct CollisionInfo
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@ -65,7 +67,7 @@ struct collisionMoveResult
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};
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// Moves using a single iteration; speed should not exceed pos_max_d/dtime
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collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
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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, v3f &accel_f);
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@ -174,6 +174,7 @@ public:
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void processMessage(const std::string &data);
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bool getCollisionBox(aabb3f *toset) { return false; }
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private:
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scene::IMeshSceneNode *m_node;
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v3f m_position;
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@ -329,6 +330,7 @@ public:
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std::string infoText()
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{return m_infotext;}
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bool getCollisionBox(aabb3f *toset) { return false; }
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private:
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core::aabbox3d<f32> m_selection_box;
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scene::IMeshSceneNode *m_node;
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@ -643,6 +645,22 @@ public:
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ClientActiveObject::registerType(getType(), create);
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}
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bool getCollisionBox(aabb3f *toset) {
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if (m_prop.physical) {
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aabb3f retval;
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//update collision box
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toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
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toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
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toset->MinEdge += m_position;
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toset->MaxEdge += m_position;
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return true;
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}
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return false;
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}
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void initialize(const std::string &data)
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{
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infostream<<"GenericCAO: Got init data"<<std::endl;
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@ -1127,8 +1145,7 @@ public:
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v3f p_pos = m_position;
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v3f p_velocity = m_velocity;
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v3f p_acceleration = m_acceleration;
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IGameDef *gamedef = env->getGameDef();
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moveresult = collisionMoveSimple(&env->getMap(), gamedef,
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moveresult = collisionMoveSimple(env,env->getGameDef(),
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pos_max_d, box, stepheight, dtime,
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p_pos, p_velocity, p_acceleration);
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// Apply results
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@ -64,6 +64,10 @@ public:
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infostream<<"DummyLoadSAO step"<<std::endl;
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}
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bool getCollisionBox(aabb3f *toset) {
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return false;
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}
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private:
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};
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@ -132,6 +136,10 @@ public:
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}
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}
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bool getCollisionBox(aabb3f *toset) {
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return false;
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}
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private:
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float m_timer1;
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float m_age;
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@ -208,8 +216,7 @@ public:
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v3f pos_f_old = pos_f;
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v3f accel_f = v3f(0,0,0);
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f32 stepheight = 0;
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IGameDef *gamedef = m_env->getGameDef();
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moveresult = collisionMoveSimple(&m_env->getMap(), gamedef,
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moveresult = collisionMoveSimple(m_env,m_env->getGameDef(),
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pos_max_d, box, stepheight, dtime,
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pos_f, m_speed_f, accel_f);
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@ -314,6 +321,10 @@ public:
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return 0;
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}
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bool getCollisionBox(aabb3f *toset) {
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return false;
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}
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private:
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std::string m_itemstring;
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@ -490,8 +501,7 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
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v3f p_pos = m_base_position;
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v3f p_velocity = m_velocity;
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v3f p_acceleration = m_acceleration;
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IGameDef *gamedef = m_env->getGameDef();
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moveresult = collisionMoveSimple(&m_env->getMap(), gamedef,
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moveresult = collisionMoveSimple(m_env,m_env->getGameDef(),
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pos_max_d, box, stepheight, dtime,
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p_pos, p_velocity, p_acceleration);
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// Apply results
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@ -880,6 +890,22 @@ void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
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m_messages_out.push_back(aom);
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}
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bool LuaEntitySAO::getCollisionBox(aabb3f *toset) {
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if (m_prop.physical)
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{
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//update collision box
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toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
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toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
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toset->MinEdge += m_base_position;
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toset->MaxEdge += m_base_position;
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return true;
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}
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return false;
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}
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/*
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PlayerSAO
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*/
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@ -1434,3 +1460,7 @@ std::string PlayerSAO::getPropertyPacket()
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return gob_cmd_set_properties(m_prop);
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}
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bool PlayerSAO::getCollisionBox(aabb3f *toset) {
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//player collision handling is already done clientside no need to do it twice
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return false;
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}
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@ -78,6 +78,7 @@ public:
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void setSprite(v2s16 p, int num_frames, float framelength,
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bool select_horiz_by_yawpitch);
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std::string getName();
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bool getCollisionBox(aabb3f *toset);
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private:
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std::string getPropertyPacket();
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void sendPosition(bool do_interpolate, bool is_movement_end);
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@ -235,6 +236,8 @@ public:
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m_is_singleplayer = is_singleplayer;
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}
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bool getCollisionBox(aabb3f *toset);
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private:
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std::string getPropertyPacket();
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@ -2096,7 +2096,7 @@ void ClientEnvironment::step(float dtime)
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Move the lplayer.
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This also does collision detection.
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*/
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lplayer->move(dtime_part, *m_map, position_max_increment,
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lplayer->move(dtime_part, this, position_max_increment,
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&player_collisions);
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}
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}
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@ -25,6 +25,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "gamedef.h"
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#include "nodedef.h"
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#include "settings.h"
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#include "environment.h"
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#include "map.h"
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#include "util/numeric.h"
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@ -57,9 +58,10 @@ LocalPlayer::~LocalPlayer()
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{
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}
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void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
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std::list<CollisionInfo> *collision_info)
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{
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Map *map = &env->getMap();
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INodeDefManager *nodemgr = m_gamedef->ndef();
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v3f position = getPosition();
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@ -97,15 +99,15 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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if(in_liquid)
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{
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v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
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in_liquid = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
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liquid_viscosity = nodemgr->get(map.getNode(pp).getContent()).liquid_viscosity;
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in_liquid = nodemgr->get(map->getNode(pp).getContent()).isLiquid();
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liquid_viscosity = nodemgr->get(map->getNode(pp).getContent()).liquid_viscosity;
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}
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// If not in liquid, the threshold of going in is at lower y
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else
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{
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v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
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in_liquid = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
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liquid_viscosity = nodemgr->get(map.getNode(pp).getContent()).liquid_viscosity;
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in_liquid = nodemgr->get(map->getNode(pp).getContent()).isLiquid();
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liquid_viscosity = nodemgr->get(map->getNode(pp).getContent()).liquid_viscosity;
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}
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}
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catch(InvalidPositionException &e)
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@ -118,7 +120,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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*/
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try{
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v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
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in_liquid_stable = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
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in_liquid_stable = nodemgr->get(map->getNode(pp).getContent()).isLiquid();
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}
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catch(InvalidPositionException &e)
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{
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@ -132,8 +134,8 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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try {
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v3s16 pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
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v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
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is_climbing = ((nodemgr->get(map.getNode(pp).getContent()).climbable ||
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nodemgr->get(map.getNode(pp2).getContent()).climbable) && !free_move);
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is_climbing = ((nodemgr->get(map->getNode(pp).getContent()).climbable ||
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nodemgr->get(map->getNode(pp2).getContent()).climbable) && !free_move);
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}
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catch(InvalidPositionException &e)
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{
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@ -197,7 +199,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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v3f accel_f = v3f(0,0,0);
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collisionMoveResult result = collisionMoveSimple(&map, m_gamedef,
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collisionMoveResult result = collisionMoveSimple(env, m_gamedef,
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pos_max_d, playerbox, player_stepheight, dtime,
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position, m_speed, accel_f);
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@ -219,7 +221,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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*/
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v3s16 current_node = floatToInt(position - v3f(0,BS/2,0), BS);
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if(m_sneak_node_exists &&
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nodemgr->get(map.getNodeNoEx(m_old_node_below)).name == "air" &&
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nodemgr->get(map->getNodeNoEx(m_old_node_below)).name == "air" &&
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m_old_node_below_type != "air")
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{
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// Old node appears to have been removed; that is,
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@ -227,7 +229,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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m_need_to_get_new_sneak_node = false;
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m_sneak_node_exists = false;
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}
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else if(nodemgr->get(map.getNodeNoEx(current_node)).name != "air")
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else if(nodemgr->get(map->getNodeNoEx(current_node)).name != "air")
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{
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// We are on something, so make sure to recalculate the sneak
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// node.
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@ -267,10 +269,10 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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try{
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// The node to be sneaked on has to be walkable
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if(nodemgr->get(map.getNode(p)).walkable == false)
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if(nodemgr->get(map->getNode(p)).walkable == false)
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continue;
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// And the node above it has to be nonwalkable
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if(nodemgr->get(map.getNode(p+v3s16(0,1,0))).walkable == true)
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if(nodemgr->get(map->getNode(p+v3s16(0,1,0))).walkable == true)
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continue;
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}
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catch(InvalidPositionException &e)
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@ -331,7 +333,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
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{
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camera_barely_in_ceiling = false;
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v3s16 camera_np = floatToInt(getEyePosition(), BS);
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MapNode n = map.getNodeNoEx(camera_np);
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MapNode n = map->getNodeNoEx(camera_np);
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if(n.getContent() != CONTENT_IGNORE){
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if(nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2){
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camera_barely_in_ceiling = true;
|
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@ -343,21 +345,21 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
|
||||
Update the node last under the player
|
||||
*/
|
||||
m_old_node_below = floatToInt(position - v3f(0,BS/2,0), BS);
|
||||
m_old_node_below_type = nodemgr->get(map.getNodeNoEx(m_old_node_below)).name;
|
||||
m_old_node_below_type = nodemgr->get(map->getNodeNoEx(m_old_node_below)).name;
|
||||
|
||||
/*
|
||||
Check properties of the node on which the player is standing
|
||||
*/
|
||||
const ContentFeatures &f = nodemgr->get(map.getNodeNoEx(getStandingNodePos()));
|
||||
const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(getStandingNodePos()));
|
||||
// Determine if jumping is possible
|
||||
m_can_jump = touching_ground && !in_liquid;
|
||||
if(itemgroup_get(f.groups, "disable_jump"))
|
||||
m_can_jump = false;
|
||||
}
|
||||
|
||||
void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
|
||||
void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d)
|
||||
{
|
||||
move(dtime, map, pos_max_d, NULL);
|
||||
move(dtime, env, pos_max_d, NULL);
|
||||
}
|
||||
|
||||
void LocalPlayer::applyControl(float dtime)
|
||||
|
@ -23,6 +23,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#include "player.h"
|
||||
#include <list>
|
||||
|
||||
class ClientEnvironment;
|
||||
|
||||
class LocalPlayer : public Player
|
||||
{
|
||||
public:
|
||||
@ -38,9 +40,9 @@ public:
|
||||
|
||||
v3f overridePosition;
|
||||
|
||||
void move(f32 dtime, Map &map, f32 pos_max_d,
|
||||
void move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
|
||||
std::list<CollisionInfo> *collision_info);
|
||||
void move(f32 dtime, Map &map, f32 pos_max_d);
|
||||
void move(f32 dtime, ClientEnvironment *env, f32 pos_max_d);
|
||||
|
||||
void applyControl(float dtime);
|
||||
|
||||
|
@ -138,7 +138,7 @@ void Particle::step(float dtime, ClientEnvironment &env)
|
||||
v3f p_pos = m_pos*BS;
|
||||
v3f p_velocity = m_velocity*BS;
|
||||
v3f p_acceleration = m_acceleration*BS;
|
||||
collisionMoveSimple(&env.getClientMap(), m_gamedef,
|
||||
collisionMoveSimple(&env, m_gamedef,
|
||||
BS*0.5, box,
|
||||
0, dtime,
|
||||
p_pos, p_velocity, p_acceleration);
|
||||
|
Loading…
Reference in New Issue
Block a user