2024-10-28 15:57:39 +01:00
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// Luanti
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// SPDX-License-Identifier: LGPL-2.1-or-later
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// Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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2011-04-10 14:16:27 +02:00
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2017-08-17 22:19:39 +02:00
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#pragma once
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2011-04-10 14:16:27 +02:00
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2012-06-17 03:00:31 +02:00
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#include "irrlichttypes_bloated.h"
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#include <vector>
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class Map;
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class IGameDef;
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class Environment;
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class ActiveObject;
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enum CollisionType : u8
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{
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COLLISION_NODE,
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COLLISION_OBJECT,
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};
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enum CollisionAxis : s8
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{
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COLLISION_AXIS_NONE = -1,
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COLLISION_AXIS_X,
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COLLISION_AXIS_Y,
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COLLISION_AXIS_Z,
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};
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struct CollisionInfo
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{
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CollisionInfo() = default;
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CollisionType type = COLLISION_NODE;
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CollisionAxis axis = COLLISION_AXIS_NONE;
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v3s16 node_p = v3s16(-32768,-32768,-32768); // COLLISION_NODE
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ActiveObject *object = nullptr; // COLLISION_OBJECT
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v3f new_pos;
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v3f old_speed;
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v3f new_speed;
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};
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struct collisionMoveResult
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{
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collisionMoveResult() = default;
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bool collides = false;
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bool touching_ground = false;
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bool standing_on_object = false;
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std::vector<CollisionInfo> collisions;
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};
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/// Status if any problems were ever encountered during collision detection.
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/// @warning For unit test use only.
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extern bool g_collision_problems_encountered;
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/// @param self (optional) ActiveObject to ignore in the collision detection.
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collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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const aabb3f &box_0,
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f32 stepheight, f32 dtime,
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v3f *pos_f, v3f *speed_f,
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v3f accel_f, ActiveObject *self=NULL,
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bool collide_with_objects=true);
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/// @brief A simpler version of "collisionMoveSimple" that only checks whether
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/// a collision occurs at the given position.
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/// @param self (optional) ActiveObject to ignore in the collision detection.
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/// @returns `true` when `box_0` truly intersects with a node or object.
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/// Touching faces are not counted as intersection.
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bool collision_check_intersection(Environment *env, IGameDef *gamedef,
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const aabb3f &box_0, const v3f &pos_f, ActiveObject *self = nullptr,
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bool collide_with_objects = true);
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2012-03-19 04:25:09 +01:00
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// Helper function:
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// Checks for collision of a moving aabbox with a static aabbox
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// Returns -1 if no collision, 0 if X collision, 1 if Y collision, 2 if Z collision
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// dtime receives time until first collision, invalid if -1 is returned
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CollisionAxis axisAlignedCollision(
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const aabb3f &staticbox, const aabb3f &movingbox,
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v3f speed, f32 *dtime);
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// Helper function:
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// Checks if moving the movingbox up by the given distance would hit a ceiling.
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bool wouldCollideWithCeiling(
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const std::vector<aabb3f> &staticboxes,
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const aabb3f &movingbox,
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f32 y_increase, f32 d);
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