Fix collisions with long dtime, in particular with bouncing (#15029)

This commit is contained in:
Erich Schubert 2024-10-26 17:39:45 +02:00 committed by GitHub
parent c3b5cc8611
commit cb6c8eb2f0
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@ -85,6 +85,14 @@ inline v3f truncate(const v3f vec, const f32 factor)
);
}
inline v3f rangelimv(const v3f vec, const f32 low, const f32 high)
{
return v3f(
rangelim(vec.X, low, high),
rangelim(vec.Y, low, high),
rangelim(vec.Z, low, high)
);
}
}
// Helper function:
@ -348,6 +356,10 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
collisionMoveResult result;
// Assume no collisions when no velocity and no acceleration
if (*speed_f == v3f() && accel_f == v3f())
return result;
/*
Calculate new velocity
*/
@ -362,30 +374,19 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
time_notification_done = false;
}
v3f dpos_f = (*speed_f + accel_f * 0.5f * dtime) * dtime;
v3f newpos_f = *pos_f + dpos_f;
*speed_f += accel_f * dtime;
// If the object is static, there are no collisions
if (dpos_f == v3f())
return result;
// Average speed
v3f aspeed_f = *speed_f + accel_f * 0.5f * dtime;
// Limit speed for avoiding hangs
speed_f->Y = rangelim(speed_f->Y, -5000, 5000);
speed_f->X = rangelim(speed_f->X, -5000, 5000);
speed_f->Z = rangelim(speed_f->Z, -5000, 5000);
aspeed_f = truncate(rangelimv(aspeed_f, -5000.0f, 5000.0f), 10000.0f);
*speed_f = truncate(*speed_f, 10000.0f);
/*
Collect node boxes in movement range
*/
// Collect node boxes in movement range
// cached allocation
thread_local std::vector<NearbyCollisionInfo> cinfo;
cinfo.clear();
{
// Movement if no collisions
v3f newpos_f = *pos_f + aspeed_f * dtime;
v3f minpos_f(
MYMIN(pos_f->X, newpos_f.X),
MYMIN(pos_f->Y, newpos_f.Y) + 0.01f * BS, // bias rounding, player often at +/-n.5
@ -411,26 +412,16 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
}
}
/*
Collect object boxes in movement range
*/
// Collect object boxes in movement range
if (collide_with_objects) {
add_object_boxes(env, box_0, dtime, *pos_f, *speed_f, self, cinfo);
}
/*
Collision detection
*/
add_object_boxes(env, box_0, dtime, *pos_f, aspeed_f, self, cinfo);
}
// Collision detection
f32 d = 0.0f;
int loopcount = 0;
while(dtime > BS * 1e-10f) {
// Avoid infinite loop
loopcount++;
for (int loopcount = 0;; loopcount++) {
if (loopcount >= 100) {
warningstream << "collisionMoveSimple: Loop count exceeded, aborting to avoid infiniite loop" << std::endl;
warningstream << "collisionMoveSimple: Loop count exceeded, aborting to avoid infinite loop" << std::endl;
break;
}
@ -442,9 +433,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
f32 nearest_dtime = dtime;
int nearest_boxindex = -1;
/*
Go through every nodebox, find nearest collision
*/
// Go through every nodebox, find nearest collision
for (u32 boxindex = 0; boxindex < cinfo.size(); boxindex++) {
const NearbyCollisionInfo &box_info = cinfo[boxindex];
// Ignore if already stepped up this nodebox.
@ -454,8 +443,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
// Find nearest collision of the two boxes (raytracing-like)
f32 dtime_tmp = nearest_dtime;
CollisionAxis collided = axisAlignedCollision(box_info.box,
movingbox, *speed_f, &dtime_tmp);
movingbox, aspeed_f, &dtime_tmp);
if (collided == -1 || dtime_tmp >= nearest_dtime)
continue;
@ -466,96 +454,127 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
if (nearest_collided == COLLISION_AXIS_NONE) {
// No collision with any collision box.
*pos_f += truncate(*speed_f * dtime, 100.0f);
dtime = 0; // Set to 0 to avoid "infinite" loop due to small FP numbers
} else {
// Otherwise, a collision occurred.
NearbyCollisionInfo &nearest_info = cinfo[nearest_boxindex];
const aabb3f& cbox = nearest_info.box;
//movingbox except moved to the horizontal position it would be after step up
aabb3f stepbox = movingbox;
stepbox.MinEdge.X += speed_f->X * dtime;
stepbox.MinEdge.Z += speed_f->Z * dtime;
stepbox.MaxEdge.X += speed_f->X * dtime;
stepbox.MaxEdge.Z += speed_f->Z * dtime;
// Check for stairs.
bool step_up = (nearest_collided != COLLISION_AXIS_Y) && // must not be Y direction
(movingbox.MinEdge.Y < cbox.MaxEdge.Y) &&
(movingbox.MinEdge.Y + stepheight > cbox.MaxEdge.Y) &&
(!wouldCollideWithCeiling(cinfo, stepbox,
cbox.MaxEdge.Y - movingbox.MinEdge.Y,
d));
// Get bounce multiplier
float bounce = -(float)nearest_info.bouncy / 100.0f;
// Move to the point of collision and reduce dtime by nearest_dtime
if (nearest_dtime < 0) {
// Handle negative nearest_dtime
if (!step_up) {
if (nearest_collided == COLLISION_AXIS_X)
pos_f->X += speed_f->X * nearest_dtime;
if (nearest_collided == COLLISION_AXIS_Y)
pos_f->Y += speed_f->Y * nearest_dtime;
if (nearest_collided == COLLISION_AXIS_Z)
pos_f->Z += speed_f->Z * nearest_dtime;
}
} else {
*pos_f += truncate(*speed_f * nearest_dtime, 100.0f);
dtime -= nearest_dtime;
}
bool is_collision = true;
if (nearest_info.is_unloaded)
is_collision = false;
CollisionInfo info;
if (nearest_info.isObject())
info.type = COLLISION_OBJECT;
else
info.type = COLLISION_NODE;
info.node_p = nearest_info.position;
info.object = nearest_info.obj;
info.new_pos = *pos_f;
info.old_speed = *speed_f;
info.plane = nearest_collided;
// Set the speed component that caused the collision to zero
if (step_up) {
// Special case: Handle stairs
nearest_info.is_step_up = true;
is_collision = false;
} else if (nearest_collided == COLLISION_AXIS_X) {
if (fabs(speed_f->X) > BS * 3)
speed_f->X *= bounce;
else
speed_f->X = 0;
result.collides = true;
} else if (nearest_collided == COLLISION_AXIS_Y) {
if(fabs(speed_f->Y) > BS * 3)
speed_f->Y *= bounce;
else
speed_f->Y = 0;
result.collides = true;
} else if (nearest_collided == COLLISION_AXIS_Z) {
if (fabs(speed_f->Z) > BS * 3)
speed_f->Z *= bounce;
else
speed_f->Z = 0;
result.collides = true;
}
info.new_speed = *speed_f;
if (info.new_speed.getDistanceFrom(info.old_speed) < 0.1f * BS)
is_collision = false;
if (is_collision) {
info.axis = nearest_collided;
result.collisions.push_back(std::move(info));
}
*pos_f += truncate(aspeed_f * dtime, 100.0f);
// Final speed:
*speed_f += accel_f * dtime;
// Limit speed for avoiding hangs
*speed_f = truncate(rangelimv(*speed_f, -5000.0f, 5000.0f), 10000.0f);
break;
}
// Otherwise, a collision occurred.
NearbyCollisionInfo &nearest_info = cinfo[nearest_boxindex];
const aabb3f& cbox = nearest_info.box;
//movingbox except moved to the horizontal position it would be after step up
bool step_up = false;
if (nearest_collided != COLLISION_AXIS_Y) {
aabb3f stepbox = movingbox;
// Look slightly ahead for checking the height when stepping
// to ensure we also check above the node we collided with
// otherwise, might allow glitches such as a stack of stairs
float extra_dtime = nearest_dtime + 0.1f * fabsf(dtime - nearest_dtime);
stepbox.MinEdge.X += aspeed_f.X * extra_dtime;
stepbox.MinEdge.Z += aspeed_f.Z * extra_dtime;
stepbox.MaxEdge.X += aspeed_f.X * extra_dtime;
stepbox.MaxEdge.Z += aspeed_f.Z * extra_dtime;
// Check for stairs.
step_up = (movingbox.MinEdge.Y < cbox.MaxEdge.Y) &&
(movingbox.MinEdge.Y + stepheight > cbox.MaxEdge.Y) &&
(!wouldCollideWithCeiling(cinfo, stepbox,
cbox.MaxEdge.Y - movingbox.MinEdge.Y,
d));
}
// Get bounce multiplier
float bounce = -(float)nearest_info.bouncy / 100.0f;
// Move to the point of collision and reduce dtime by nearest_dtime
if (nearest_dtime < 0) {
// Handle negative nearest_dtime
// This largely means an "instant" collision, e.g., with the floor.
// We use aspeed and nearest_dtime to be consistent with above and resolve this collision
if (!step_up) {
if (nearest_collided == COLLISION_AXIS_X)
pos_f->X += aspeed_f.X * nearest_dtime;
if (nearest_collided == COLLISION_AXIS_Y)
pos_f->Y += aspeed_f.Y * nearest_dtime;
if (nearest_collided == COLLISION_AXIS_Z)
pos_f->Z += aspeed_f.Z * nearest_dtime;
}
} else if (nearest_dtime > 0) {
// updated average speed for the sub-interval up to nearest_dtime
aspeed_f = *speed_f + accel_f * 0.5f * nearest_dtime;
*pos_f += truncate(aspeed_f * nearest_dtime, 100.0f);
// Speed at (approximated) collision:
*speed_f += accel_f * nearest_dtime;
// Limit speed for avoiding hangs
*speed_f = truncate(rangelimv(*speed_f, -5000.0f, 5000.0f), 10000.0f);
dtime -= nearest_dtime;
}
bool is_collision = true;
if (nearest_info.is_unloaded)
is_collision = false;
CollisionInfo info;
if (nearest_info.isObject())
info.type = COLLISION_OBJECT;
else
info.type = COLLISION_NODE;
info.node_p = nearest_info.position;
info.object = nearest_info.obj;
info.new_pos = *pos_f;
info.old_speed = *speed_f;
info.plane = nearest_collided;
// Set the speed component that caused the collision to zero
if (step_up) {
// Special case: Handle stairs
nearest_info.is_step_up = true;
is_collision = false;
} else if (nearest_collided == COLLISION_AXIS_X) {
if (bounce < -1e-4 && fabsf(speed_f->X) > BS * 3) {
speed_f->X *= bounce;
} else {
speed_f->X = 0;
accel_f.X = 0;
}
result.collides = true;
} else if (nearest_collided == COLLISION_AXIS_Y) {
if(bounce < -1e-4 && fabsf(speed_f->Y) > BS * 3) {
speed_f->Y *= bounce;
} else {
speed_f->Y = 0;
accel_f.Y = 0;
}
result.collides = true;
} else if (nearest_collided == COLLISION_AXIS_Z) {
if (bounce < -1e-4 && fabsf(speed_f->Z) > BS * 3) {
speed_f->Z *= bounce;
} else {
speed_f->Z = 0;
accel_f.Z = 0;
}
result.collides = true;
}
info.new_speed = *speed_f;
if (info.new_speed.getDistanceFrom(info.old_speed) < 0.1f * BS)
is_collision = false;
if (is_collision) {
info.axis = nearest_collided;
result.collisions.push_back(info);
}
if (dtime < BS * 1e-10f)
break;
// Speed for finding the next collision
aspeed_f = *speed_f + accel_f * 0.5f * dtime;
// Limit speed for avoiding hangs
aspeed_f = truncate(rangelimv(aspeed_f, -5000.0f, 5000.0f), 10000.0f);
}
/*