2011-04-10 14:16:27 +02:00
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/*
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Minetest-c55
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Copyright (C) 2010 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 General Public License as published by
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the Free Software Foundation; either version 2 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 General Public License for more details.
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You should have received a copy of the GNU 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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#include "collision.h"
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#include "mapblock.h"
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#include "map.h"
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collisionMoveResult collisionMoveSimple(Map *map, f32 pos_max_d,
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const core::aabbox3d<f32> &box_0,
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f32 dtime, v3f &pos_f, v3f &speed_f)
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{
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collisionMoveResult result;
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v3f oldpos_f = pos_f;
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v3s16 oldpos_i = floatToInt(oldpos_f, BS);
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/*
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Calculate new position
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*/
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pos_f += speed_f * dtime;
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/*
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Collision detection
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*/
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// position in nodes
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v3s16 pos_i = floatToInt(pos_f, BS);
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/*
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Collision uncertainty radius
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Make it a bit larger than the maximum distance of movement
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*/
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f32 d = pos_max_d * 1.1;
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// A fairly large value in here makes moving smoother
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//f32 d = 0.15*BS;
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// This should always apply, otherwise there are glitches
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assert(d > pos_max_d);
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/*
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Calculate collision box
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*/
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core::aabbox3d<f32> box = box_0;
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box.MaxEdge += pos_f;
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box.MinEdge += pos_f;
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core::aabbox3d<f32> oldbox = box_0;
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oldbox.MaxEdge += oldpos_f;
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oldbox.MinEdge += oldpos_f;
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/*
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If the object lies on a walkable node, this is set to true.
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*/
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result.touching_ground = false;
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/*
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Go through every node around the object
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2011-04-21 18:35:17 +02:00
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TODO: Calculate the range of nodes that need to be checked
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2011-04-10 14:16:27 +02:00
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*/
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for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
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for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
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for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
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{
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try{
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// Object collides into walkable nodes
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if(content_walkable(map->getNode(v3s16(x,y,z)).d) == false)
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continue;
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}
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catch(InvalidPositionException &e)
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{
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// Doing nothing here will block the object from
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// walking over map borders
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}
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core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
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/*
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See if the object is touching ground.
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Object touches ground if object's minimum Y is near node's
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maximum Y and object's X-Z-area overlaps with the node's
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X-Z-area.
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Use 0.15*BS so that it is easier to get on a node.
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*/
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if(
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//fabs(nodebox.MaxEdge.Y-box.MinEdge.Y) < d
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fabs(nodebox.MaxEdge.Y-box.MinEdge.Y) < 0.15*BS
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&& nodebox.MaxEdge.X-d > box.MinEdge.X
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&& nodebox.MinEdge.X+d < box.MaxEdge.X
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&& nodebox.MaxEdge.Z-d > box.MinEdge.Z
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&& nodebox.MinEdge.Z+d < box.MaxEdge.Z
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){
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result.touching_ground = true;
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}
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// If object doesn't intersect with node, ignore node.
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if(box.intersectsWithBox(nodebox) == false)
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continue;
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/*
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Go through every axis
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*/
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v3f dirs[3] = {
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v3f(0,0,1), // back-front
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v3f(0,1,0), // top-bottom
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v3f(1,0,0), // right-left
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};
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for(u16 i=0; i<3; i++)
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{
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/*
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Calculate values along the axis
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*/
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f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
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f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
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f32 objectmax = box.MaxEdge.dotProduct(dirs[i]);
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f32 objectmin = box.MinEdge.dotProduct(dirs[i]);
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f32 objectmax_old = oldbox.MaxEdge.dotProduct(dirs[i]);
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f32 objectmin_old = oldbox.MinEdge.dotProduct(dirs[i]);
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/*
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Check collision for the axis.
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Collision happens when object is going through a surface.
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*/
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bool negative_axis_collides =
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(nodemax > objectmin && nodemax <= objectmin_old + d
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&& speed_f.dotProduct(dirs[i]) < 0);
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bool positive_axis_collides =
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(nodemin < objectmax && nodemin >= objectmax_old - d
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&& speed_f.dotProduct(dirs[i]) > 0);
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bool main_axis_collides =
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negative_axis_collides || positive_axis_collides;
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/*
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Check overlap of object and node in other axes
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*/
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bool other_axes_overlap = true;
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for(u16 j=0; j<3; j++)
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{
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if(j == i)
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continue;
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f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
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f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
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f32 objectmax = box.MaxEdge.dotProduct(dirs[j]);
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f32 objectmin = box.MinEdge.dotProduct(dirs[j]);
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if(!(nodemax - d > objectmin && nodemin + d < objectmax))
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{
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other_axes_overlap = false;
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break;
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}
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}
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/*
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If this is a collision, revert the pos_f in the main
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direction.
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*/
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if(other_axes_overlap && main_axis_collides)
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{
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speed_f -= speed_f.dotProduct(dirs[i]) * dirs[i];
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pos_f -= pos_f.dotProduct(dirs[i]) * dirs[i];
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pos_f += oldpos_f.dotProduct(dirs[i]) * dirs[i];
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}
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}
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} // xyz
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return result;
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}
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2011-06-26 14:48:56 +02:00
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collisionMoveResult collisionMovePrecise(Map *map, f32 pos_max_d,
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const core::aabbox3d<f32> &box_0,
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f32 dtime, v3f &pos_f, v3f &speed_f)
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{
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collisionMoveResult final_result;
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// Maximum time increment (for collision detection etc)
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// time = distance / speed
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f32 dtime_max_increment = pos_max_d / speed_f.getLength();
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// Maximum time increment is 10ms or lower
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if(dtime_max_increment > 0.01)
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dtime_max_increment = 0.01;
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// Don't allow overly huge dtime
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if(dtime > 2.0)
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dtime = 2.0;
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f32 dtime_downcount = dtime;
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u32 loopcount = 0;
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do
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{
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loopcount++;
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f32 dtime_part;
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if(dtime_downcount > dtime_max_increment)
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{
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dtime_part = dtime_max_increment;
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dtime_downcount -= dtime_part;
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}
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else
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{
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dtime_part = dtime_downcount;
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/*
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Setting this to 0 (no -=dtime_part) disables an infinite loop
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when dtime_part is so small that dtime_downcount -= dtime_part
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does nothing
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*/
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dtime_downcount = 0;
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}
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collisionMoveResult result = collisionMoveSimple(map, pos_max_d,
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box_0, dtime_part, pos_f, speed_f);
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if(result.touching_ground)
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final_result.touching_ground = true;
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}
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while(dtime_downcount > 0.001);
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return final_result;
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}
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2011-04-10 14:16:27 +02:00
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