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Collision: Improve performance by combining 6 vectors into 1 using a struct
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@ -34,6 +34,27 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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//#define COLL_ZERO 0.032 // broken unit tests
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#define COLL_ZERO 0
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struct NearbyCollisionInfo {
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NearbyCollisionInfo(bool is_ul, bool is_obj, int bouncy,
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const v3s16 &pos, const aabb3f &box) :
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is_unloaded(is_ul),
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is_step_up(false),
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is_object(is_obj),
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bouncy(bouncy),
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position(pos),
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box(box)
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{}
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bool is_unloaded;
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bool is_step_up;
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bool is_object;
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int bouncy;
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v3s16 position;
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aabb3f box;
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};
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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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@ -160,7 +181,7 @@ int axisAlignedCollision(
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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 std::vector<NearbyCollisionInfo> &cinfo,
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const aabb3f &movingbox,
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f32 y_increase, f32 d)
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{
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@ -168,11 +189,9 @@ bool wouldCollideWithCeiling(
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assert(y_increase >= 0); // pre-condition
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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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for (std::vector<NearbyCollisionInfo>::const_iterator it = cinfo.begin();
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it != cinfo.end(); ++it) {
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const aabb3f &staticbox = it->box;
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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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@ -234,12 +253,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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/*
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Collect node boxes in movement range
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*/
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std::vector<aabb3f> cboxes;
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std::vector<bool> is_unloaded;
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std::vector<bool> is_step_up;
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std::vector<bool> is_object;
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std::vector<int> bouncy_values;
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std::vector<v3s16> node_positions;
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std::vector<NearbyCollisionInfo> cinfo;
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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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@ -310,23 +324,13 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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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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bouncy_values.push_back(n_bouncy_value);
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node_positions.push_back(p);
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is_object.push_back(false);
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cinfo.push_back(NearbyCollisionInfo(false,
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false, n_bouncy_value, p, box));
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}
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}
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else {
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} else {
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// Collide with unloaded nodes
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aabb3f box = getNodeBox(p, 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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bouncy_values.push_back(0);
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node_positions.push_back(p);
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is_object.push_back(false);
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cinfo.push_back(NearbyCollisionInfo(true, false, 0, p, box));
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}
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}
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@ -344,7 +348,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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ScopeProfiler sp(g_profiler, "collisionMoveSimple objects avg", SPT_AVG);
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//TimeTaker tt3("collisionMoveSimple collect object boxes");
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/* add object boxes to cboxes */
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/* add object boxes to cinfo */
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std::vector<ActiveObject*> objects;
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#ifndef SERVER
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@ -384,23 +388,12 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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aabb3f object_collisionbox;
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if (object->getCollisionBox(&object_collisionbox) &&
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object->collideWithObjects()) {
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cboxes.push_back(object_collisionbox);
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is_unloaded.push_back(false);
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is_step_up.push_back(false);
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bouncy_values.push_back(0);
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node_positions.push_back(v3s16(0,0,0));
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is_object.push_back(true);
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cinfo.push_back(NearbyCollisionInfo(false, true, 0, v3s16(), object_collisionbox));
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}
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}
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}
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} //tt3
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assert(cboxes.size() == is_unloaded.size()); // post-condition
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assert(cboxes.size() == is_step_up.size()); // post-condition
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assert(cboxes.size() == bouncy_values.size()); // post-condition
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assert(cboxes.size() == node_positions.size()); // post-condition
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assert(cboxes.size() == is_object.size()); // post-condition
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/*
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Collision detection
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*/
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@ -440,15 +433,16 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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/*
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Go through every nodebox, find nearest collision
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*/
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for (u32 boxindex = 0; boxindex < cboxes.size(); boxindex++) {
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for (u32 boxindex = 0; boxindex < cinfo.size(); boxindex++) {
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NearbyCollisionInfo box_info = cinfo[boxindex];
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// Ignore if already stepped up this nodebox.
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if(is_step_up[boxindex])
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if (box_info.is_step_up)
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continue;
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// Find nearest collision of the two boxes (raytracing-like)
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f32 dtime_tmp;
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int collided = axisAlignedCollision(
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cboxes[boxindex], movingbox, *speed_f, d, &dtime_tmp);
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int collided = axisAlignedCollision(box_info.box,
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movingbox, *speed_f, d, &dtime_tmp);
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if (collided == -1 || dtime_tmp >= nearest_dtime)
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continue;
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@ -464,19 +458,19 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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dtime = 0; // Set to 0 to avoid "infinite" loop due to small FP numbers
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} else {
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// Otherwise, a collision occurred.
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const aabb3f& cbox = cboxes[nearest_boxindex];
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NearbyCollisionInfo &nearest_info = cinfo[nearest_boxindex];
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const aabb3f& cbox = nearest_info.box;
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// Check for stairs.
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bool step_up = (nearest_collided != 1) && // must not be Y direction
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(movingbox.MinEdge.Y < cbox.MaxEdge.Y) &&
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(movingbox.MinEdge.Y + stepheight > cbox.MaxEdge.Y) &&
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(!wouldCollideWithCeiling(cboxes, movingbox,
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(!wouldCollideWithCeiling(cinfo, movingbox,
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cbox.MaxEdge.Y - movingbox.MinEdge.Y,
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d));
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// Get bounce multiplier
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bool bouncy = (bouncy_values[nearest_boxindex] >= 1);
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float bounce = -(float)bouncy_values[nearest_boxindex] / 100.0;
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bool bouncy = (nearest_info.bouncy >= 1);
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float bounce = -(float)nearest_info.bouncy / 100.0;
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// Move to the point of collision and reduce dtime by nearest_dtime
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if (nearest_dtime < 0) {
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@ -495,23 +489,23 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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}
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bool is_collision = true;
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if (is_unloaded[nearest_boxindex])
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if (nearest_info.is_unloaded)
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is_collision = false;
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CollisionInfo info;
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if (is_object[nearest_boxindex])
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if (nearest_info.is_object)
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info.type = COLLISION_OBJECT;
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else
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info.type = COLLISION_NODE;
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info.node_p = node_positions[nearest_boxindex];
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info.node_p = nearest_info.position;
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info.bouncy = bouncy;
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info.old_speed = *speed_f;
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// Set the speed component that caused the collision to zero
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if (step_up) {
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// Special case: Handle stairs
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is_step_up[nearest_boxindex] = true;
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nearest_info.is_step_up = true;
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is_collision = false;
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} else if (nearest_collided == 0) { // X
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if (fabs(speed_f->X) > BS * 3)
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@ -520,8 +514,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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speed_f->X = 0;
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result.collides = true;
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result.collides_xz = true;
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}
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else if(nearest_collided == 1) { // Y
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} else if (nearest_collided == 1) { // Y
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if(fabs(speed_f->Y) > BS * 3)
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speed_f->Y *= bounce;
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else
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@ -552,8 +545,9 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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aabb3f box = box_0;
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box.MinEdge += *pos_f;
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box.MaxEdge += *pos_f;
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for (u32 boxindex = 0; boxindex < cboxes.size(); boxindex++) {
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const aabb3f& cbox = cboxes[boxindex];
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for (u32 boxindex = 0; boxindex < cinfo.size(); boxindex++) {
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NearbyCollisionInfo &box_info = cinfo[boxindex];
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const aabb3f &cbox = box_info.box;
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/*
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See if the object is touching ground.
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@ -567,8 +561,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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if (cbox.MaxEdge.X - d > box.MinEdge.X && cbox.MinEdge.X + d < box.MaxEdge.X &&
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cbox.MaxEdge.Z - d > box.MinEdge.Z &&
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cbox.MinEdge.Z + d < box.MaxEdge.Z) {
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if (is_step_up[boxindex]) {
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pos_f->Y += (cbox.MaxEdge.Y - box.MinEdge.Y);
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if (box_info.is_step_up) {
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pos_f->Y += cbox.MaxEdge.Y - box.MinEdge.Y;
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box = box_0;
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box.MinEdge += *pos_f;
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box.MaxEdge += *pos_f;
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@ -576,9 +570,9 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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if (fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15 * BS) {
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result.touching_ground = true;
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if (is_object[boxindex])
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if (box_info.is_object)
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result.standing_on_object = true;
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if (is_unloaded[boxindex])
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if (box_info.is_unloaded)
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result.standing_on_unloaded = true;
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}
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}
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