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Fix collisions with long dtime, in particular with bouncing (#15029)
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@ -85,6 +85,14 @@ inline v3f truncate(const v3f vec, const f32 factor)
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);
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}
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inline v3f rangelimv(const v3f vec, const f32 low, const f32 high)
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{
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return v3f(
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rangelim(vec.X, low, high),
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rangelim(vec.Y, low, high),
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rangelim(vec.Z, low, high)
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);
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}
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}
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// Helper function:
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@ -348,6 +356,10 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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collisionMoveResult result;
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// Assume no collisions when no velocity and no acceleration
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if (*speed_f == v3f() && accel_f == v3f())
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return result;
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/*
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Calculate new velocity
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*/
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@ -362,30 +374,19 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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time_notification_done = false;
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}
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v3f dpos_f = (*speed_f + accel_f * 0.5f * dtime) * dtime;
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v3f newpos_f = *pos_f + dpos_f;
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*speed_f += accel_f * dtime;
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// If the object is static, there are no collisions
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if (dpos_f == v3f())
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return result;
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// Average speed
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v3f aspeed_f = *speed_f + accel_f * 0.5f * dtime;
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// Limit speed for avoiding hangs
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speed_f->Y = rangelim(speed_f->Y, -5000, 5000);
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speed_f->X = rangelim(speed_f->X, -5000, 5000);
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speed_f->Z = rangelim(speed_f->Z, -5000, 5000);
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aspeed_f = truncate(rangelimv(aspeed_f, -5000.0f, 5000.0f), 10000.0f);
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*speed_f = truncate(*speed_f, 10000.0f);
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/*
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Collect node boxes in movement range
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*/
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// Collect node boxes in movement range
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// cached allocation
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thread_local std::vector<NearbyCollisionInfo> cinfo;
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cinfo.clear();
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{
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// Movement if no collisions
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v3f newpos_f = *pos_f + aspeed_f * dtime;
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v3f minpos_f(
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MYMIN(pos_f->X, newpos_f.X),
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MYMIN(pos_f->Y, newpos_f.Y) + 0.01f * BS, // bias rounding, player often at +/-n.5
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@ -411,26 +412,16 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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}
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}
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/*
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Collect object boxes in movement range
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*/
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// Collect object boxes in movement range
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if (collide_with_objects) {
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add_object_boxes(env, box_0, dtime, *pos_f, *speed_f, self, cinfo);
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}
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/*
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Collision detection
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*/
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add_object_boxes(env, box_0, dtime, *pos_f, aspeed_f, self, cinfo);
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}
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// Collision detection
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f32 d = 0.0f;
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int loopcount = 0;
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while(dtime > BS * 1e-10f) {
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// Avoid infinite loop
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loopcount++;
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for (int loopcount = 0;; loopcount++) {
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if (loopcount >= 100) {
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warningstream << "collisionMoveSimple: Loop count exceeded, aborting to avoid infiniite loop" << std::endl;
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warningstream << "collisionMoveSimple: Loop count exceeded, aborting to avoid infinite loop" << std::endl;
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break;
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}
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@ -442,9 +433,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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f32 nearest_dtime = dtime;
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int nearest_boxindex = -1;
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/*
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Go through every nodebox, find nearest collision
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*/
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// Go through every nodebox, find nearest collision
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for (u32 boxindex = 0; boxindex < cinfo.size(); boxindex++) {
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const NearbyCollisionInfo &box_info = cinfo[boxindex];
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// Ignore if already stepped up this nodebox.
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@ -454,8 +443,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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// Find nearest collision of the two boxes (raytracing-like)
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f32 dtime_tmp = nearest_dtime;
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CollisionAxis collided = axisAlignedCollision(box_info.box,
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movingbox, *speed_f, &dtime_tmp);
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movingbox, aspeed_f, &dtime_tmp);
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if (collided == -1 || dtime_tmp >= nearest_dtime)
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continue;
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@ -466,96 +454,127 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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if (nearest_collided == COLLISION_AXIS_NONE) {
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// No collision with any collision box.
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*pos_f += truncate(*speed_f * dtime, 100.0f);
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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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NearbyCollisionInfo &nearest_info = cinfo[nearest_boxindex];
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const aabb3f& cbox = nearest_info.box;
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//movingbox except moved to the horizontal position it would be after step up
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aabb3f stepbox = movingbox;
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stepbox.MinEdge.X += speed_f->X * dtime;
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stepbox.MinEdge.Z += speed_f->Z * dtime;
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stepbox.MaxEdge.X += speed_f->X * dtime;
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stepbox.MaxEdge.Z += speed_f->Z * dtime;
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// Check for stairs.
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bool step_up = (nearest_collided != COLLISION_AXIS_Y) && // 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(cinfo, stepbox,
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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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float bounce = -(float)nearest_info.bouncy / 100.0f;
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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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// Handle negative nearest_dtime
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if (!step_up) {
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if (nearest_collided == COLLISION_AXIS_X)
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pos_f->X += speed_f->X * nearest_dtime;
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if (nearest_collided == COLLISION_AXIS_Y)
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pos_f->Y += speed_f->Y * nearest_dtime;
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if (nearest_collided == COLLISION_AXIS_Z)
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pos_f->Z += speed_f->Z * nearest_dtime;
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}
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} else {
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*pos_f += truncate(*speed_f * nearest_dtime, 100.0f);
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dtime -= nearest_dtime;
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}
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bool is_collision = true;
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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 (nearest_info.isObject())
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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 = nearest_info.position;
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info.object = nearest_info.obj;
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info.new_pos = *pos_f;
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info.old_speed = *speed_f;
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info.plane = nearest_collided;
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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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nearest_info.is_step_up = true;
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is_collision = false;
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} else if (nearest_collided == COLLISION_AXIS_X) {
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if (fabs(speed_f->X) > BS * 3)
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speed_f->X *= bounce;
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else
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speed_f->X = 0;
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result.collides = true;
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} else if (nearest_collided == COLLISION_AXIS_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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speed_f->Y = 0;
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result.collides = true;
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} else if (nearest_collided == COLLISION_AXIS_Z) {
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if (fabs(speed_f->Z) > BS * 3)
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speed_f->Z *= bounce;
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else
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speed_f->Z = 0;
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result.collides = true;
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}
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info.new_speed = *speed_f;
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if (info.new_speed.getDistanceFrom(info.old_speed) < 0.1f * BS)
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is_collision = false;
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if (is_collision) {
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info.axis = nearest_collided;
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result.collisions.push_back(std::move(info));
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}
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*pos_f += truncate(aspeed_f * dtime, 100.0f);
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// Final speed:
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*speed_f += accel_f * dtime;
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// Limit speed for avoiding hangs
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*speed_f = truncate(rangelimv(*speed_f, -5000.0f, 5000.0f), 10000.0f);
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break;
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}
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// Otherwise, a collision occurred.
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NearbyCollisionInfo &nearest_info = cinfo[nearest_boxindex];
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const aabb3f& cbox = nearest_info.box;
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//movingbox except moved to the horizontal position it would be after step up
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bool step_up = false;
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if (nearest_collided != COLLISION_AXIS_Y) {
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aabb3f stepbox = movingbox;
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// Look slightly ahead for checking the height when stepping
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// to ensure we also check above the node we collided with
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// otherwise, might allow glitches such as a stack of stairs
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float extra_dtime = nearest_dtime + 0.1f * fabsf(dtime - nearest_dtime);
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stepbox.MinEdge.X += aspeed_f.X * extra_dtime;
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stepbox.MinEdge.Z += aspeed_f.Z * extra_dtime;
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stepbox.MaxEdge.X += aspeed_f.X * extra_dtime;
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stepbox.MaxEdge.Z += aspeed_f.Z * extra_dtime;
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// Check for stairs.
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step_up = (movingbox.MinEdge.Y < cbox.MaxEdge.Y) &&
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(movingbox.MinEdge.Y + stepheight > cbox.MaxEdge.Y) &&
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(!wouldCollideWithCeiling(cinfo, stepbox,
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cbox.MaxEdge.Y - movingbox.MinEdge.Y,
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d));
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}
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// Get bounce multiplier
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float bounce = -(float)nearest_info.bouncy / 100.0f;
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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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// Handle negative nearest_dtime
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// This largely means an "instant" collision, e.g., with the floor.
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// We use aspeed and nearest_dtime to be consistent with above and resolve this collision
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if (!step_up) {
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if (nearest_collided == COLLISION_AXIS_X)
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pos_f->X += aspeed_f.X * nearest_dtime;
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if (nearest_collided == COLLISION_AXIS_Y)
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pos_f->Y += aspeed_f.Y * nearest_dtime;
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if (nearest_collided == COLLISION_AXIS_Z)
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pos_f->Z += aspeed_f.Z * nearest_dtime;
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}
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} else if (nearest_dtime > 0) {
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// updated average speed for the sub-interval up to nearest_dtime
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aspeed_f = *speed_f + accel_f * 0.5f * nearest_dtime;
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*pos_f += truncate(aspeed_f * nearest_dtime, 100.0f);
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// Speed at (approximated) collision:
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*speed_f += accel_f * nearest_dtime;
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// Limit speed for avoiding hangs
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*speed_f = truncate(rangelimv(*speed_f, -5000.0f, 5000.0f), 10000.0f);
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dtime -= nearest_dtime;
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}
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bool is_collision = true;
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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 (nearest_info.isObject())
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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 = nearest_info.position;
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info.object = nearest_info.obj;
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info.new_pos = *pos_f;
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info.old_speed = *speed_f;
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info.plane = nearest_collided;
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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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nearest_info.is_step_up = true;
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is_collision = false;
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} else if (nearest_collided == COLLISION_AXIS_X) {
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if (bounce < -1e-4 && fabsf(speed_f->X) > BS * 3) {
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speed_f->X *= bounce;
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} else {
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speed_f->X = 0;
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accel_f.X = 0;
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}
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result.collides = true;
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} else if (nearest_collided == COLLISION_AXIS_Y) {
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if(bounce < -1e-4 && fabsf(speed_f->Y) > BS * 3) {
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speed_f->Y *= bounce;
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} else {
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speed_f->Y = 0;
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accel_f.Y = 0;
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}
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result.collides = true;
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} else if (nearest_collided == COLLISION_AXIS_Z) {
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if (bounce < -1e-4 && fabsf(speed_f->Z) > BS * 3) {
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speed_f->Z *= bounce;
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} else {
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speed_f->Z = 0;
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accel_f.Z = 0;
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}
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result.collides = true;
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}
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info.new_speed = *speed_f;
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if (info.new_speed.getDistanceFrom(info.old_speed) < 0.1f * BS)
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is_collision = false;
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if (is_collision) {
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info.axis = nearest_collided;
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result.collisions.push_back(info);
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}
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if (dtime < BS * 1e-10f)
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break;
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// Speed for finding the next collision
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aspeed_f = *speed_f + accel_f * 0.5f * dtime;
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// Limit speed for avoiding hangs
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aspeed_f = truncate(rangelimv(aspeed_f, -5000.0f, 5000.0f), 10000.0f);
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}
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/*
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