forked from Mirrorlandia_minetest/minetest
Custom boxy nodes (stairs, slabs) and collision changes
This commit is contained in:
parent
9f031a6759
commit
1575448b1a
@ -926,7 +926,7 @@ minetest.register_node("default:rail", {
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walkable = false,
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selection_box = {
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type = "fixed",
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--fixed = <default>
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fixed = {-1/2, -1/2, -1/2, 1/2, -1/2+1/16, 1/2},
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},
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groups = {bendy=2,snappy=1,dig_immediate=2},
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})
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1
games/minimal/mods/stairs/depends.txt
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1
games/minimal/mods/stairs/depends.txt
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@ -0,0 +1 @@
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default
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93
games/minimal/mods/stairs/init.lua
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93
games/minimal/mods/stairs/init.lua
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@ -0,0 +1,93 @@
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stairs = {}
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-- Node will be called stairs:stair_<subname>
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function stairs.register_stair(subname, recipeitem, groups, images, description)
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minetest.register_node("stairs:stair_" .. subname, {
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description = description,
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drawtype = "nodebox",
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tile_images = images,
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paramtype = "light",
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paramtype2 = "facedir",
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is_ground_content = true,
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groups = groups,
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node_box = {
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type = "fixed",
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fixed = {
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{-0.5, -0.5, -0.5, 0.5, 0, 0.5},
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{-0.5, 0, 0, 0.5, 0.5, 0.5},
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},
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},
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})
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minetest.register_craft({
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output = 'stairs:stair_' .. subname .. ' 4',
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recipe = {
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{recipeitem, "", ""},
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{recipeitem, recipeitem, ""},
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{recipeitem, recipeitem, recipeitem},
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},
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})
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end
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-- Node will be called stairs:slab_<subname>
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function stairs.register_slab(subname, recipeitem, groups, images, description)
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minetest.register_node("stairs:slab_" .. subname, {
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description = description,
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drawtype = "nodebox",
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tile_images = images,
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paramtype = "light",
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is_ground_content = true,
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groups = groups,
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node_box = {
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type = "fixed",
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fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5},
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},
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selection_box = {
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type = "fixed",
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fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5},
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},
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})
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minetest.register_craft({
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output = 'stairs:slab_' .. subname .. ' 3',
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recipe = {
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{recipeitem, recipeitem, recipeitem},
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},
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})
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end
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-- Nodes will be called stairs:{stair,slab}_<subname>
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function stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab)
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stairs.register_stair(subname, recipeitem, groups, images, desc_stair)
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stairs.register_slab(subname, recipeitem, groups, images, desc_slab)
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end
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stairs.register_stair_and_slab("wood", "default:wood",
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{snappy=2,choppy=2,oddly_breakable_by_hand=2},
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{"default_wood.png"},
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"Wooden stair",
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"Wooden slab")
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stairs.register_stair_and_slab("stone", "default:stone",
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{cracky=3},
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{"default_stone.png"},
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"Stone stair",
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"Stone slab")
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stairs.register_stair_and_slab("cobble", "default:cobble",
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{cracky=3},
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{"default_cobble.png"},
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"Cobble stair",
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"Cobble slab")
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stairs.register_stair_and_slab("brick", "default:brick",
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{cracky=3},
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{"default_brick.png"},
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"Brick stair",
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"Brick slab")
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stairs.register_stair_and_slab("sandstone", "default:sandstone",
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{crumbly=2,cracky=2},
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{"default_sandstone.png"},
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"Sandstone stair",
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"Sandstone slab")
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@ -213,8 +213,22 @@ void Camera::step(f32 dtime)
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void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize,
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f32 tool_reload_ratio)
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{
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// Get player position
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// Smooth the movement when walking up stairs
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v3f old_player_position = m_playernode->getPosition();
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v3f player_position = player->getPosition();
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//if(player->touching_ground && player_position.Y > old_player_position.Y)
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if(player->touching_ground &&
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player_position.Y > old_player_position.Y)
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{
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f32 oldy = old_player_position.Y;
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f32 newy = player_position.Y;
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f32 t = exp(-23*frametime);
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player_position.Y = oldy * t + newy * (1-t);
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}
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// Set player node transformation
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m_playernode->setPosition(player->getPosition());
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m_playernode->setPosition(player_position);
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m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
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m_playernode->updateAbsolutePosition();
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@ -22,32 +22,249 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "map.h"
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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 <vector>
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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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// 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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// The time after which the collision occurs is stored in dtime.
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int axisAlignedCollision(
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const aabb3f &staticbox, const aabb3f &movingbox,
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const v3f &speed, f32 d, f32 &dtime)
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{
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//TimeTaker tt("axisAlignedCollision");
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f32 xsize = (staticbox.MaxEdge.X - staticbox.MinEdge.X);
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f32 ysize = (staticbox.MaxEdge.Y - staticbox.MinEdge.Y);
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f32 zsize = (staticbox.MaxEdge.Z - staticbox.MinEdge.Z);
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aabb3f relbox(
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movingbox.MinEdge.X - staticbox.MinEdge.X,
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movingbox.MinEdge.Y - staticbox.MinEdge.Y,
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movingbox.MinEdge.Z - staticbox.MinEdge.Z,
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movingbox.MaxEdge.X - staticbox.MinEdge.X,
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movingbox.MaxEdge.Y - staticbox.MinEdge.Y,
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movingbox.MaxEdge.Z - staticbox.MinEdge.Z
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);
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if(speed.X > 0) // Check for collision with X- plane
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{
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if(relbox.MaxEdge.X <= d)
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{
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dtime = - relbox.MaxEdge.X / speed.X;
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if((relbox.MinEdge.Y + speed.Y * dtime < ysize) &&
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(relbox.MaxEdge.Y + speed.Y * dtime > 0) &&
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(relbox.MinEdge.Z + speed.Z * dtime < zsize) &&
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(relbox.MaxEdge.Z + speed.Z * dtime > 0))
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return 0;
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}
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else if(relbox.MinEdge.X > xsize)
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{
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return -1;
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}
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}
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else if(speed.X < 0) // Check for collision with X+ plane
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{
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if(relbox.MinEdge.X >= xsize - d)
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{
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dtime = (xsize - relbox.MinEdge.X) / speed.X;
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if((relbox.MinEdge.Y + speed.Y * dtime < ysize) &&
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(relbox.MaxEdge.Y + speed.Y * dtime > 0) &&
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(relbox.MinEdge.Z + speed.Z * dtime < zsize) &&
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(relbox.MaxEdge.Z + speed.Z * dtime > 0))
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return 0;
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}
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else if(relbox.MaxEdge.X < 0)
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{
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return -1;
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}
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}
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// NO else if here
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if(speed.Y > 0) // Check for collision with Y- plane
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{
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if(relbox.MaxEdge.Y <= d)
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{
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dtime = - relbox.MaxEdge.Y / speed.Y;
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if((relbox.MinEdge.X + speed.X * dtime < xsize) &&
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(relbox.MaxEdge.X + speed.X * dtime > 0) &&
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(relbox.MinEdge.Z + speed.Z * dtime < zsize) &&
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(relbox.MaxEdge.Z + speed.Z * dtime > 0))
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return 1;
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}
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else if(relbox.MinEdge.Y > ysize)
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{
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return -1;
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}
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}
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else if(speed.Y < 0) // Check for collision with Y+ plane
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{
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if(relbox.MinEdge.Y >= ysize - d)
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{
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dtime = (ysize - relbox.MinEdge.Y) / speed.Y;
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if((relbox.MinEdge.X + speed.X * dtime < xsize) &&
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(relbox.MaxEdge.X + speed.X * dtime > 0) &&
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(relbox.MinEdge.Z + speed.Z * dtime < zsize) &&
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(relbox.MaxEdge.Z + speed.Z * dtime > 0))
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return 1;
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}
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else if(relbox.MaxEdge.Y < 0)
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{
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return -1;
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}
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}
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// NO else if here
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if(speed.Z > 0) // Check for collision with Z- plane
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{
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if(relbox.MaxEdge.Z <= d)
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{
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dtime = - relbox.MaxEdge.Z / speed.Z;
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if((relbox.MinEdge.X + speed.X * dtime < xsize) &&
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(relbox.MaxEdge.X + speed.X * dtime > 0) &&
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(relbox.MinEdge.Y + speed.Y * dtime < ysize) &&
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(relbox.MaxEdge.Y + speed.Y * dtime > 0))
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return 2;
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}
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//else if(relbox.MinEdge.Z > zsize)
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//{
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// return -1;
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//}
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}
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else if(speed.Z < 0) // Check for collision with Z+ plane
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{
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if(relbox.MinEdge.Z >= zsize - d)
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{
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dtime = (zsize - relbox.MinEdge.Z) / speed.Z;
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if((relbox.MinEdge.X + speed.X * dtime < xsize) &&
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(relbox.MaxEdge.X + speed.X * dtime > 0) &&
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(relbox.MinEdge.Y + speed.Y * dtime < ysize) &&
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(relbox.MaxEdge.Y + speed.Y * dtime > 0))
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return 2;
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}
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//else if(relbox.MaxEdge.Z < 0)
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//{
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// return -1;
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//}
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}
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return -1;
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}
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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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{
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//TimeTaker tt("wouldCollideWithCeiling");
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assert(y_increase >= 0);
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for(std::vector<aabb3f>::const_iterator
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i = staticboxes.begin();
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i != staticboxes.end(); i++)
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{
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const aabb3f& staticbox = *i;
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if((movingbox.MaxEdge.Y - d <= staticbox.MinEdge.Y) &&
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(movingbox.MaxEdge.Y + y_increase > staticbox.MinEdge.Y) &&
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(movingbox.MinEdge.X < staticbox.MaxEdge.X) &&
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(movingbox.MaxEdge.X > staticbox.MinEdge.X) &&
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(movingbox.MinEdge.Z < staticbox.MaxEdge.Z) &&
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(movingbox.MaxEdge.Z > staticbox.MinEdge.Z))
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return true;
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}
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return false;
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}
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collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
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f32 pos_max_d, const core::aabbox3d<f32> &box_0,
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f32 dtime, v3f &pos_f, v3f &speed_f)
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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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//TimeTaker tt("collisionMoveSimple");
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ScopeProfiler sp(g_profiler, "collisionMoveSimple avg", SPT_AVG);
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collisionMoveResult result;
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/*
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Calculate new velocity
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*/
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speed_f += accel_f * dtime;
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// If there is no speed, there are no collisions
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if(speed_f.getLength() == 0)
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return 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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Collect node boxes in movement range
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*/
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pos_f += speed_f * dtime;
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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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{
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//TimeTaker tt2("collisionMoveSimple collect boxes");
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ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);
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v3s16 oldpos_i = floatToInt(pos_f, BS);
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v3s16 newpos_i = floatToInt(pos_f + speed_f * dtime, BS);
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s16 min_x = MYMIN(oldpos_i.X, newpos_i.X) + (box_0.MinEdge.X / BS) - 1;
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s16 min_y = MYMIN(oldpos_i.Y, newpos_i.Y) + (box_0.MinEdge.Y / BS) - 1;
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s16 min_z = MYMIN(oldpos_i.Z, newpos_i.Z) + (box_0.MinEdge.Z / BS) - 1;
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s16 max_x = MYMAX(oldpos_i.X, newpos_i.X) + (box_0.MaxEdge.X / BS) + 1;
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s16 max_y = MYMAX(oldpos_i.Y, newpos_i.Y) + (box_0.MaxEdge.Y / BS) + 1;
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s16 max_z = MYMAX(oldpos_i.Z, newpos_i.Z) + (box_0.MaxEdge.Z / BS) + 1;
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for(s16 x = min_x; x <= max_x; x++)
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for(s16 y = min_y; y <= max_y; y++)
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for(s16 z = min_z; z <= max_z; z++)
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{
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try{
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// Object collides into walkable nodes
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MapNode n = map->getNode(v3s16(x,y,z));
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if(gamedef->getNodeDefManager()->get(n).walkable == false)
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continue;
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std::vector<aabb3f> nodeboxes = n.getNodeBoxes(gamedef->ndef());
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for(std::vector<aabb3f>::iterator
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i = nodeboxes.begin();
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i != nodeboxes.end(); i++)
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{
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aabb3f box = *i;
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box.MinEdge += v3f(x, y, z)*BS;
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box.MaxEdge += v3f(x, y, z)*BS;
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cboxes.push_back(box);
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is_unloaded.push_back(false);
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is_step_up.push_back(false);
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}
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}
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catch(InvalidPositionException &e)
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{
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// Collide with unloaded nodes
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aabb3f box = getNodeBox(v3s16(x,y,z), BS);
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cboxes.push_back(box);
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is_unloaded.push_back(true);
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is_step_up.push_back(false);
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}
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}
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} // tt2
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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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/*
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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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@ -59,47 +276,127 @@ collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
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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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int loopcount = 0;
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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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*/
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s16 min_x = (box_0.MinEdge.X / BS) - 2;
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s16 min_y = (box_0.MinEdge.Y / BS) - 2;
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s16 min_z = (box_0.MinEdge.Z / BS) - 2;
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s16 max_x = (box_0.MaxEdge.X / BS) + 1;
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s16 max_y = (box_0.MaxEdge.Y / BS) + 1;
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s16 max_z = (box_0.MaxEdge.Z / BS) + 1;
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for(s16 y = oldpos_i.Y + min_y; y <= oldpos_i.Y + max_y; y++)
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for(s16 z = oldpos_i.Z + min_z; z <= oldpos_i.Z + max_z; z++)
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for(s16 x = oldpos_i.X + min_x; x <= oldpos_i.X + max_x; x++)
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while(dtime > BS*1e-10)
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{
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try{
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// Object collides into walkable nodes
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MapNode n = map->getNode(v3s16(x,y,z));
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if(gamedef->getNodeDefManager()->get(n).walkable == false)
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//TimeTaker tt3("collisionMoveSimple dtime loop");
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ScopeProfiler sp(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG);
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// Avoid infinite loop
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loopcount++;
|
||||
if(loopcount >= 100)
|
||||
{
|
||||
infostream<<"collisionMoveSimple: WARNING: Loop count exceeded, aborting to avoid infiniite loop"<<std::endl;
|
||||
dtime = 0;
|
||||
break;
|
||||
}
|
||||
|
||||
aabb3f movingbox = box_0;
|
||||
movingbox.MinEdge += pos_f;
|
||||
movingbox.MaxEdge += pos_f;
|
||||
|
||||
int nearest_collided = -1;
|
||||
f32 nearest_dtime = dtime;
|
||||
u32 nearest_boxindex = -1;
|
||||
|
||||
/*
|
||||
Go through every nodebox, find nearest collision
|
||||
*/
|
||||
for(u32 boxindex = 0; boxindex < cboxes.size(); boxindex++)
|
||||
{
|
||||
// Ignore if already stepped up this nodebox.
|
||||
if(is_step_up[boxindex])
|
||||
continue;
|
||||
}
|
||||
catch(InvalidPositionException &e)
|
||||
{
|
||||
// Doing nothing here will block the object from
|
||||
// walking over map borders
|
||||
|
||||
// Find nearest collision of the two boxes (raytracing-like)
|
||||
f32 dtime_tmp;
|
||||
int collided = axisAlignedCollision(
|
||||
cboxes[boxindex], movingbox, speed_f, d, dtime_tmp);
|
||||
|
||||
if(collided == -1 || dtime_tmp >= nearest_dtime)
|
||||
continue;
|
||||
|
||||
nearest_dtime = dtime_tmp;
|
||||
nearest_collided = collided;
|
||||
nearest_boxindex = boxindex;
|
||||
}
|
||||
|
||||
core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
|
||||
if(nearest_collided == -1)
|
||||
{
|
||||
// No collision with any collision box.
|
||||
pos_f += speed_f * dtime;
|
||||
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];
|
||||
|
||||
// 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,
|
||||
cbox.MaxEdge.Y - movingbox.MinEdge.Y,
|
||||
d));
|
||||
|
||||
// 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)
|
||||
if(!step_up)
|
||||
{
|
||||
if(nearest_collided == 0)
|
||||
pos_f.X += speed_f.X * nearest_dtime;
|
||||
if(nearest_collided == 1)
|
||||
pos_f.Y += speed_f.Y * nearest_dtime;
|
||||
if(nearest_collided == 2)
|
||||
pos_f.Z += speed_f.Z * nearest_dtime;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
pos_f += speed_f * nearest_dtime;
|
||||
dtime -= nearest_dtime;
|
||||
}
|
||||
|
||||
// Set the speed component that caused the collision to zero
|
||||
if(step_up)
|
||||
{
|
||||
// Special case: Handle stairs
|
||||
is_step_up[nearest_boxindex] = true;
|
||||
}
|
||||
else if(nearest_collided == 0) // X
|
||||
{
|
||||
speed_f.X = 0;
|
||||
result.collides = true;
|
||||
result.collides_xz = true;
|
||||
}
|
||||
else if(nearest_collided == 1) // Y
|
||||
{
|
||||
speed_f.Y = 0;
|
||||
result.collides = true;
|
||||
}
|
||||
else if(nearest_collided == 2) // Z
|
||||
{
|
||||
speed_f.Z = 0;
|
||||
result.collides = true;
|
||||
result.collides_xz = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
Final touches: Check if standing on ground, step up stairs.
|
||||
*/
|
||||
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];
|
||||
|
||||
/*
|
||||
See if the object is touching ground.
|
||||
@ -111,108 +408,46 @@ collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
|
||||
Use 0.15*BS so that it is easier to get on a node.
|
||||
*/
|
||||
if(
|
||||
//fabs(nodebox.MaxEdge.Y-box.MinEdge.Y) < d
|
||||
fabs(nodebox.MaxEdge.Y-box.MinEdge.Y) < 0.15*BS
|
||||
&& nodebox.MaxEdge.X-d > box.MinEdge.X
|
||||
&& nodebox.MinEdge.X+d < box.MaxEdge.X
|
||||
&& nodebox.MaxEdge.Z-d > box.MinEdge.Z
|
||||
&& nodebox.MinEdge.Z+d < box.MaxEdge.Z
|
||||
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);
|
||||
box = box_0;
|
||||
box.MinEdge += pos_f;
|
||||
box.MaxEdge += pos_f;
|
||||
}
|
||||
if(fabs(cbox.MaxEdge.Y-box.MinEdge.Y) < 0.15*BS)
|
||||
{
|
||||
result.touching_ground = true;
|
||||
}
|
||||
|
||||
// If object doesn't intersect with node, ignore node.
|
||||
if(box.intersectsWithBox(nodebox) == false)
|
||||
continue;
|
||||
|
||||
/*
|
||||
Go through every axis
|
||||
*/
|
||||
v3f dirs[3] = {
|
||||
v3f(0,0,1), // back-front
|
||||
v3f(0,1,0), // top-bottom
|
||||
v3f(1,0,0), // right-left
|
||||
};
|
||||
for(u16 i=0; i<3; i++)
|
||||
{
|
||||
/*
|
||||
Calculate values along the axis
|
||||
*/
|
||||
f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
|
||||
f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
|
||||
f32 objectmax = box.MaxEdge.dotProduct(dirs[i]);
|
||||
f32 objectmin = box.MinEdge.dotProduct(dirs[i]);
|
||||
f32 objectmax_old = oldbox.MaxEdge.dotProduct(dirs[i]);
|
||||
f32 objectmin_old = oldbox.MinEdge.dotProduct(dirs[i]);
|
||||
|
||||
/*
|
||||
Check collision for the axis.
|
||||
Collision happens when object is going through a surface.
|
||||
*/
|
||||
bool negative_axis_collides =
|
||||
(nodemax > objectmin && nodemax <= objectmin_old + d
|
||||
&& speed_f.dotProduct(dirs[i]) < 0);
|
||||
bool positive_axis_collides =
|
||||
(nodemin < objectmax && nodemin >= objectmax_old - d
|
||||
&& speed_f.dotProduct(dirs[i]) > 0);
|
||||
bool main_axis_collides =
|
||||
negative_axis_collides || positive_axis_collides;
|
||||
|
||||
/*
|
||||
Check overlap of object and node in other axes
|
||||
*/
|
||||
bool other_axes_overlap = true;
|
||||
for(u16 j=0; j<3; j++)
|
||||
{
|
||||
if(j == i)
|
||||
continue;
|
||||
f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
|
||||
f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
|
||||
f32 objectmax = box.MaxEdge.dotProduct(dirs[j]);
|
||||
f32 objectmin = box.MinEdge.dotProduct(dirs[j]);
|
||||
if(!(nodemax - d > objectmin && nodemin + d < objectmax))
|
||||
{
|
||||
other_axes_overlap = false;
|
||||
break;
|
||||
if(is_unloaded[boxindex])
|
||||
result.standing_on_unloaded = true;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
If this is a collision, revert the pos_f in the main
|
||||
direction.
|
||||
*/
|
||||
if(other_axes_overlap && main_axis_collides)
|
||||
{
|
||||
speed_f -= speed_f.dotProduct(dirs[i]) * dirs[i];
|
||||
pos_f -= pos_f.dotProduct(dirs[i]) * dirs[i];
|
||||
pos_f += oldpos_f.dotProduct(dirs[i]) * dirs[i];
|
||||
result.collides = true;
|
||||
}
|
||||
|
||||
}
|
||||
} // xyz
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
#if 0
|
||||
// This doesn't seem to work and isn't used
|
||||
collisionMoveResult collisionMovePrecise(Map *map, IGameDef *gamedef,
|
||||
f32 pos_max_d, const core::aabbox3d<f32> &box_0,
|
||||
f32 dtime, v3f &pos_f, v3f &speed_f)
|
||||
f32 pos_max_d, const aabb3f &box_0,
|
||||
f32 stepheight, f32 dtime,
|
||||
v3f &pos_f, v3f &speed_f, v3f &accel_f)
|
||||
{
|
||||
//TimeTaker tt("collisionMovePrecise");
|
||||
ScopeProfiler sp(g_profiler, "collisionMovePrecise avg", SPT_AVG);
|
||||
|
||||
collisionMoveResult final_result;
|
||||
|
||||
// If there is no speed, there are no collisions
|
||||
if(speed_f.getLength() == 0)
|
||||
return final_result;
|
||||
|
||||
// Maximum time increment (for collision detection etc)
|
||||
// time = distance / speed
|
||||
f32 dtime_max_increment = pos_max_d / speed_f.getLength();
|
||||
|
||||
// Maximum time increment is 10ms or lower
|
||||
if(dtime_max_increment > 0.01)
|
||||
dtime_max_increment = 0.01;
|
||||
|
||||
// Don't allow overly huge dtime
|
||||
if(dtime > 2.0)
|
||||
dtime = 2.0;
|
||||
@ -224,6 +459,16 @@ collisionMoveResult collisionMovePrecise(Map *map, IGameDef *gamedef,
|
||||
{
|
||||
loopcount++;
|
||||
|
||||
// Maximum time increment (for collision detection etc)
|
||||
// time = distance / speed
|
||||
f32 dtime_max_increment = 1.0;
|
||||
if(speed_f.getLength() != 0)
|
||||
dtime_max_increment = pos_max_d / speed_f.getLength();
|
||||
|
||||
// Maximum time increment is 10ms or lower
|
||||
if(dtime_max_increment > 0.01)
|
||||
dtime_max_increment = 0.01;
|
||||
|
||||
f32 dtime_part;
|
||||
if(dtime_downcount > dtime_max_increment)
|
||||
{
|
||||
@ -242,17 +487,20 @@ collisionMoveResult collisionMovePrecise(Map *map, IGameDef *gamedef,
|
||||
}
|
||||
|
||||
collisionMoveResult result = collisionMoveSimple(map, gamedef,
|
||||
pos_max_d, box_0, dtime_part, pos_f, speed_f);
|
||||
pos_max_d, box_0, stepheight, dtime_part,
|
||||
pos_f, speed_f, accel_f);
|
||||
|
||||
if(result.touching_ground)
|
||||
final_result.touching_ground = true;
|
||||
if(result.collides)
|
||||
final_result.collides = true;
|
||||
if(result.collides_xz)
|
||||
final_result.collides_xz = true;
|
||||
if(result.standing_on_unloaded)
|
||||
final_result.standing_on_unloaded = true;
|
||||
}
|
||||
while(dtime_downcount > 0.001);
|
||||
|
||||
|
||||
return final_result;
|
||||
}
|
||||
|
||||
|
||||
#endif
|
||||
|
@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#define COLLISION_HEADER
|
||||
|
||||
#include "irrlichttypes_bloated.h"
|
||||
#include <vector>
|
||||
|
||||
class Map;
|
||||
class IGameDef;
|
||||
@ -29,22 +30,47 @@ struct collisionMoveResult
|
||||
{
|
||||
bool touching_ground;
|
||||
bool collides;
|
||||
bool collides_xz;
|
||||
bool standing_on_unloaded;
|
||||
|
||||
collisionMoveResult():
|
||||
touching_ground(false),
|
||||
collides(false)
|
||||
collides(false),
|
||||
collides_xz(false),
|
||||
standing_on_unloaded(false)
|
||||
{}
|
||||
};
|
||||
|
||||
// Moves using a single iteration; speed should not exceed pos_max_d/dtime
|
||||
collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
|
||||
f32 pos_max_d, const core::aabbox3d<f32> &box_0,
|
||||
f32 dtime, v3f &pos_f, v3f &speed_f);
|
||||
f32 pos_max_d, const aabb3f &box_0,
|
||||
f32 stepheight, f32 dtime,
|
||||
v3f &pos_f, v3f &speed_f, v3f &accel_f);
|
||||
|
||||
#if 0
|
||||
// This doesn't seem to work and isn't used
|
||||
// Moves using as many iterations as needed
|
||||
collisionMoveResult collisionMovePrecise(Map *map, IGameDef *gamedef,
|
||||
f32 pos_max_d, const core::aabbox3d<f32> &box_0,
|
||||
f32 dtime, v3f &pos_f, v3f &speed_f);
|
||||
f32 pos_max_d, const aabb3f &box_0,
|
||||
f32 stepheight, f32 dtime,
|
||||
v3f &pos_f, v3f &speed_f, v3f &accel_f);
|
||||
#endif
|
||||
|
||||
// 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
|
||||
// dtime receives time until first collision, invalid if -1 is returned
|
||||
int axisAlignedCollision(
|
||||
const aabb3f &staticbox, const aabb3f &movingbox,
|
||||
const v3f &speed, f32 d, f32 &dtime);
|
||||
|
||||
// Helper function:
|
||||
// Checks if moving the movingbox up by the given distance would hit a ceiling.
|
||||
bool wouldCollideWithCeiling(
|
||||
const std::vector<aabb3f> &staticboxes,
|
||||
const aabb3f &movingbox,
|
||||
f32 y_increase, f32 d);
|
||||
|
||||
|
||||
enum CollisionType
|
||||
{
|
||||
|
@ -881,22 +881,24 @@ public:
|
||||
box.MinEdge *= BS;
|
||||
box.MaxEdge *= BS;
|
||||
collisionMoveResult moveresult;
|
||||
f32 pos_max_d = BS*0.25; // Distance per iteration
|
||||
f32 pos_max_d = BS*0.125; // Distance per iteration
|
||||
f32 stepheight = 0;
|
||||
v3f p_pos = m_position;
|
||||
v3f p_velocity = m_velocity;
|
||||
v3f p_acceleration = m_acceleration;
|
||||
IGameDef *gamedef = env->getGameDef();
|
||||
moveresult = collisionMovePrecise(&env->getMap(), gamedef,
|
||||
pos_max_d, box, dtime, p_pos, p_velocity);
|
||||
moveresult = collisionMoveSimple(&env->getMap(), gamedef,
|
||||
pos_max_d, box, stepheight, dtime,
|
||||
p_pos, p_velocity, p_acceleration);
|
||||
// Apply results
|
||||
m_position = p_pos;
|
||||
m_velocity = p_velocity;
|
||||
m_acceleration = p_acceleration;
|
||||
|
||||
bool is_end_position = moveresult.collides;
|
||||
pos_translator.update(m_position, is_end_position, dtime);
|
||||
pos_translator.translate(dtime);
|
||||
updateNodePos();
|
||||
|
||||
m_velocity += dtime * m_acceleration;
|
||||
} else {
|
||||
m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
|
||||
m_velocity += dtime * m_acceleration;
|
||||
|
@ -1027,6 +1027,53 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
|
||||
u16 indices[] = {0,1,2,2,3,0};
|
||||
collector.append(tile, vertices, 4, indices, 6);
|
||||
break;}
|
||||
case NDT_NODEBOX:
|
||||
{
|
||||
TileSpec tiles[6];
|
||||
for(int i = 0; i < 6; i++)
|
||||
{
|
||||
tiles[i] = getNodeTileN(n, p, i, data);
|
||||
}
|
||||
|
||||
u16 l = getInteriorLight(n, 0, data);
|
||||
video::SColor c = MapBlock_LightColor(255, l);
|
||||
|
||||
v3f pos = intToFloat(p, BS);
|
||||
|
||||
std::vector<aabb3f> boxes = n.getNodeBoxes(nodedef);
|
||||
for(std::vector<aabb3f>::iterator
|
||||
i = boxes.begin();
|
||||
i != boxes.end(); i++)
|
||||
{
|
||||
aabb3f box = *i;
|
||||
box.MinEdge += pos;
|
||||
box.MaxEdge += pos;
|
||||
|
||||
// Compute texture coords
|
||||
f32 tx1 = (i->MinEdge.X/BS)+0.5;
|
||||
f32 ty1 = (i->MinEdge.Y/BS)+0.5;
|
||||
f32 tz1 = (i->MinEdge.Z/BS)+0.5;
|
||||
f32 tx2 = (i->MaxEdge.X/BS)+0.5;
|
||||
f32 ty2 = (i->MaxEdge.Y/BS)+0.5;
|
||||
f32 tz2 = (i->MaxEdge.Z/BS)+0.5;
|
||||
f32 txc[24] = {
|
||||
// up
|
||||
tx1, 1-tz2, tx2, 1-tz1,
|
||||
// down
|
||||
tx1, tz1, tx2, tz2,
|
||||
// right
|
||||
tz1, 1-ty2, tz2, 1-ty1,
|
||||
// left
|
||||
1-tz2, 1-ty2, 1-tz1, 1-ty1,
|
||||
// back
|
||||
1-tx2, 1-ty2, 1-tx1, 1-ty1,
|
||||
// front
|
||||
tx1, 1-ty2, tx2, 1-ty1,
|
||||
};
|
||||
|
||||
makeCuboid(&collector, box, tiles, 6, c, txc);
|
||||
}
|
||||
break;}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -206,9 +206,12 @@ public:
|
||||
m_speed_f *= pos_max_d / (m_speed_f.getLength()*dtime);
|
||||
v3f pos_f = getBasePosition();
|
||||
v3f pos_f_old = pos_f;
|
||||
v3f accel_f = v3f(0,0,0);
|
||||
f32 stepheight = 0;
|
||||
IGameDef *gamedef = m_env->getGameDef();
|
||||
moveresult = collisionMoveSimple(&m_env->getMap(), gamedef,
|
||||
pos_max_d, box, dtime, pos_f, m_speed_f);
|
||||
pos_max_d, box, stepheight, dtime,
|
||||
pos_f, m_speed_f, accel_f);
|
||||
|
||||
if(send_recommended == false)
|
||||
return;
|
||||
@ -452,16 +455,18 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
|
||||
box.MaxEdge *= BS;
|
||||
collisionMoveResult moveresult;
|
||||
f32 pos_max_d = BS*0.25; // Distance per iteration
|
||||
v3f p_pos = getBasePosition();
|
||||
f32 stepheight = 0; // Maximum climbable step height
|
||||
v3f p_pos = m_base_position;
|
||||
v3f p_velocity = m_velocity;
|
||||
v3f p_acceleration = m_acceleration;
|
||||
IGameDef *gamedef = m_env->getGameDef();
|
||||
moveresult = collisionMovePrecise(&m_env->getMap(), gamedef,
|
||||
pos_max_d, box, dtime, p_pos, p_velocity);
|
||||
moveresult = collisionMoveSimple(&m_env->getMap(), gamedef,
|
||||
pos_max_d, box, stepheight, dtime,
|
||||
p_pos, p_velocity, p_acceleration);
|
||||
// Apply results
|
||||
setBasePosition(p_pos);
|
||||
m_base_position = p_pos;
|
||||
m_velocity = p_velocity;
|
||||
|
||||
m_velocity += dtime * m_acceleration;
|
||||
m_acceleration = p_acceleration;
|
||||
} else {
|
||||
m_base_position += dtime * m_velocity + 0.5 * dtime
|
||||
* dtime * m_acceleration;
|
||||
|
256
src/game.cpp
256
src/game.cpp
@ -61,6 +61,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#endif
|
||||
#include "event_manager.h"
|
||||
#include <list>
|
||||
#include "util/directiontables.h"
|
||||
|
||||
/*
|
||||
Text input system
|
||||
@ -294,14 +295,12 @@ PointedThing getPointedThing(Client *client, v3f player_position,
|
||||
core::line3d<f32> shootline, f32 d,
|
||||
bool liquids_pointable,
|
||||
bool look_for_object,
|
||||
core::aabbox3d<f32> &hilightbox,
|
||||
bool &should_show_hilightbox,
|
||||
std::vector<aabb3f> &hilightboxes,
|
||||
ClientActiveObject *&selected_object)
|
||||
{
|
||||
PointedThing result;
|
||||
|
||||
hilightbox = core::aabbox3d<f32>(0,0,0,0,0,0);
|
||||
should_show_hilightbox = false;
|
||||
hilightboxes.clear();
|
||||
selected_object = NULL;
|
||||
|
||||
INodeDefManager *nodedef = client->getNodeDefManager();
|
||||
@ -312,28 +311,28 @@ PointedThing getPointedThing(Client *client, v3f player_position,
|
||||
{
|
||||
selected_object = client->getSelectedActiveObject(d*BS,
|
||||
camera_position, shootline);
|
||||
}
|
||||
|
||||
if(selected_object != NULL)
|
||||
{
|
||||
core::aabbox3d<f32> *selection_box
|
||||
= selected_object->getSelectionBox();
|
||||
// Box should exist because object was returned in the
|
||||
// first place
|
||||
if(selected_object->doShowSelectionBox())
|
||||
{
|
||||
aabb3f *selection_box = selected_object->getSelectionBox();
|
||||
// Box should exist because object was
|
||||
// returned in the first place
|
||||
assert(selection_box);
|
||||
|
||||
v3f pos = selected_object->getPosition();
|
||||
|
||||
hilightbox = core::aabbox3d<f32>(
|
||||
hilightboxes.push_back(aabb3f(
|
||||
selection_box->MinEdge + pos,
|
||||
selection_box->MaxEdge + pos
|
||||
);
|
||||
selection_box->MaxEdge + pos));
|
||||
}
|
||||
|
||||
should_show_hilightbox = selected_object->doShowSelectionBox();
|
||||
|
||||
result.type = POINTEDTHING_OBJECT;
|
||||
result.object_id = selected_object->getId();
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
||||
// That didn't work, try to find a pointed at node
|
||||
|
||||
@ -368,196 +367,64 @@ PointedThing getPointedThing(Client *client, v3f player_position,
|
||||
if(!isPointableNode(n, client, liquids_pointable))
|
||||
continue;
|
||||
|
||||
std::vector<aabb3f> boxes = n.getSelectionBoxes(nodedef);
|
||||
|
||||
v3s16 np(x,y,z);
|
||||
v3f npf = intToFloat(np, BS);
|
||||
|
||||
f32 d = 0.01;
|
||||
|
||||
v3s16 dirs[6] = {
|
||||
v3s16(0,0,1), // back
|
||||
v3s16(0,1,0), // top
|
||||
v3s16(1,0,0), // right
|
||||
v3s16(0,0,-1), // front
|
||||
v3s16(0,-1,0), // bottom
|
||||
v3s16(-1,0,0), // left
|
||||
};
|
||||
|
||||
const ContentFeatures &f = nodedef->get(n);
|
||||
|
||||
if(f.selection_box.type == NODEBOX_FIXED)
|
||||
for(std::vector<aabb3f>::const_iterator
|
||||
i = boxes.begin();
|
||||
i != boxes.end(); i++)
|
||||
{
|
||||
core::aabbox3d<f32> box = f.selection_box.fixed;
|
||||
aabb3f box = *i;
|
||||
box.MinEdge += npf;
|
||||
box.MaxEdge += npf;
|
||||
|
||||
v3s16 facedirs[6] = {
|
||||
v3s16(-1,0,0),
|
||||
v3s16(1,0,0),
|
||||
v3s16(0,-1,0),
|
||||
v3s16(0,1,0),
|
||||
v3s16(0,0,-1),
|
||||
v3s16(0,0,1),
|
||||
};
|
||||
|
||||
core::aabbox3d<f32> faceboxes[6] = {
|
||||
// X-
|
||||
core::aabbox3d<f32>(
|
||||
box.MinEdge.X, box.MinEdge.Y, box.MinEdge.Z,
|
||||
box.MinEdge.X+d, box.MaxEdge.Y, box.MaxEdge.Z
|
||||
),
|
||||
// X+
|
||||
core::aabbox3d<f32>(
|
||||
box.MaxEdge.X-d, box.MinEdge.Y, box.MinEdge.Z,
|
||||
box.MaxEdge.X, box.MaxEdge.Y, box.MaxEdge.Z
|
||||
),
|
||||
// Y-
|
||||
core::aabbox3d<f32>(
|
||||
box.MinEdge.X, box.MinEdge.Y, box.MinEdge.Z,
|
||||
box.MaxEdge.X, box.MinEdge.Y+d, box.MaxEdge.Z
|
||||
),
|
||||
// Y+
|
||||
core::aabbox3d<f32>(
|
||||
box.MinEdge.X, box.MaxEdge.Y-d, box.MinEdge.Z,
|
||||
box.MaxEdge.X, box.MaxEdge.Y, box.MaxEdge.Z
|
||||
),
|
||||
// Z-
|
||||
core::aabbox3d<f32>(
|
||||
box.MinEdge.X, box.MinEdge.Y, box.MinEdge.Z,
|
||||
box.MaxEdge.X, box.MaxEdge.Y, box.MinEdge.Z+d
|
||||
),
|
||||
// Z+
|
||||
core::aabbox3d<f32>(
|
||||
box.MinEdge.X, box.MinEdge.Y, box.MaxEdge.Z-d,
|
||||
box.MaxEdge.X, box.MaxEdge.Y, box.MaxEdge.Z
|
||||
),
|
||||
};
|
||||
|
||||
for(u16 i=0; i<6; i++)
|
||||
for(u16 j=0; j<6; j++)
|
||||
{
|
||||
v3f facedir_f(facedirs[i].X, facedirs[i].Y, facedirs[i].Z);
|
||||
v3f centerpoint = npf + facedir_f * BS/2;
|
||||
v3s16 facedir = g_6dirs[j];
|
||||
aabb3f facebox = box;
|
||||
|
||||
f32 d = 0.001*BS;
|
||||
if(facedir.X > 0)
|
||||
facebox.MinEdge.X = facebox.MaxEdge.X-d;
|
||||
else if(facedir.X < 0)
|
||||
facebox.MaxEdge.X = facebox.MinEdge.X+d;
|
||||
else if(facedir.Y > 0)
|
||||
facebox.MinEdge.Y = facebox.MaxEdge.Y-d;
|
||||
else if(facedir.Y < 0)
|
||||
facebox.MaxEdge.Y = facebox.MinEdge.Y+d;
|
||||
else if(facedir.Z > 0)
|
||||
facebox.MinEdge.Z = facebox.MaxEdge.Z-d;
|
||||
else if(facedir.Z < 0)
|
||||
facebox.MaxEdge.Z = facebox.MinEdge.Z+d;
|
||||
|
||||
v3f centerpoint = facebox.getCenter();
|
||||
f32 distance = (centerpoint - camera_position).getLength();
|
||||
if(distance >= mindistance)
|
||||
continue;
|
||||
if(!faceboxes[i].intersectsWithLine(shootline))
|
||||
if(!facebox.intersectsWithLine(shootline))
|
||||
continue;
|
||||
|
||||
v3s16 np_above = np + facedir;
|
||||
|
||||
result.type = POINTEDTHING_NODE;
|
||||
result.node_undersurface = np;
|
||||
result.node_abovesurface = np+facedirs[i];
|
||||
mindistance = distance;
|
||||
hilightbox = box;
|
||||
should_show_hilightbox = true;
|
||||
}
|
||||
}
|
||||
else if(f.selection_box.type == NODEBOX_WALLMOUNTED)
|
||||
{
|
||||
v3s16 dir = n.getWallMountedDir(nodedef);
|
||||
v3f dir_f = v3f(dir.X, dir.Y, dir.Z);
|
||||
dir_f *= BS/2 - BS/6 - BS/20;
|
||||
v3f cpf = npf + dir_f;
|
||||
f32 distance = (cpf - camera_position).getLength();
|
||||
|
||||
core::aabbox3d<f32> box;
|
||||
|
||||
// top
|
||||
if(dir == v3s16(0,1,0)){
|
||||
box = f.selection_box.wall_top;
|
||||
}
|
||||
// bottom
|
||||
else if(dir == v3s16(0,-1,0)){
|
||||
box = f.selection_box.wall_bottom;
|
||||
}
|
||||
// side
|
||||
else{
|
||||
v3f vertices[2] =
|
||||
{
|
||||
f.selection_box.wall_side.MinEdge,
|
||||
f.selection_box.wall_side.MaxEdge
|
||||
};
|
||||
|
||||
for(s32 i=0; i<2; i++)
|
||||
{
|
||||
if(dir == v3s16(-1,0,0))
|
||||
vertices[i].rotateXZBy(0);
|
||||
if(dir == v3s16(1,0,0))
|
||||
vertices[i].rotateXZBy(180);
|
||||
if(dir == v3s16(0,0,-1))
|
||||
vertices[i].rotateXZBy(90);
|
||||
if(dir == v3s16(0,0,1))
|
||||
vertices[i].rotateXZBy(-90);
|
||||
}
|
||||
|
||||
box = core::aabbox3d<f32>(vertices[0]);
|
||||
box.addInternalPoint(vertices[1]);
|
||||
}
|
||||
|
||||
box.MinEdge += npf;
|
||||
box.MaxEdge += npf;
|
||||
|
||||
if(distance < mindistance)
|
||||
{
|
||||
if(box.intersectsWithLine(shootline))
|
||||
{
|
||||
result.type = POINTEDTHING_NODE;
|
||||
result.node_undersurface = np;
|
||||
result.node_abovesurface = np;
|
||||
mindistance = distance;
|
||||
hilightbox = box;
|
||||
should_show_hilightbox = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
else // NODEBOX_REGULAR
|
||||
{
|
||||
for(u16 i=0; i<6; i++)
|
||||
{
|
||||
v3f dir_f = v3f(dirs[i].X,
|
||||
dirs[i].Y, dirs[i].Z);
|
||||
v3f centerpoint = npf + dir_f * BS/2;
|
||||
f32 distance =
|
||||
(centerpoint - camera_position).getLength();
|
||||
|
||||
if(distance < mindistance)
|
||||
{
|
||||
core::CMatrix4<f32> m;
|
||||
m.buildRotateFromTo(v3f(0,0,1), dir_f);
|
||||
|
||||
// This is the back face
|
||||
v3f corners[2] = {
|
||||
v3f(BS/2, BS/2, BS/2),
|
||||
v3f(-BS/2, -BS/2, BS/2+d)
|
||||
};
|
||||
|
||||
for(u16 j=0; j<2; j++)
|
||||
{
|
||||
m.rotateVect(corners[j]);
|
||||
corners[j] += npf;
|
||||
}
|
||||
|
||||
core::aabbox3d<f32> facebox(corners[0]);
|
||||
facebox.addInternalPoint(corners[1]);
|
||||
|
||||
if(facebox.intersectsWithLine(shootline))
|
||||
{
|
||||
result.type = POINTEDTHING_NODE;
|
||||
result.node_undersurface = np;
|
||||
result.node_abovesurface = np + dirs[i];
|
||||
result.node_abovesurface = np_above;
|
||||
mindistance = distance;
|
||||
|
||||
//hilightbox = facebox;
|
||||
|
||||
const float d = 0.502;
|
||||
core::aabbox3d<f32> nodebox
|
||||
(-BS*d, -BS*d, -BS*d, BS*d, BS*d, BS*d);
|
||||
v3f nodepos_f = intToFloat(np, BS);
|
||||
nodebox.MinEdge += nodepos_f;
|
||||
nodebox.MaxEdge += nodepos_f;
|
||||
hilightbox = nodebox;
|
||||
should_show_hilightbox = true;
|
||||
hilightboxes.clear();
|
||||
for(std::vector<aabb3f>::const_iterator
|
||||
i2 = boxes.begin();
|
||||
i2 != boxes.end(); i2++)
|
||||
{
|
||||
aabb3f box = *i2;
|
||||
box.MinEdge += npf + v3f(-d,-d,-d);
|
||||
box.MaxEdge += npf + v3f(d,d,d);
|
||||
hilightboxes.push_back(box);
|
||||
}
|
||||
}
|
||||
}
|
||||
} // if distance < mindistance
|
||||
} // for dirs
|
||||
} // regular block
|
||||
} // for coords
|
||||
|
||||
return result;
|
||||
@ -1514,7 +1381,7 @@ void the_game(
|
||||
hotbar_imagesize = 64;
|
||||
|
||||
// Hilight boxes collected during the loop and displayed
|
||||
core::list< core::aabbox3d<f32> > hilightboxes;
|
||||
std::vector<aabb3f> hilightboxes;
|
||||
|
||||
// Info text
|
||||
std::wstring infotext;
|
||||
@ -2127,8 +1994,6 @@ void the_game(
|
||||
core::line3d<f32> shootline(camera_position,
|
||||
camera_position + camera_direction * BS * (d+1));
|
||||
|
||||
core::aabbox3d<f32> hilightbox;
|
||||
bool should_show_hilightbox = false;
|
||||
ClientActiveObject *selected_object = NULL;
|
||||
|
||||
PointedThing pointed = getPointedThing(
|
||||
@ -2137,7 +2002,7 @@ void the_game(
|
||||
camera_position, shootline, d,
|
||||
playeritem_liquids_pointable, !ldown_for_dig,
|
||||
// output
|
||||
hilightbox, should_show_hilightbox,
|
||||
hilightboxes,
|
||||
selected_object);
|
||||
|
||||
if(pointed != pointed_old)
|
||||
@ -2146,12 +2011,6 @@ void the_game(
|
||||
//dstream<<"Pointing at "<<pointed.dump()<<std::endl;
|
||||
}
|
||||
|
||||
/*
|
||||
Visualize selection
|
||||
*/
|
||||
if(should_show_hilightbox)
|
||||
hilightboxes.push_back(hilightbox);
|
||||
|
||||
/*
|
||||
Stop digging when
|
||||
- releasing left mouse button
|
||||
@ -2818,7 +2677,8 @@ void the_game(
|
||||
|
||||
if(show_hud)
|
||||
{
|
||||
for(core::list<aabb3f>::Iterator i=hilightboxes.begin();
|
||||
for(std::vector<aabb3f>::const_iterator
|
||||
i = hilightboxes.begin();
|
||||
i != hilightboxes.end(); i++)
|
||||
{
|
||||
/*infostream<<"hilightbox min="
|
||||
|
@ -52,24 +52,15 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
|
||||
INodeDefManager *nodemgr = m_gamedef->ndef();
|
||||
|
||||
v3f position = getPosition();
|
||||
v3f oldpos = position;
|
||||
v3s16 oldpos_i = floatToInt(oldpos, BS);
|
||||
|
||||
v3f old_speed = m_speed;
|
||||
|
||||
/*std::cout<<"oldpos_i=("<<oldpos_i.X<<","<<oldpos_i.Y<<","
|
||||
<<oldpos_i.Z<<")"<<std::endl;*/
|
||||
|
||||
/*
|
||||
Calculate new position
|
||||
*/
|
||||
position += m_speed * dtime;
|
||||
|
||||
// Skip collision detection if a special movement mode is used
|
||||
bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
|
||||
bool free_move = fly_allowed && g_settings->getBool("free_move");
|
||||
if(free_move)
|
||||
{
|
||||
position += m_speed * dtime;
|
||||
setPosition(position);
|
||||
return;
|
||||
}
|
||||
@ -78,9 +69,6 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
|
||||
Collision detection
|
||||
*/
|
||||
|
||||
// Player position in nodes
|
||||
v3s16 pos_i = floatToInt(position, BS);
|
||||
|
||||
/*
|
||||
Check if player is in water (the oscillating value)
|
||||
*/
|
||||
@ -147,13 +135,6 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
|
||||
// Maximum distance over border for sneaking
|
||||
f32 sneak_max = BS*0.4;
|
||||
|
||||
/*
|
||||
If sneaking, player has larger collision radius to keep from
|
||||
falling
|
||||
*/
|
||||
/*if(control.sneak)
|
||||
player_radius = sneak_max + d*1.1;*/
|
||||
|
||||
/*
|
||||
If sneaking, keep in range from the last walked node and don't
|
||||
fall off from it
|
||||
@ -170,22 +151,8 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
|
||||
{
|
||||
position.Y = min_y;
|
||||
|
||||
//v3f old_speed = m_speed;
|
||||
|
||||
if(m_speed.Y < 0)
|
||||
m_speed.Y = 0;
|
||||
|
||||
/*if(collision_info)
|
||||
{
|
||||
// Report fall collision
|
||||
if(old_speed.Y < m_speed.Y - 0.1)
|
||||
{
|
||||
CollisionInfo info;
|
||||
info.t = COLLISION_FALL;
|
||||
info.speed = m_speed.Y - old_speed.Y;
|
||||
collision_info->push_back(info);
|
||||
}
|
||||
}*/
|
||||
}
|
||||
}
|
||||
|
||||
@ -193,22 +160,22 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
|
||||
Calculate player collision box (new and old)
|
||||
*/
|
||||
core::aabbox3d<f32> playerbox(
|
||||
position.X - player_radius,
|
||||
position.Y - 0.0,
|
||||
position.Z - player_radius,
|
||||
position.X + player_radius,
|
||||
position.Y + player_height,
|
||||
position.Z + player_radius
|
||||
);
|
||||
core::aabbox3d<f32> playerbox_old(
|
||||
oldpos.X - player_radius,
|
||||
oldpos.Y - 0.0,
|
||||
oldpos.Z - player_radius,
|
||||
oldpos.X + player_radius,
|
||||
oldpos.Y + player_height,
|
||||
oldpos.Z + player_radius
|
||||
-player_radius,
|
||||
0.0,
|
||||
-player_radius,
|
||||
player_radius,
|
||||
player_height,
|
||||
player_radius
|
||||
);
|
||||
|
||||
float player_stepheight = touching_ground ? (BS*0.6) : (BS*0.2);
|
||||
|
||||
v3f accel_f = v3f(0,0,0);
|
||||
|
||||
collisionMoveResult result = collisionMoveSimple(&map, m_gamedef,
|
||||
pos_max_d, playerbox, player_stepheight, dtime,
|
||||
position, m_speed, accel_f);
|
||||
|
||||
/*
|
||||
If the player's feet touch the topside of any node, this is
|
||||
set to true.
|
||||
@ -216,154 +183,9 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
|
||||
Player is allowed to jump when this is true.
|
||||
*/
|
||||
bool touching_ground_was = touching_ground;
|
||||
touching_ground = false;
|
||||
touching_ground = result.touching_ground;
|
||||
|
||||
/*std::cout<<"Checking collisions for ("
|
||||
<<oldpos_i.X<<","<<oldpos_i.Y<<","<<oldpos_i.Z
|
||||
<<") -> ("
|
||||
<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z
|
||||
<<"):"<<std::endl;*/
|
||||
|
||||
bool standing_on_unloaded = false;
|
||||
|
||||
/*
|
||||
Go through every node around the player
|
||||
*/
|
||||
for(s16 y = oldpos_i.Y - 1; y <= oldpos_i.Y + 2; y++)
|
||||
for(s16 z = oldpos_i.Z - 1; z <= oldpos_i.Z + 1; z++)
|
||||
for(s16 x = oldpos_i.X - 1; x <= oldpos_i.X + 1; x++)
|
||||
{
|
||||
bool is_unloaded = false;
|
||||
try{
|
||||
// Player collides into walkable nodes
|
||||
if(nodemgr->get(map.getNode(v3s16(x,y,z))).walkable == false)
|
||||
continue;
|
||||
}
|
||||
catch(InvalidPositionException &e)
|
||||
{
|
||||
is_unloaded = true;
|
||||
// Doing nothing here will block the player from
|
||||
// walking over map borders
|
||||
}
|
||||
|
||||
core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
|
||||
|
||||
/*
|
||||
See if the player is touching ground.
|
||||
|
||||
Player touches ground if player's minimum Y is near node's
|
||||
maximum Y and player'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(
|
||||
//fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < d
|
||||
fabs(nodebox.MaxEdge.Y-playerbox.MinEdge.Y) < 0.15*BS
|
||||
&& nodebox.MaxEdge.X-d > playerbox.MinEdge.X
|
||||
&& nodebox.MinEdge.X+d < playerbox.MaxEdge.X
|
||||
&& nodebox.MaxEdge.Z-d > playerbox.MinEdge.Z
|
||||
&& nodebox.MinEdge.Z+d < playerbox.MaxEdge.Z
|
||||
){
|
||||
touching_ground = true;
|
||||
if(is_unloaded)
|
||||
standing_on_unloaded = true;
|
||||
}
|
||||
|
||||
// If player doesn't intersect with node, ignore node.
|
||||
if(playerbox.intersectsWithBox(nodebox) == false)
|
||||
continue;
|
||||
|
||||
/*
|
||||
Go through every axis
|
||||
*/
|
||||
v3f dirs[3] = {
|
||||
v3f(0,0,1), // back-front
|
||||
v3f(0,1,0), // top-bottom
|
||||
v3f(1,0,0), // right-left
|
||||
};
|
||||
for(u16 i=0; i<3; i++)
|
||||
{
|
||||
/*
|
||||
Calculate values along the axis
|
||||
*/
|
||||
f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
|
||||
f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
|
||||
f32 playermax = playerbox.MaxEdge.dotProduct(dirs[i]);
|
||||
f32 playermin = playerbox.MinEdge.dotProduct(dirs[i]);
|
||||
f32 playermax_old = playerbox_old.MaxEdge.dotProduct(dirs[i]);
|
||||
f32 playermin_old = playerbox_old.MinEdge.dotProduct(dirs[i]);
|
||||
|
||||
/*
|
||||
Check collision for the axis.
|
||||
Collision happens when player is going through a surface.
|
||||
*/
|
||||
/*f32 neg_d = d;
|
||||
f32 pos_d = d;
|
||||
// Make it easier to get on top of a node
|
||||
if(i == 1)
|
||||
neg_d = 0.15*BS;
|
||||
bool negative_axis_collides =
|
||||
(nodemax > playermin && nodemax <= playermin_old + neg_d
|
||||
&& m_speed.dotProduct(dirs[i]) < 0);
|
||||
bool positive_axis_collides =
|
||||
(nodemin < playermax && nodemin >= playermax_old - pos_d
|
||||
&& m_speed.dotProduct(dirs[i]) > 0);*/
|
||||
bool negative_axis_collides =
|
||||
(nodemax > playermin && nodemax <= playermin_old + d
|
||||
&& m_speed.dotProduct(dirs[i]) < 0);
|
||||
bool positive_axis_collides =
|
||||
(nodemin < playermax && nodemin >= playermax_old - d
|
||||
&& m_speed.dotProduct(dirs[i]) > 0);
|
||||
bool main_axis_collides =
|
||||
negative_axis_collides || positive_axis_collides;
|
||||
|
||||
/*
|
||||
Check overlap of player and node in other axes
|
||||
*/
|
||||
bool other_axes_overlap = true;
|
||||
for(u16 j=0; j<3; j++)
|
||||
{
|
||||
if(j == i)
|
||||
continue;
|
||||
f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
|
||||
f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
|
||||
f32 playermax = playerbox.MaxEdge.dotProduct(dirs[j]);
|
||||
f32 playermin = playerbox.MinEdge.dotProduct(dirs[j]);
|
||||
if(!(nodemax - d > playermin && nodemin + d < playermax))
|
||||
{
|
||||
other_axes_overlap = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
If this is a collision, revert the position in the main
|
||||
direction.
|
||||
*/
|
||||
if(other_axes_overlap && main_axis_collides)
|
||||
{
|
||||
//v3f old_speed = m_speed;
|
||||
|
||||
m_speed -= m_speed.dotProduct(dirs[i]) * dirs[i];
|
||||
position -= position.dotProduct(dirs[i]) * dirs[i];
|
||||
position += oldpos.dotProduct(dirs[i]) * dirs[i];
|
||||
|
||||
/*if(collision_info)
|
||||
{
|
||||
// Report fall collision
|
||||
if(old_speed.Y < m_speed.Y - 0.1)
|
||||
{
|
||||
CollisionInfo info;
|
||||
info.t = COLLISION_FALL;
|
||||
info.speed = m_speed.Y - old_speed.Y;
|
||||
collision_info->push_back(info);
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
||||
}
|
||||
} // xyz
|
||||
bool standing_on_unloaded = result.standing_on_unloaded;
|
||||
|
||||
/*
|
||||
Check the nodes under the player to see from which node the
|
||||
|
@ -134,7 +134,98 @@ v3s16 MapNode::getWallMountedDir(INodeDefManager *nodemgr) const
|
||||
}
|
||||
}
|
||||
|
||||
static std::vector<aabb3f> transformNodeBox(const MapNode &n,
|
||||
const NodeBox &nodebox, INodeDefManager *nodemgr)
|
||||
{
|
||||
std::vector<aabb3f> boxes;
|
||||
if(nodebox.type == NODEBOX_FIXED)
|
||||
{
|
||||
const std::vector<aabb3f> &fixed = nodebox.fixed;
|
||||
int facedir = n.getFaceDir(nodemgr);
|
||||
for(std::vector<aabb3f>::const_iterator
|
||||
i = fixed.begin();
|
||||
i != fixed.end(); i++)
|
||||
{
|
||||
aabb3f box = *i;
|
||||
if(facedir == 1)
|
||||
{
|
||||
box.MinEdge.rotateXZBy(-90);
|
||||
box.MaxEdge.rotateXZBy(-90);
|
||||
box.repair();
|
||||
}
|
||||
else if(facedir == 2)
|
||||
{
|
||||
box.MinEdge.rotateXZBy(180);
|
||||
box.MaxEdge.rotateXZBy(180);
|
||||
box.repair();
|
||||
}
|
||||
else if(facedir == 3)
|
||||
{
|
||||
box.MinEdge.rotateXZBy(90);
|
||||
box.MaxEdge.rotateXZBy(90);
|
||||
box.repair();
|
||||
}
|
||||
boxes.push_back(box);
|
||||
}
|
||||
}
|
||||
else if(nodebox.type == NODEBOX_WALLMOUNTED)
|
||||
{
|
||||
v3s16 dir = n.getWallMountedDir(nodemgr);
|
||||
|
||||
// top
|
||||
if(dir == v3s16(0,1,0))
|
||||
{
|
||||
boxes.push_back(nodebox.wall_top);
|
||||
}
|
||||
// bottom
|
||||
else if(dir == v3s16(0,-1,0))
|
||||
{
|
||||
boxes.push_back(nodebox.wall_bottom);
|
||||
}
|
||||
// side
|
||||
else
|
||||
{
|
||||
v3f vertices[2] =
|
||||
{
|
||||
nodebox.wall_side.MinEdge,
|
||||
nodebox.wall_side.MaxEdge
|
||||
};
|
||||
|
||||
for(s32 i=0; i<2; i++)
|
||||
{
|
||||
if(dir == v3s16(-1,0,0))
|
||||
vertices[i].rotateXZBy(0);
|
||||
if(dir == v3s16(1,0,0))
|
||||
vertices[i].rotateXZBy(180);
|
||||
if(dir == v3s16(0,0,-1))
|
||||
vertices[i].rotateXZBy(90);
|
||||
if(dir == v3s16(0,0,1))
|
||||
vertices[i].rotateXZBy(-90);
|
||||
}
|
||||
|
||||
aabb3f box = aabb3f(vertices[0]);
|
||||
box.addInternalPoint(vertices[1]);
|
||||
boxes.push_back(box);
|
||||
}
|
||||
}
|
||||
else // NODEBOX_REGULAR
|
||||
{
|
||||
boxes.push_back(aabb3f(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2));
|
||||
}
|
||||
return boxes;
|
||||
}
|
||||
|
||||
std::vector<aabb3f> MapNode::getNodeBoxes(INodeDefManager *nodemgr) const
|
||||
{
|
||||
const ContentFeatures &f = nodemgr->get(*this);
|
||||
return transformNodeBox(*this, f.node_box, nodemgr);
|
||||
}
|
||||
|
||||
std::vector<aabb3f> MapNode::getSelectionBoxes(INodeDefManager *nodemgr) const
|
||||
{
|
||||
const ContentFeatures &f = nodemgr->get(*this);
|
||||
return transformNodeBox(*this, f.selection_box, nodemgr);
|
||||
}
|
||||
|
||||
u32 MapNode::serializedLength(u8 version)
|
||||
{
|
||||
|
@ -22,7 +22,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
|
||||
#include "irrlichttypes.h"
|
||||
#include "irr_v3d.h"
|
||||
#include "irr_aabb3d.h"
|
||||
#include "light.h"
|
||||
#include <vector>
|
||||
|
||||
class INodeDefManager;
|
||||
|
||||
@ -196,6 +198,17 @@ struct MapNode
|
||||
u8 getWallMounted(INodeDefManager *nodemgr) const;
|
||||
v3s16 getWallMountedDir(INodeDefManager *nodemgr) const;
|
||||
|
||||
/*
|
||||
Gets list of node boxes (used for rendering (NDT_NODEBOX)
|
||||
and collision)
|
||||
*/
|
||||
std::vector<aabb3f> getNodeBoxes(INodeDefManager *nodemgr) const;
|
||||
|
||||
/*
|
||||
Gets list of selection boxes
|
||||
*/
|
||||
std::vector<aabb3f> getSelectionBoxes(INodeDefManager *nodemgr) const;
|
||||
|
||||
/*
|
||||
Serialization functions
|
||||
*/
|
||||
|
@ -33,12 +33,35 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
NodeBox
|
||||
*/
|
||||
|
||||
void NodeBox::reset()
|
||||
{
|
||||
type = NODEBOX_REGULAR;
|
||||
// default is empty
|
||||
fixed.clear();
|
||||
// default is sign/ladder-like
|
||||
wall_top = aabb3f(-BS/2, BS/2-BS/16., -BS/2, BS/2, BS/2, BS/2);
|
||||
wall_bottom = aabb3f(-BS/2, -BS/2, -BS/2, BS/2, -BS/2+BS/16., BS/2);
|
||||
wall_side = aabb3f(-BS/2, -BS/2, -BS/2, -BS/2+BS/16., BS/2, BS/2);
|
||||
}
|
||||
|
||||
void NodeBox::serialize(std::ostream &os) const
|
||||
{
|
||||
writeU8(os, 0); // version
|
||||
writeU8(os, 1); // version
|
||||
writeU8(os, type);
|
||||
writeV3F1000(os, fixed.MinEdge);
|
||||
writeV3F1000(os, fixed.MaxEdge);
|
||||
|
||||
if(type == NODEBOX_FIXED)
|
||||
{
|
||||
writeU16(os, fixed.size());
|
||||
for(std::vector<aabb3f>::const_iterator
|
||||
i = fixed.begin();
|
||||
i != fixed.end(); i++)
|
||||
{
|
||||
writeV3F1000(os, i->MinEdge);
|
||||
writeV3F1000(os, i->MaxEdge);
|
||||
}
|
||||
}
|
||||
else if(type == NODEBOX_WALLMOUNTED)
|
||||
{
|
||||
writeV3F1000(os, wall_top.MinEdge);
|
||||
writeV3F1000(os, wall_top.MaxEdge);
|
||||
writeV3F1000(os, wall_bottom.MinEdge);
|
||||
@ -46,15 +69,31 @@ void NodeBox::serialize(std::ostream &os) const
|
||||
writeV3F1000(os, wall_side.MinEdge);
|
||||
writeV3F1000(os, wall_side.MaxEdge);
|
||||
}
|
||||
}
|
||||
|
||||
void NodeBox::deSerialize(std::istream &is)
|
||||
{
|
||||
int version = readU8(is);
|
||||
if(version != 0)
|
||||
if(version != 1)
|
||||
throw SerializationError("unsupported NodeBox version");
|
||||
|
||||
reset();
|
||||
|
||||
type = (enum NodeBoxType)readU8(is);
|
||||
fixed.MinEdge = readV3F1000(is);
|
||||
fixed.MaxEdge = readV3F1000(is);
|
||||
|
||||
if(type == NODEBOX_FIXED)
|
||||
{
|
||||
u16 fixed_count = readU16(is);
|
||||
while(fixed_count--)
|
||||
{
|
||||
aabb3f box;
|
||||
box.MinEdge = readV3F1000(is);
|
||||
box.MaxEdge = readV3F1000(is);
|
||||
fixed.push_back(box);
|
||||
}
|
||||
}
|
||||
else if(type == NODEBOX_WALLMOUNTED)
|
||||
{
|
||||
wall_top.MinEdge = readV3F1000(is);
|
||||
wall_top.MaxEdge = readV3F1000(is);
|
||||
wall_bottom.MinEdge = readV3F1000(is);
|
||||
@ -62,6 +101,7 @@ void NodeBox::deSerialize(std::istream &is)
|
||||
wall_side.MinEdge = readV3F1000(is);
|
||||
wall_side.MaxEdge = readV3F1000(is);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
TileDef
|
||||
@ -165,6 +205,7 @@ void ContentFeatures::reset()
|
||||
liquid_viscosity = 0;
|
||||
light_source = 0;
|
||||
damage_per_second = 0;
|
||||
node_box = NodeBox();
|
||||
selection_box = NodeBox();
|
||||
legacy_facedir_simple = false;
|
||||
legacy_wallmounted = false;
|
||||
@ -214,6 +255,7 @@ void ContentFeatures::serialize(std::ostream &os)
|
||||
writeU8(os, liquid_viscosity);
|
||||
writeU8(os, light_source);
|
||||
writeU32(os, damage_per_second);
|
||||
node_box.serialize(os);
|
||||
selection_box.serialize(os);
|
||||
writeU8(os, legacy_facedir_simple);
|
||||
writeU8(os, legacy_wallmounted);
|
||||
@ -277,6 +319,7 @@ void ContentFeatures::deSerialize(std::istream &is)
|
||||
liquid_viscosity = readU8(is);
|
||||
light_source = readU8(is);
|
||||
damage_per_second = readU32(is);
|
||||
node_box.deSerialize(is);
|
||||
selection_box.deSerialize(is);
|
||||
legacy_facedir_simple = readU8(is);
|
||||
legacy_wallmounted = readU8(is);
|
||||
@ -577,6 +620,7 @@ public:
|
||||
case NDT_PLANTLIKE:
|
||||
case NDT_FENCELIKE:
|
||||
case NDT_RAILLIKE:
|
||||
case NDT_NODEBOX:
|
||||
f->solidness = 0;
|
||||
break;
|
||||
}
|
||||
|
@ -65,7 +65,7 @@ enum LiquidType
|
||||
enum NodeBoxType
|
||||
{
|
||||
NODEBOX_REGULAR, // Regular block; allows buildable_to
|
||||
NODEBOX_FIXED, // Static separately defined box
|
||||
NODEBOX_FIXED, // Static separately defined box(es)
|
||||
NODEBOX_WALLMOUNTED, // Box for wall mounted nodes; (top, bottom, side)
|
||||
};
|
||||
|
||||
@ -74,22 +74,16 @@ struct NodeBox
|
||||
enum NodeBoxType type;
|
||||
// NODEBOX_REGULAR (no parameters)
|
||||
// NODEBOX_FIXED
|
||||
core::aabbox3d<f32> fixed;
|
||||
std::vector<aabb3f> fixed;
|
||||
// NODEBOX_WALLMOUNTED
|
||||
core::aabbox3d<f32> wall_top;
|
||||
core::aabbox3d<f32> wall_bottom;
|
||||
core::aabbox3d<f32> wall_side; // being at the -X side
|
||||
aabb3f wall_top;
|
||||
aabb3f wall_bottom;
|
||||
aabb3f wall_side; // being at the -X side
|
||||
|
||||
NodeBox():
|
||||
type(NODEBOX_REGULAR),
|
||||
// default is rail-like
|
||||
fixed(-BS/2, -BS/2, -BS/2, BS/2, -BS/2+BS/16., BS/2),
|
||||
// default is sign/ladder-like
|
||||
wall_top(-BS/2, BS/2-BS/16., -BS/2, BS/2, BS/2, BS/2),
|
||||
wall_bottom(-BS/2, -BS/2, -BS/2, BS/2, -BS/2+BS/16., BS/2),
|
||||
wall_side(-BS/2, -BS/2, -BS/2, -BS/2+BS/16., BS/2, BS/2)
|
||||
{}
|
||||
NodeBox()
|
||||
{ reset(); }
|
||||
|
||||
void reset();
|
||||
void serialize(std::ostream &os) const;
|
||||
void deSerialize(std::istream &is);
|
||||
};
|
||||
@ -143,6 +137,7 @@ enum NodeDrawType
|
||||
NDT_PLANTLIKE,
|
||||
NDT_FENCELIKE,
|
||||
NDT_RAILLIKE,
|
||||
NDT_NODEBOX,
|
||||
};
|
||||
|
||||
#define CF_SPECIAL_COUNT 2
|
||||
@ -217,6 +212,7 @@ struct ContentFeatures
|
||||
// Amount of light the node emits
|
||||
u8 light_source;
|
||||
u32 damage_per_second;
|
||||
NodeBox node_box;
|
||||
NodeBox selection_box;
|
||||
// Compatibility with old maps
|
||||
// Set to true if paramtype used to be 'facedir_simple'
|
||||
|
@ -166,6 +166,10 @@ void Player::deSerialize(std::istream &is)
|
||||
RemotePlayer
|
||||
*/
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void RemotePlayer::setPosition(const v3f &position)
|
||||
{
|
||||
Player::setPosition(position);
|
||||
|
@ -382,6 +382,7 @@ struct EnumString es_DrawType[] =
|
||||
{NDT_PLANTLIKE, "plantlike"},
|
||||
{NDT_FENCELIKE, "fencelike"},
|
||||
{NDT_RAILLIKE, "raillike"},
|
||||
{NDT_NODEBOX, "nodebox"},
|
||||
{0, NULL},
|
||||
};
|
||||
|
||||
@ -595,52 +596,89 @@ static video::SColor readARGB8(lua_State *L, int index)
|
||||
return color;
|
||||
}
|
||||
|
||||
static core::aabbox3d<f32> read_aabbox3df32(lua_State *L, int index, f32 scale)
|
||||
static aabb3f read_aabb3f(lua_State *L, int index, f32 scale)
|
||||
{
|
||||
core::aabbox3d<f32> box;
|
||||
if(lua_istable(L, -1)){
|
||||
lua_rawgeti(L, -1, 1);
|
||||
aabb3f box;
|
||||
if(lua_istable(L, index)){
|
||||
lua_rawgeti(L, index, 1);
|
||||
box.MinEdge.X = lua_tonumber(L, -1) * scale;
|
||||
lua_pop(L, 1);
|
||||
lua_rawgeti(L, -1, 2);
|
||||
lua_rawgeti(L, index, 2);
|
||||
box.MinEdge.Y = lua_tonumber(L, -1) * scale;
|
||||
lua_pop(L, 1);
|
||||
lua_rawgeti(L, -1, 3);
|
||||
lua_rawgeti(L, index, 3);
|
||||
box.MinEdge.Z = lua_tonumber(L, -1) * scale;
|
||||
lua_pop(L, 1);
|
||||
lua_rawgeti(L, -1, 4);
|
||||
lua_rawgeti(L, index, 4);
|
||||
box.MaxEdge.X = lua_tonumber(L, -1) * scale;
|
||||
lua_pop(L, 1);
|
||||
lua_rawgeti(L, -1, 5);
|
||||
lua_rawgeti(L, index, 5);
|
||||
box.MaxEdge.Y = lua_tonumber(L, -1) * scale;
|
||||
lua_pop(L, 1);
|
||||
lua_rawgeti(L, -1, 6);
|
||||
lua_rawgeti(L, index, 6);
|
||||
box.MaxEdge.Z = lua_tonumber(L, -1) * scale;
|
||||
lua_pop(L, 1);
|
||||
}
|
||||
return box;
|
||||
}
|
||||
|
||||
#if 0
|
||||
/*
|
||||
MaterialProperties
|
||||
*/
|
||||
|
||||
static MaterialProperties read_material_properties(
|
||||
lua_State *L, int table)
|
||||
static std::vector<aabb3f> read_aabb3f_vector(lua_State *L, int index, f32 scale)
|
||||
{
|
||||
MaterialProperties prop;
|
||||
prop.diggability = (Diggability)getenumfield(L, -1, "diggability",
|
||||
es_Diggability, DIGGABLE_NORMAL);
|
||||
getfloatfield(L, -1, "constant_time", prop.constant_time);
|
||||
getfloatfield(L, -1, "weight", prop.weight);
|
||||
getfloatfield(L, -1, "crackiness", prop.crackiness);
|
||||
getfloatfield(L, -1, "crumbliness", prop.crumbliness);
|
||||
getfloatfield(L, -1, "cuttability", prop.cuttability);
|
||||
getfloatfield(L, -1, "flammability", prop.flammability);
|
||||
return prop;
|
||||
std::vector<aabb3f> boxes;
|
||||
if(lua_istable(L, index)){
|
||||
int n = lua_objlen(L, index);
|
||||
// Check if it's a single box or a list of boxes
|
||||
bool possibly_single_box = (n == 6);
|
||||
for(int i = 1; i <= n && possibly_single_box; i++){
|
||||
lua_rawgeti(L, index, i);
|
||||
if(!lua_isnumber(L, -1))
|
||||
possibly_single_box = false;
|
||||
lua_pop(L, 1);
|
||||
}
|
||||
if(possibly_single_box){
|
||||
// Read a single box
|
||||
boxes.push_back(read_aabb3f(L, index, scale));
|
||||
} else {
|
||||
// Read a list of boxes
|
||||
for(int i = 1; i <= n; i++){
|
||||
lua_rawgeti(L, index, i);
|
||||
boxes.push_back(read_aabb3f(L, -1, scale));
|
||||
lua_pop(L, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
return boxes;
|
||||
}
|
||||
|
||||
static NodeBox read_nodebox(lua_State *L, int index)
|
||||
{
|
||||
NodeBox nodebox;
|
||||
if(lua_istable(L, -1)){
|
||||
nodebox.type = (NodeBoxType)getenumfield(L, index, "type",
|
||||
es_NodeBoxType, NODEBOX_REGULAR);
|
||||
|
||||
lua_getfield(L, index, "fixed");
|
||||
if(lua_istable(L, -1))
|
||||
nodebox.fixed = read_aabb3f_vector(L, -1, BS);
|
||||
lua_pop(L, 1);
|
||||
|
||||
lua_getfield(L, index, "wall_top");
|
||||
if(lua_istable(L, -1))
|
||||
nodebox.wall_top = read_aabb3f(L, -1, BS);
|
||||
lua_pop(L, 1);
|
||||
|
||||
lua_getfield(L, index, "wall_bottom");
|
||||
if(lua_istable(L, -1))
|
||||
nodebox.wall_bottom = read_aabb3f(L, -1, BS);
|
||||
lua_pop(L, 1);
|
||||
|
||||
lua_getfield(L, index, "wall_side");
|
||||
if(lua_istable(L, -1))
|
||||
nodebox.wall_side = read_aabb3f(L, -1, BS);
|
||||
lua_pop(L, 1);
|
||||
}
|
||||
return nodebox;
|
||||
}
|
||||
#endif
|
||||
|
||||
/*
|
||||
Groups
|
||||
@ -891,7 +929,7 @@ static void read_object_properties(lua_State *L, int index,
|
||||
|
||||
lua_getfield(L, -1, "collisionbox");
|
||||
if(lua_istable(L, -1))
|
||||
prop->collisionbox = read_aabbox3df32(L, -1, 1.0);
|
||||
prop->collisionbox = read_aabb3f(L, -1, 1.0);
|
||||
lua_pop(L, 1);
|
||||
|
||||
getstringfield(L, -1, "visual", prop->visual);
|
||||
@ -1203,31 +1241,14 @@ static ContentFeatures read_content_features(lua_State *L, int index)
|
||||
f.damage_per_second = getintfield_default(L, index,
|
||||
"damage_per_second", f.damage_per_second);
|
||||
|
||||
lua_getfield(L, index, "node_box");
|
||||
if(lua_istable(L, -1))
|
||||
f.node_box = read_nodebox(L, -1);
|
||||
lua_pop(L, 1);
|
||||
|
||||
lua_getfield(L, index, "selection_box");
|
||||
if(lua_istable(L, -1)){
|
||||
f.selection_box.type = (NodeBoxType)getenumfield(L, -1, "type",
|
||||
es_NodeBoxType, NODEBOX_REGULAR);
|
||||
|
||||
lua_getfield(L, -1, "fixed");
|
||||
if(lua_istable(L, -1))
|
||||
f.selection_box.fixed = read_aabbox3df32(L, -1, BS);
|
||||
lua_pop(L, 1);
|
||||
|
||||
lua_getfield(L, -1, "wall_top");
|
||||
if(lua_istable(L, -1))
|
||||
f.selection_box.wall_top = read_aabbox3df32(L, -1, BS);
|
||||
lua_pop(L, 1);
|
||||
|
||||
lua_getfield(L, -1, "wall_bottom");
|
||||
if(lua_istable(L, -1))
|
||||
f.selection_box.wall_bottom = read_aabbox3df32(L, -1, BS);
|
||||
lua_pop(L, 1);
|
||||
|
||||
lua_getfield(L, -1, "wall_side");
|
||||
if(lua_istable(L, -1))
|
||||
f.selection_box.wall_side = read_aabbox3df32(L, -1, BS);
|
||||
lua_pop(L, 1);
|
||||
}
|
||||
f.selection_box = read_nodebox(L, -1);
|
||||
lua_pop(L, 1);
|
||||
|
||||
// Set to true if paramtype used to be 'facedir_simple'
|
||||
@ -5604,6 +5625,21 @@ void scriptapi_luaentity_get_properties(lua_State *L, u16 id,
|
||||
// Set default values that differ from ObjectProperties defaults
|
||||
prop->hp_max = 10;
|
||||
|
||||
/* Read stuff */
|
||||
|
||||
prop->hp_max = getintfield_default(L, -1, "hp_max", 10);
|
||||
|
||||
getboolfield(L, -1, "physical", prop->physical);
|
||||
|
||||
getfloatfield(L, -1, "weight", prop->weight);
|
||||
|
||||
lua_getfield(L, -1, "collisionbox");
|
||||
if(lua_istable(L, -1))
|
||||
prop->collisionbox = read_aabb3f(L, -1, 1.0);
|
||||
lua_pop(L, 1);
|
||||
|
||||
getstringfield(L, -1, "visual", prop->visual);
|
||||
|
||||
// Deprecated: read object properties directly
|
||||
read_object_properties(L, -1, prop);
|
||||
|
||||
|
149
src/test.cpp
149
src/test.cpp
@ -27,6 +27,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#include "connection.h"
|
||||
#include "serialization.h"
|
||||
#include "voxel.h"
|
||||
#include "collision.h"
|
||||
#include <sstream>
|
||||
#include "porting.h"
|
||||
#include "content_mapnode.h"
|
||||
@ -1075,6 +1076,153 @@ struct TestMapSector
|
||||
};
|
||||
#endif
|
||||
|
||||
struct TestCollision
|
||||
{
|
||||
void Run()
|
||||
{
|
||||
/*
|
||||
axisAlignedCollision
|
||||
*/
|
||||
|
||||
for(s16 bx = -3; bx <= 3; bx++)
|
||||
for(s16 by = -3; by <= 3; by++)
|
||||
for(s16 bz = -3; bz <= 3; bz++)
|
||||
{
|
||||
// X-
|
||||
{
|
||||
aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
|
||||
aabb3f m(bx-2, by, bz, bx-1, by+1, bz+1);
|
||||
v3f v(1, 0, 0);
|
||||
f32 dtime = 0;
|
||||
assert(axisAlignedCollision(s, m, v, 0, dtime) == 0);
|
||||
assert(fabs(dtime - 1.000) < 0.001);
|
||||
}
|
||||
{
|
||||
aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
|
||||
aabb3f m(bx-2, by, bz, bx-1, by+1, bz+1);
|
||||
v3f v(-1, 0, 0);
|
||||
f32 dtime = 0;
|
||||
assert(axisAlignedCollision(s, m, v, 0, dtime) == -1);
|
||||
}
|
||||
{
|
||||
aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
|
||||
aabb3f m(bx-2, by+1.5, bz, bx-1, by+2.5, bz-1);
|
||||
v3f v(1, 0, 0);
|
||||
f32 dtime;
|
||||
assert(axisAlignedCollision(s, m, v, 0, dtime) == -1);
|
||||
}
|
||||
{
|
||||
aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
|
||||
aabb3f m(bx-2, by-1.5, bz, bx-1.5, by+0.5, bz+1);
|
||||
v3f v(0.5, 0.1, 0);
|
||||
f32 dtime;
|
||||
assert(axisAlignedCollision(s, m, v, 0, dtime) == 0);
|
||||
assert(fabs(dtime - 3.000) < 0.001);
|
||||
}
|
||||
{
|
||||
aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
|
||||
aabb3f m(bx-2, by-1.5, bz, bx-1.5, by+0.5, bz+1);
|
||||
v3f v(0.5, 0.1, 0);
|
||||
f32 dtime;
|
||||
assert(axisAlignedCollision(s, m, v, 0, dtime) == 0);
|
||||
assert(fabs(dtime - 3.000) < 0.001);
|
||||
}
|
||||
|
||||
// X+
|
||||
{
|
||||
aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
|
||||
aabb3f m(bx+2, by, bz, bx+3, by+1, bz+1);
|
||||
v3f v(-1, 0, 0);
|
||||
f32 dtime;
|
||||
assert(axisAlignedCollision(s, m, v, 0, dtime) == 0);
|
||||
assert(fabs(dtime - 1.000) < 0.001);
|
||||
}
|
||||
{
|
||||
aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
|
||||
aabb3f m(bx+2, by, bz, bx+3, by+1, bz+1);
|
||||
v3f v(1, 0, 0);
|
||||
f32 dtime;
|
||||
assert(axisAlignedCollision(s, m, v, 0, dtime) == -1);
|
||||
}
|
||||
{
|
||||
aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
|
||||
aabb3f m(bx+2, by, bz+1.5, bx+3, by+1, bz+3.5);
|
||||
v3f v(-1, 0, 0);
|
||||
f32 dtime;
|
||||
assert(axisAlignedCollision(s, m, v, 0, dtime) == -1);
|
||||
}
|
||||
{
|
||||
aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
|
||||
aabb3f m(bx+2, by-1.5, bz, bx+2.5, by-0.5, bz+1);
|
||||
v3f v(-0.5, 0.2, 0);
|
||||
f32 dtime;
|
||||
assert(axisAlignedCollision(s, m, v, 0, dtime) == 1); // Y, not X!
|
||||
assert(fabs(dtime - 2.500) < 0.001);
|
||||
}
|
||||
{
|
||||
aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
|
||||
aabb3f m(bx+2, by-1.5, bz, bx+2.5, by-0.5, bz+1);
|
||||
v3f v(-0.5, 0.3, 0);
|
||||
f32 dtime;
|
||||
assert(axisAlignedCollision(s, m, v, 0, dtime) == 0);
|
||||
assert(fabs(dtime - 2.000) < 0.001);
|
||||
}
|
||||
|
||||
// TODO: Y-, Y+, Z-, Z+
|
||||
|
||||
// misc
|
||||
{
|
||||
aabb3f s(bx, by, bz, bx+2, by+2, bz+2);
|
||||
aabb3f m(bx+2.3, by+2.29, bz+2.29, bx+4.2, by+4.2, bz+4.2);
|
||||
v3f v(-1./3, -1./3, -1./3);
|
||||
f32 dtime;
|
||||
assert(axisAlignedCollision(s, m, v, 0, dtime) == 0);
|
||||
assert(fabs(dtime - 0.9) < 0.001);
|
||||
}
|
||||
{
|
||||
aabb3f s(bx, by, bz, bx+2, by+2, bz+2);
|
||||
aabb3f m(bx+2.29, by+2.3, bz+2.29, bx+4.2, by+4.2, bz+4.2);
|
||||
v3f v(-1./3, -1./3, -1./3);
|
||||
f32 dtime;
|
||||
assert(axisAlignedCollision(s, m, v, 0, dtime) == 1);
|
||||
assert(fabs(dtime - 0.9) < 0.001);
|
||||
}
|
||||
{
|
||||
aabb3f s(bx, by, bz, bx+2, by+2, bz+2);
|
||||
aabb3f m(bx+2.29, by+2.29, bz+2.3, bx+4.2, by+4.2, bz+4.2);
|
||||
v3f v(-1./3, -1./3, -1./3);
|
||||
f32 dtime;
|
||||
assert(axisAlignedCollision(s, m, v, 0, dtime) == 2);
|
||||
assert(fabs(dtime - 0.9) < 0.001);
|
||||
}
|
||||
{
|
||||
aabb3f s(bx, by, bz, bx+2, by+2, bz+2);
|
||||
aabb3f m(bx-4.2, by-4.2, bz-4.2, bx-2.3, by-2.29, bz-2.29);
|
||||
v3f v(1./7, 1./7, 1./7);
|
||||
f32 dtime;
|
||||
assert(axisAlignedCollision(s, m, v, 0, dtime) == 0);
|
||||
assert(fabs(dtime - 16.1) < 0.001);
|
||||
}
|
||||
{
|
||||
aabb3f s(bx, by, bz, bx+2, by+2, bz+2);
|
||||
aabb3f m(bx-4.2, by-4.2, bz-4.2, bx-2.29, by-2.3, bz-2.29);
|
||||
v3f v(1./7, 1./7, 1./7);
|
||||
f32 dtime;
|
||||
assert(axisAlignedCollision(s, m, v, 0, dtime) == 1);
|
||||
assert(fabs(dtime - 16.1) < 0.001);
|
||||
}
|
||||
{
|
||||
aabb3f s(bx, by, bz, bx+2, by+2, bz+2);
|
||||
aabb3f m(bx-4.2, by-4.2, bz-4.2, bx-2.29, by-2.29, bz-2.3);
|
||||
v3f v(1./7, 1./7, 1./7);
|
||||
f32 dtime;
|
||||
assert(axisAlignedCollision(s, m, v, 0, dtime) == 2);
|
||||
assert(fabs(dtime - 16.1) < 0.001);
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
struct TestSocket
|
||||
{
|
||||
void Run()
|
||||
@ -1544,6 +1692,7 @@ void run_tests()
|
||||
TESTPARAMS(TestInventory, idef);
|
||||
//TEST(TestMapBlock);
|
||||
//TEST(TestMapSector);
|
||||
TEST(TestCollision);
|
||||
if(INTERNET_SIMULATOR == false){
|
||||
TEST(TestSocket);
|
||||
dout_con<<"=== BEGIN RUNNING UNIT TESTS FOR CONNECTION ==="<<std::endl;
|
||||
|
@ -61,6 +61,14 @@ struct AtlasPointer
|
||||
v2f size; // Size in atlas
|
||||
u16 tiled; // X-wise tiling count. If 0, width of atlas is width of image.
|
||||
|
||||
AtlasPointer():
|
||||
id(0),
|
||||
atlas(NULL),
|
||||
pos(0,0),
|
||||
size(1,1),
|
||||
tiled(1)
|
||||
{}
|
||||
|
||||
AtlasPointer(
|
||||
u16 id_,
|
||||
video::ITexture *atlas_=NULL,
|
||||
|
Loading…
Reference in New Issue
Block a user