bool LocalPlayer::canPlaceNode(const v3s16& p, const MapNode& n) { bool noclip = m_gamedef->checkLocalPrivilege("noclip") && g_settings->getBool("noclip"); // Dont place node when player would be inside new node // NOTE: This is to be eventually implemented by a mod as client-side Lua if (m_gamedef->ndef()->get(n).walkable && !noclip && !g_settings->getBool("enable_build_where_you_stand")) { std::vector<aabb3f> nodeboxes; n.getNodeBoxes(m_gamedef->ndef(), &nodeboxes); aabb3f player_box = m_collisionbox; v3f position(getPosition()); v3f node_pos(p.X, p.Y, p.Z); v3f center = player_box.getCenter(); v3f min_edge = (player_box.MinEdge - center) * 0.999f; v3f max_edge = (player_box.MaxEdge - center) * 0.999f; player_box.MinEdge = center + min_edge; player_box.MaxEdge = center + max_edge; player_box.MinEdge += position; player_box.MaxEdge += position; for(auto box : nodeboxes) { box.MinEdge += node_pos * BS; box.MaxEdge += node_pos * BS; if(box.intersectsWithBox(player_box)) { return false; } } } return true; }
void mapblock_mesh_generate_special(MeshMakeData *data, MeshCollector &collector) { INodeDefManager *nodedef = data->m_gamedef->ndef(); // 0ms //TimeTaker timer("mapblock_mesh_generate_special()"); /* Some settings */ bool new_style_water = g_settings->getBool("new_style_water"); float node_liquid_level = 1.0; if(new_style_water) node_liquid_level = 0.85; v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE; for(s16 z=0; z<MAP_BLOCKSIZE; z++) for(s16 y=0; y<MAP_BLOCKSIZE; y++) for(s16 x=0; x<MAP_BLOCKSIZE; x++) { v3s16 p(x,y,z); MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p); const ContentFeatures &f = nodedef->get(n); // Only solidness=0 stuff is drawn here if(f.solidness != 0) continue; switch(f.drawtype){ default: infostream<<"Got "<<f.drawtype<<std::endl; assert(0); break; case NDT_AIRLIKE: break; case NDT_LIQUID: { /* Add water sources to mesh if using new style */ TileSpec tile_liquid = f.special_tiles[0]; AtlasPointer &pa_liquid = tile_liquid.texture; bool top_is_air = false; MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z)); if(n.getContent() == CONTENT_AIR) top_is_air = true; if(top_is_air == false) continue; u16 l = getInteriorLight(n, 0, data); video::SColor c = MapBlock_LightColor(f.alpha, l); video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, pa_liquid.x0(), pa_liquid.y1()), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, pa_liquid.x1(), pa_liquid.y1()), video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, pa_liquid.x1(), pa_liquid.y0()), video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, pa_liquid.x0(), pa_liquid.y0()), }; v3f offset(p.X, p.Y + (-0.5+node_liquid_level)*BS, p.Z); for(s32 i=0; i<4; i++) { vertices[i].Pos += offset; } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(tile_liquid, vertices, 4, indices, 6); break;} case NDT_FLOWINGLIQUID: { /* Add flowing liquid to mesh */ TileSpec tile_liquid = f.special_tiles[0]; TileSpec tile_liquid_bfculled = f.special_tiles[1]; AtlasPointer &pa_liquid = tile_liquid.texture; bool top_is_same_liquid = false; MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z)); content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing); content_t c_source = nodedef->getId(f.liquid_alternative_source); if(ntop.getContent() == c_flowing || ntop.getContent() == c_source) top_is_same_liquid = true; u16 l = 0; // If this liquid emits light and doesn't contain light, draw // it at what it emits, for an increased effect u8 light_source = nodedef->get(n).light_source; if(light_source != 0){ //l = decode_light(undiminish_light(light_source)); l = decode_light(light_source); l = l | (l<<8); } // Use the light of the node on top if possible else if(nodedef->get(ntop).param_type == CPT_LIGHT) l = getInteriorLight(ntop, 0, data); // Otherwise use the light of this node (the liquid) else l = getInteriorLight(n, 0, data); video::SColor c = MapBlock_LightColor(f.alpha, l); // Neighbor liquid levels (key = relative position) // Includes current node core::map<v3s16, f32> neighbor_levels; core::map<v3s16, content_t> neighbor_contents; core::map<v3s16, u8> neighbor_flags; const u8 neighborflag_top_is_same_liquid = 0x01; v3s16 neighbor_dirs[9] = { v3s16(0,0,0), v3s16(0,0,1), v3s16(0,0,-1), v3s16(1,0,0), v3s16(-1,0,0), v3s16(1,0,1), v3s16(-1,0,-1), v3s16(1,0,-1), v3s16(-1,0,1), }; for(u32 i=0; i<9; i++) { content_t content = CONTENT_AIR; float level = -0.5 * BS; u8 flags = 0; // Check neighbor v3s16 p2 = p + neighbor_dirs[i]; MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); if(n2.getContent() != CONTENT_IGNORE) { content = n2.getContent(); if(n2.getContent() == c_source) level = (-0.5+node_liquid_level) * BS; else if(n2.getContent() == c_flowing) level = (-0.5 + ((float)(n2.param2&LIQUID_LEVEL_MASK) + 0.5) / 8.0 * node_liquid_level) * BS; // Check node above neighbor. // NOTE: This doesn't get executed if neighbor // doesn't exist p2.Y += 1; n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); if(n2.getContent() == c_source || n2.getContent() == c_flowing) flags |= neighborflag_top_is_same_liquid; } neighbor_levels.insert(neighbor_dirs[i], level); neighbor_contents.insert(neighbor_dirs[i], content); neighbor_flags.insert(neighbor_dirs[i], flags); } // Corner heights (average between four liquids) f32 corner_levels[4]; v3s16 halfdirs[4] = { v3s16(0,0,0), v3s16(1,0,0), v3s16(1,0,1), v3s16(0,0,1), }; for(u32 i=0; i<4; i++) { v3s16 cornerdir = halfdirs[i]; float cornerlevel = 0; u32 valid_count = 0; u32 air_count = 0; for(u32 j=0; j<4; j++) { v3s16 neighbordir = cornerdir - halfdirs[j]; content_t content = neighbor_contents[neighbordir]; // If top is liquid, draw starting from top of node if(neighbor_flags[neighbordir] & neighborflag_top_is_same_liquid) { cornerlevel = 0.5*BS; valid_count = 1; break; } // Source is always the same height else if(content == c_source) { cornerlevel = (-0.5+node_liquid_level)*BS; valid_count = 1; break; } // Flowing liquid has level information else if(content == c_flowing) { cornerlevel += neighbor_levels[neighbordir]; valid_count++; } else if(content == CONTENT_AIR) { air_count++; } } if(air_count >= 2) cornerlevel = -0.5*BS; else if(valid_count > 0) cornerlevel /= valid_count; corner_levels[i] = cornerlevel; } /* Generate sides */ v3s16 side_dirs[4] = { v3s16(1,0,0), v3s16(-1,0,0), v3s16(0,0,1), v3s16(0,0,-1), }; s16 side_corners[4][2] = { {1, 2}, {3, 0}, {2, 3}, {0, 1}, }; for(u32 i=0; i<4; i++) { v3s16 dir = side_dirs[i]; /* If our topside is liquid and neighbor's topside is liquid, don't draw side face */ if(top_is_same_liquid && neighbor_flags[dir] & neighborflag_top_is_same_liquid) continue; content_t neighbor_content = neighbor_contents[dir]; const ContentFeatures &n_feat = nodedef->get(neighbor_content); // Don't draw face if neighbor is blocking the view if(n_feat.solidness == 2) continue; bool neighbor_is_same_liquid = (neighbor_content == c_source || neighbor_content == c_flowing); // Don't draw any faces if neighbor same is liquid and top is // same liquid if(neighbor_is_same_liquid == true && top_is_same_liquid == false) continue; // Use backface culled material if neighbor doesn't have a // solidness of 0 const TileSpec *current_tile = &tile_liquid; if(n_feat.solidness != 0 || n_feat.visual_solidness != 0) current_tile = &tile_liquid_bfculled; video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, pa_liquid.x0(), pa_liquid.y1()), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, pa_liquid.x1(), pa_liquid.y1()), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, pa_liquid.x1(), pa_liquid.y0()), video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, pa_liquid.x0(), pa_liquid.y0()), }; /* If our topside is liquid, set upper border of face at upper border of node */ if(top_is_same_liquid) { vertices[2].Pos.Y = 0.5*BS; vertices[3].Pos.Y = 0.5*BS; } /* Otherwise upper position of face is corner levels */ else { vertices[2].Pos.Y = corner_levels[side_corners[i][0]]; vertices[3].Pos.Y = corner_levels[side_corners[i][1]]; } /* If neighbor is liquid, lower border of face is corner liquid levels */ if(neighbor_is_same_liquid) { vertices[0].Pos.Y = corner_levels[side_corners[i][1]]; vertices[1].Pos.Y = corner_levels[side_corners[i][0]]; } /* If neighbor is not liquid, lower border of face is lower border of node */ else { vertices[0].Pos.Y = -0.5*BS; vertices[1].Pos.Y = -0.5*BS; } for(s32 j=0; j<4; j++) { if(dir == v3s16(0,0,1)) vertices[j].Pos.rotateXZBy(0); if(dir == v3s16(0,0,-1)) vertices[j].Pos.rotateXZBy(180); if(dir == v3s16(-1,0,0)) vertices[j].Pos.rotateXZBy(90); if(dir == v3s16(1,0,-0)) vertices[j].Pos.rotateXZBy(-90); // Do this to not cause glitches when two liquids are // side-by-side /*if(neighbor_is_same_liquid == false){ vertices[j].Pos.X *= 0.98; vertices[j].Pos.Z *= 0.98; }*/ vertices[j].Pos += intToFloat(p, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(*current_tile, vertices, 4, indices, 6); } /* Generate top side, if appropriate */ if(top_is_same_liquid == false) { video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, pa_liquid.x0(), pa_liquid.y1()), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, pa_liquid.x1(), pa_liquid.y1()), video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, pa_liquid.x1(), pa_liquid.y0()), video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, pa_liquid.x0(), pa_liquid.y0()), }; // To get backface culling right, the vertices need to go // clockwise around the front of the face. And we happened to // calculate corner levels in exact reverse order. s32 corner_resolve[4] = {3,2,1,0}; for(s32 i=0; i<4; i++) { //vertices[i].Pos.Y += liquid_level; //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)]; s32 j = corner_resolve[i]; vertices[i].Pos.Y += corner_levels[j]; vertices[i].Pos += intToFloat(p, BS); } // Default downwards-flowing texture animation goes from // -Z towards +Z, thus the direction is +Z. // Rotate texture to make animation go in flow direction // Positive if liquid moves towards +Z int dz = (corner_levels[side_corners[2][0]] + corner_levels[side_corners[2][1]] < corner_levels[side_corners[3][0]] + corner_levels[side_corners[3][1]]); // Positive if liquid moves towards +X int dx = (corner_levels[side_corners[0][0]] + corner_levels[side_corners[0][1]] < corner_levels[side_corners[1][0]] + corner_levels[side_corners[1][1]]); // -X if(-dx >= abs(dz)) { v2f t = vertices[0].TCoords; vertices[0].TCoords = vertices[1].TCoords; vertices[1].TCoords = vertices[2].TCoords; vertices[2].TCoords = vertices[3].TCoords; vertices[3].TCoords = t; } // +X if(dx >= abs(dz)) { v2f t = vertices[0].TCoords; vertices[0].TCoords = vertices[3].TCoords; vertices[3].TCoords = vertices[2].TCoords; vertices[2].TCoords = vertices[1].TCoords; vertices[1].TCoords = t; } // -Z if(-dz >= abs(dx)) { v2f t = vertices[0].TCoords; vertices[0].TCoords = vertices[3].TCoords; vertices[3].TCoords = vertices[2].TCoords; vertices[2].TCoords = vertices[1].TCoords; vertices[1].TCoords = t; t = vertices[0].TCoords; vertices[0].TCoords = vertices[3].TCoords; vertices[3].TCoords = vertices[2].TCoords; vertices[2].TCoords = vertices[1].TCoords; vertices[1].TCoords = t; } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(tile_liquid, vertices, 4, indices, 6); } break;} case NDT_GLASSLIKE: { TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data); AtlasPointer ap = tile.texture; u16 l = getInteriorLight(n, 1, data); video::SColor c = MapBlock_LightColor(255, l); for(u32 j=0; j<6; j++) { // Check this neighbor v3s16 n2p = blockpos_nodes + p + g_6dirs[j]; MapNode n2 = data->m_vmanip.getNodeNoEx(n2p); // Don't make face if neighbor is of same type if(n2.getContent() == n.getContent()) continue; // The face at Z+ video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, ap.x0(), ap.y1()), video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, ap.x1(), ap.y1()), video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, ap.x1(), ap.y0()), video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, ap.x0(), ap.y0()), }; // Rotations in the g_6dirs format if(j == 0) // Z+ for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(0); else if(j == 1) // Y+ for(u16 i=0; i<4; i++) vertices[i].Pos.rotateYZBy(-90); else if(j == 2) // X+ for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(-90); else if(j == 3) // Z- for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(180); else if(j == 4) // Y- for(u16 i=0; i<4; i++) vertices[i].Pos.rotateYZBy(90); else if(j == 5) // X- for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(90); for(u16 i=0; i<4; i++){ vertices[i].Pos += intToFloat(p, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(tile, vertices, 4, indices, 6); } break;} case NDT_ALLFACES: { TileSpec tile_leaves = getNodeTile(n, p, v3s16(0,0,0), data); AtlasPointer pa_leaves = tile_leaves.texture; u16 l = getInteriorLight(n, 1, data); video::SColor c = MapBlock_LightColor(255, l); v3f pos = intToFloat(p, BS); aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2); box.MinEdge += pos; box.MaxEdge += pos; makeCuboid(&collector, box, &tile_leaves, 1, c, NULL); break;} case NDT_ALLFACES_OPTIONAL: // This is always pre-converted to something else assert(0); break; case NDT_TORCHLIKE: { v3s16 dir = n.getWallMountedDir(nodedef); u8 tileindex = 0; if(dir == v3s16(0,-1,0)){ tileindex = 0; // floor } else if(dir == v3s16(0,1,0)){ tileindex = 1; // ceiling // For backwards compatibility } else if(dir == v3s16(0,0,0)){ tileindex = 0; // floor } else { tileindex = 2; // side } TileSpec tile = getNodeTileN(n, p, tileindex, data); tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; AtlasPointer ap = tile.texture; video::SColor c(255,255,255,255); // Wall at X+ of node video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, ap.x0(), ap.y1()), video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, ap.x1(), ap.y1()), video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, ap.x1(), ap.y0()), video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, ap.x0(), ap.y0()), }; for(s32 i=0; i<4; i++) { if(dir == v3s16(1,0,0)) vertices[i].Pos.rotateXZBy(0); if(dir == v3s16(-1,0,0)) vertices[i].Pos.rotateXZBy(180); if(dir == v3s16(0,0,1)) vertices[i].Pos.rotateXZBy(90); if(dir == v3s16(0,0,-1)) vertices[i].Pos.rotateXZBy(-90); if(dir == v3s16(0,-1,0)) vertices[i].Pos.rotateXZBy(45); if(dir == v3s16(0,1,0)) vertices[i].Pos.rotateXZBy(-45); vertices[i].Pos += intToFloat(p, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(tile, vertices, 4, indices, 6); break;} case NDT_SIGNLIKE: { TileSpec tile = getNodeTileN(n, p, 0, data); tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; AtlasPointer ap = tile.texture; u16 l = getInteriorLight(n, 0, data); video::SColor c = MapBlock_LightColor(255, l); float d = (float)BS/16; // Wall at X+ of node video::S3DVertex vertices[4] = { video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, ap.x0(), ap.y0()), video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, ap.x1(), ap.y0()), video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c, ap.x1(), ap.y1()), video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, ap.x0(), ap.y1()), }; v3s16 dir = n.getWallMountedDir(nodedef); for(s32 i=0; i<4; i++) { if(dir == v3s16(1,0,0)) vertices[i].Pos.rotateXZBy(0); if(dir == v3s16(-1,0,0)) vertices[i].Pos.rotateXZBy(180); if(dir == v3s16(0,0,1)) vertices[i].Pos.rotateXZBy(90); if(dir == v3s16(0,0,-1)) vertices[i].Pos.rotateXZBy(-90); if(dir == v3s16(0,-1,0)) vertices[i].Pos.rotateXYBy(-90); if(dir == v3s16(0,1,0)) vertices[i].Pos.rotateXYBy(90); vertices[i].Pos += intToFloat(p, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(tile, vertices, 4, indices, 6); break;} case NDT_PLANTLIKE: { TileSpec tile = getNodeTileN(n, p, 0, data); tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; AtlasPointer ap = tile.texture; u16 l = getInteriorLight(n, 1, data); video::SColor c = MapBlock_LightColor(255, l); for(u32 j=0; j<4; j++) { video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2*f.visual_scale,-BS/2,0, 0,0,0, c, ap.x0(), ap.y1()), video::S3DVertex( BS/2*f.visual_scale,-BS/2,0, 0,0,0, c, ap.x1(), ap.y1()), video::S3DVertex( BS/2*f.visual_scale, -BS/2 + f.visual_scale*BS,0, 0,0,0, c, ap.x1(), ap.y0()), video::S3DVertex(-BS/2*f.visual_scale, -BS/2 + f.visual_scale*BS,0, 0,0,0, c, ap.x0(), ap.y0()), }; if(j == 0) { for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(45); } else if(j == 1) { for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(-45); } else if(j == 2) { for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(135); } else if(j == 3) { for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(-135); } for(u16 i=0; i<4; i++) { vertices[i].Pos *= f.visual_scale; vertices[i].Pos += intToFloat(p, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(tile, vertices, 4, indices, 6); } break;} case NDT_FENCELIKE: { TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data); TileSpec tile_nocrack = tile; tile_nocrack.material_flags &= ~MATERIAL_FLAG_CRACK; // A hack to put wood the right way around in the posts ITextureSource *tsrc = data->m_gamedef->tsrc(); TileSpec tile_rot = tile; tile_rot.texture = tsrc->getTexture(tsrc->getTextureName( tile.texture.id) + "^[transformR90"); u16 l = getInteriorLight(n, 1, data); video::SColor c = MapBlock_LightColor(255, l); const f32 post_rad=(f32)BS/8; const f32 bar_rad=(f32)BS/16; const f32 bar_len=(f32)(BS/2)-post_rad; v3f pos = intToFloat(p, BS); // The post - always present aabb3f post(-post_rad,-BS/2,-post_rad,post_rad,BS/2,post_rad); post.MinEdge += pos; post.MaxEdge += pos; f32 postuv[24]={ 6/16.,6/16.,10/16.,10/16., 6/16.,6/16.,10/16.,10/16., 0/16.,0,4/16.,1, 4/16.,0,8/16.,1, 8/16.,0,12/16.,1, 12/16.,0,16/16.,1}; makeCuboid(&collector, post, &tile_rot, 1, c, postuv); // Now a section of fence, +X, if there's a post there v3s16 p2 = p; p2.X++; MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); const ContentFeatures *f2 = &nodedef->get(n2); if(f2->drawtype == NDT_FENCELIKE) { aabb3f bar(-bar_len+BS/2,-bar_rad+BS/4,-bar_rad, bar_len+BS/2,bar_rad+BS/4,bar_rad); bar.MinEdge += pos; bar.MaxEdge += pos; f32 xrailuv[24]={ 0/16.,2/16.,16/16.,4/16., 0/16.,4/16.,16/16.,6/16., 6/16.,6/16.,8/16.,8/16., 10/16.,10/16.,12/16.,12/16., 0/16.,8/16.,16/16.,10/16., 0/16.,14/16.,16/16.,16/16.}; makeCuboid(&collector, bar, &tile_nocrack, 1, c, xrailuv); bar.MinEdge.Y -= BS/2; bar.MaxEdge.Y -= BS/2; makeCuboid(&collector, bar, &tile_nocrack, 1, c, xrailuv); } // Now a section of fence, +Z, if there's a post there p2 = p; p2.Z++; n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); f2 = &nodedef->get(n2); if(f2->drawtype == NDT_FENCELIKE) { aabb3f bar(-bar_rad,-bar_rad+BS/4,-bar_len+BS/2, bar_rad,bar_rad+BS/4,bar_len+BS/2); bar.MinEdge += pos; bar.MaxEdge += pos; f32 zrailuv[24]={ 3/16.,1/16.,5/16.,5/16., // cannot rotate; stretch 4/16.,1/16.,6/16.,5/16., // for wood texture instead 0/16.,9/16.,16/16.,11/16., 0/16.,6/16.,16/16.,8/16., 6/16.,6/16.,8/16.,8/16., 10/16.,10/16.,12/16.,12/16.}; makeCuboid(&collector, bar, &tile_nocrack, 1, c, zrailuv); bar.MinEdge.Y -= BS/2; bar.MaxEdge.Y -= BS/2; makeCuboid(&collector, bar, &tile_nocrack, 1, c, zrailuv); } break;} case NDT_RAILLIKE: { bool is_rail_x [] = { false, false }; /* x-1, x+1 */ bool is_rail_z [] = { false, false }; /* z-1, z+1 */ bool is_rail_z_minus_y [] = { false, false }; /* z-1, z+1; y-1 */ bool is_rail_x_minus_y [] = { false, false }; /* x-1, z+1; y-1 */ bool is_rail_z_plus_y [] = { false, false }; /* z-1, z+1; y+1 */ bool is_rail_x_plus_y [] = { false, false }; /* x-1, x+1; y+1 */ MapNode n_minus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1,y,z)); MapNode n_plus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1,y,z)); MapNode n_minus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z-1)); MapNode n_plus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z+1)); MapNode n_plus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y+1, z)); MapNode n_plus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y-1, z)); MapNode n_minus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y+1, z)); MapNode n_minus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y-1, z)); MapNode n_plus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z+1)); MapNode n_minus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z-1)); MapNode n_plus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z+1)); MapNode n_minus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z-1)); content_t thiscontent = n.getContent(); if(n_minus_x.getContent() == thiscontent) is_rail_x[0] = true; if (n_minus_x_minus_y.getContent() == thiscontent) is_rail_x_minus_y[0] = true; if(n_minus_x_plus_y.getContent() == thiscontent) is_rail_x_plus_y[0] = true; if(n_plus_x.getContent() == thiscontent) is_rail_x[1] = true; if (n_plus_x_minus_y.getContent() == thiscontent) is_rail_x_minus_y[1] = true; if(n_plus_x_plus_y.getContent() == thiscontent) is_rail_x_plus_y[1] = true; if(n_minus_z.getContent() == thiscontent) is_rail_z[0] = true; if (n_minus_z_minus_y.getContent() == thiscontent) is_rail_z_minus_y[0] = true; if(n_minus_z_plus_y.getContent() == thiscontent) is_rail_z_plus_y[0] = true; if(n_plus_z.getContent() == thiscontent) is_rail_z[1] = true; if (n_plus_z_minus_y.getContent() == thiscontent) is_rail_z_minus_y[1] = true; if(n_plus_z_plus_y.getContent() == thiscontent) is_rail_z_plus_y[1] = true; bool is_rail_x_all[] = {false, false}; bool is_rail_z_all[] = {false, false}; is_rail_x_all[0]=is_rail_x[0] || is_rail_x_minus_y[0] || is_rail_x_plus_y[0]; is_rail_x_all[1]=is_rail_x[1] || is_rail_x_minus_y[1] || is_rail_x_plus_y[1]; is_rail_z_all[0]=is_rail_z[0] || is_rail_z_minus_y[0] || is_rail_z_plus_y[0]; is_rail_z_all[1]=is_rail_z[1] || is_rail_z_minus_y[1] || is_rail_z_plus_y[1]; // reasonable default, flat straight unrotated rail bool is_straight = true; int adjacencies = 0; int angle = 0; u8 tileindex = 0; // check for sloped rail if (is_rail_x_plus_y[0] || is_rail_x_plus_y[1] || is_rail_z_plus_y[0] || is_rail_z_plus_y[1]) { adjacencies = 5; //5 means sloped is_straight = true; // sloped is always straight } else { // is really straight, rails on both sides is_straight = (is_rail_x_all[0] && is_rail_x_all[1]) || (is_rail_z_all[0] && is_rail_z_all[1]); adjacencies = is_rail_x_all[0] + is_rail_x_all[1] + is_rail_z_all[0] + is_rail_z_all[1]; } switch (adjacencies) { case 1: if(is_rail_x_all[0] || is_rail_x_all[1]) angle = 90; break; case 2: if(!is_straight) tileindex = 1; // curved if(is_rail_x_all[0] && is_rail_x_all[1]) angle = 90; if(is_rail_z_all[0] && is_rail_z_all[1]){ if (n_minus_z_plus_y.getContent() == thiscontent) angle = 180; } else if(is_rail_x_all[0] && is_rail_z_all[0]) angle = 270; else if(is_rail_x_all[0] && is_rail_z_all[1]) angle = 180; else if(is_rail_x_all[1] && is_rail_z_all[1]) angle = 90; break; case 3: // here is where the potential to 'switch' a junction is, but not implemented at present tileindex = 2; // t-junction if(!is_rail_x_all[1]) angle=180; if(!is_rail_z_all[0]) angle=90; if(!is_rail_z_all[1]) angle=270; break; case 4: tileindex = 3; // crossing break; case 5: //sloped if(is_rail_z_plus_y[0]) angle = 180; if(is_rail_x_plus_y[0]) angle = 90; if(is_rail_x_plus_y[1]) angle = -90; break; default: break; } TileSpec tile = getNodeTileN(n, p, tileindex, data); tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; AtlasPointer ap = tile.texture; u16 l = getInteriorLight(n, 0, data); video::SColor c = MapBlock_LightColor(255, l); float d = (float)BS/64; char g=-1; if (is_rail_x_plus_y[0] || is_rail_x_plus_y[1] || is_rail_z_plus_y[0] || is_rail_z_plus_y[1]) g=1; //Object is at a slope video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c, ap.x0(), ap.y1()), video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c, ap.x1(), ap.y1()), video::S3DVertex(BS/2,g*BS/2+d,BS/2, 0,0,0, c, ap.x1(), ap.y0()), video::S3DVertex(-BS/2,g*BS/2+d,BS/2, 0,0,0, c, ap.x0(), ap.y0()), }; for(s32 i=0; i<4; i++) { if(angle != 0) vertices[i].Pos.rotateXZBy(angle); vertices[i].Pos += intToFloat(p, BS); } 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;} } } }
collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, f32 pos_max_d, const aabb3f &box_0, f32 stepheight, f32 dtime, v3f &pos_f, v3f &speed_f, v3f &accel_f) { Map *map = &env->getMap(); //TimeTaker tt("collisionMoveSimple"); ScopeProfiler sp(g_profiler, "collisionMoveSimple avg", SPT_AVG); collisionMoveResult result; /* Calculate new velocity */ if( dtime > 0.5 ) { infostream<<"collisionMoveSimple: WARNING: maximum step interval exceeded, lost movement details!"<<std::endl; dtime = 0.5; } speed_f += accel_f * dtime; // If there is no speed, there are no collisions if(speed_f.getLength() == 0) return result; /* Collect node boxes in movement range */ std::vector<aabb3f> cboxes; std::vector<bool> is_unloaded; std::vector<bool> is_step_up; std::vector<bool> is_object; std::vector<int> bouncy_values; std::vector<v3s16> node_positions; { //TimeTaker tt2("collisionMoveSimple collect boxes"); ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG); v3s16 oldpos_i = floatToInt(pos_f, BS); v3s16 newpos_i = floatToInt(pos_f + speed_f * dtime, BS); s16 min_x = MYMIN(oldpos_i.X, newpos_i.X) + (box_0.MinEdge.X / BS) - 1; s16 min_y = MYMIN(oldpos_i.Y, newpos_i.Y) + (box_0.MinEdge.Y / BS) - 1; s16 min_z = MYMIN(oldpos_i.Z, newpos_i.Z) + (box_0.MinEdge.Z / BS) - 1; s16 max_x = MYMAX(oldpos_i.X, newpos_i.X) + (box_0.MaxEdge.X / BS) + 1; s16 max_y = MYMAX(oldpos_i.Y, newpos_i.Y) + (box_0.MaxEdge.Y / BS) + 1; s16 max_z = MYMAX(oldpos_i.Z, newpos_i.Z) + (box_0.MaxEdge.Z / BS) + 1; for(s16 x = min_x; x <= max_x; x++) for(s16 y = min_y; y <= max_y; y++) for(s16 z = min_z; z <= max_z; z++) { v3s16 p(x,y,z); try{ // Object collides into walkable nodes MapNode n = map->getNode(p); const ContentFeatures &f = gamedef->getNodeDefManager()->get(n); if(f.walkable == false) continue; int n_bouncy_value = itemgroup_get(f.groups, "bouncy"); std::vector<aabb3f> nodeboxes = n.getNodeBoxes(gamedef->ndef()); for(std::vector<aabb3f>::iterator i = nodeboxes.begin(); i != nodeboxes.end(); i++) { aabb3f box = *i; box.MinEdge += v3f(x, y, z)*BS; box.MaxEdge += v3f(x, y, z)*BS; cboxes.push_back(box); is_unloaded.push_back(false); is_step_up.push_back(false); bouncy_values.push_back(n_bouncy_value); node_positions.push_back(p); is_object.push_back(false); } } catch(InvalidPositionException &e) { // Collide with unloaded nodes aabb3f box = getNodeBox(p, BS); cboxes.push_back(box); is_unloaded.push_back(true); is_step_up.push_back(false); bouncy_values.push_back(0); node_positions.push_back(p); is_object.push_back(false); } } } // tt2 { ScopeProfiler sp(g_profiler, "collisionMoveSimple objects avg", SPT_AVG); //TimeTaker tt3("collisionMoveSimple collect object boxes"); /* add object boxes to cboxes */ std::list<ActiveObject*> objects; #ifndef SERVER ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env); if (c_env != 0) { f32 distance = speed_f.getLength(); std::vector<DistanceSortedActiveObject> clientobjects; c_env->getActiveObjects(pos_f,distance * 1.5,clientobjects); for (int i=0; i < clientobjects.size(); i++) { objects.push_back((ActiveObject*)clientobjects[i].obj); } } else #endif { ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env); if (s_env != 0) { f32 distance = speed_f.getLength(); std::set<u16> s_objects = s_env->getObjectsInsideRadius(pos_f,distance * 1.5); for (std::set<u16>::iterator iter = s_objects.begin(); iter != s_objects.end(); iter++) { ServerActiveObject *current = s_env->getActiveObject(*iter); objects.push_back((ActiveObject*)current); } } } for (std::list<ActiveObject*>::const_iterator iter = objects.begin();iter != objects.end(); ++iter) { ActiveObject *object = *iter; if (object != NULL) { aabb3f object_collisionbox; if (object->getCollisionBox(&object_collisionbox)) { cboxes.push_back(object_collisionbox); is_unloaded.push_back(false); is_step_up.push_back(false); bouncy_values.push_back(0); node_positions.push_back(v3s16(0,0,0)); is_object.push_back(true); } } } } //tt3 assert(cboxes.size() == is_unloaded.size()); assert(cboxes.size() == is_step_up.size()); assert(cboxes.size() == bouncy_values.size()); assert(cboxes.size() == node_positions.size()); assert(cboxes.size() == is_object.size()); /* Collision detection */ /* Collision uncertainty radius Make it a bit larger than the maximum distance of movement */ f32 d = pos_max_d * 1.1; // A fairly large value in here makes moving smoother //f32 d = 0.15*BS; // This should always apply, otherwise there are glitches assert(d > pos_max_d); int loopcount = 0; while(dtime > BS*1e-10) { //TimeTaker tt3("collisionMoveSimple dtime loop"); ScopeProfiler sp(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG); // Avoid infinite loop 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; // 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; } 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)); // Get bounce multiplier bool bouncy = (bouncy_values[nearest_boxindex] >= 1); float bounce = -(float)bouncy_values[nearest_boxindex] / 100.0; // 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; } bool is_collision = true; if(is_unloaded[nearest_boxindex]) is_collision = false; CollisionInfo info; if (is_object[nearest_boxindex]) { info.type = COLLISION_OBJECT; } else info.type = COLLISION_NODE; info.node_p = node_positions[nearest_boxindex]; info.bouncy = bouncy; info.old_speed = speed_f; // Set the speed component that caused the collision to zero if(step_up) { // Special case: Handle stairs is_step_up[nearest_boxindex] = true; is_collision = false; } else if(nearest_collided == 0) // X { if(fabs(speed_f.X) > BS*3) speed_f.X *= bounce; else speed_f.X = 0; result.collides = true; result.collides_xz = true; } else if(nearest_collided == 1) // Y { if(fabs(speed_f.Y) > BS*3) speed_f.Y *= bounce; else speed_f.Y = 0; result.collides = true; } else if(nearest_collided == 2) // Z { if(fabs(speed_f.Z) > BS*3) speed_f.Z *= bounce; else speed_f.Z = 0; result.collides = true; result.collides_xz = true; } info.new_speed = speed_f; if(info.new_speed.getDistanceFrom(info.old_speed) < 0.1*BS) is_collision = false; if(is_collision){ result.collisions.push_back(info); } } } /* 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. Object touches ground if object's minimum Y is near node's maximum Y and object'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( 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(is_unloaded[boxindex]) result.standing_on_unloaded = true; } } } return result; }
collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef, f32 pos_max_d, const aabb3f &box_0, f32 stepheight, f32 dtime, v3f &pos_f, v3f &speed_f, v3f &accel_f) { TimeTaker tt("collisionMoveSimple"); collisionMoveResult result; // If there is no speed, there are no collisions if(speed_f.getLength() == 0) return result; /* Calculate new velocity */ speed_f += accel_f * dtime; /* Collect node boxes in movement range */ std::vector<aabb3f> cboxes; std::vector<bool> is_unloaded; std::vector<bool> is_step_up; { TimeTaker tt2("collisionMoveSimple collect boxes"); v3s16 oldpos_i = floatToInt(pos_f, BS); v3s16 newpos_i = floatToInt(pos_f + speed_f * dtime, BS); s16 min_x = MYMIN(oldpos_i.X, newpos_i.X) + (box_0.MinEdge.X / BS) - 1; s16 min_y = MYMIN(oldpos_i.Y, newpos_i.Y) + (box_0.MinEdge.Y / BS) - 1; s16 min_z = MYMIN(oldpos_i.Z, newpos_i.Z) + (box_0.MinEdge.Z / BS) - 1; s16 max_x = MYMAX(oldpos_i.X, newpos_i.X) + (box_0.MaxEdge.X / BS) + 1; s16 max_y = MYMAX(oldpos_i.Y, newpos_i.Y) + (box_0.MaxEdge.Y / BS) + 1; s16 max_z = MYMAX(oldpos_i.Z, newpos_i.Z) + (box_0.MaxEdge.Z / BS) + 1; for(s16 x = min_x; x <= max_x; x++) for(s16 y = min_y; y <= max_y; y++) for(s16 z = min_z; z <= max_z; z++) { try { // Object collides into walkable nodes MapNode n = map->getNode(v3s16(x,y,z)); if(gamedef->getNodeDefManager()->get(n).walkable == false) continue; std::vector<aabb3f> nodeboxes = n.getNodeBoxes(gamedef->ndef()); for(std::vector<aabb3f>::iterator i = nodeboxes.begin(); i != nodeboxes.end(); i++) { aabb3f box = *i; box.MinEdge += v3f(x, y, z)*BS; box.MaxEdge += v3f(x, y, z)*BS; cboxes.push_back(box); is_unloaded.push_back(false); is_step_up.push_back(false); } } catch(InvalidPositionException &e) { // Collide with unloaded nodes aabb3f box = getNodeBox(v3s16(x,y,z), BS); cboxes.push_back(box); is_unloaded.push_back(true); is_step_up.push_back(false); } } } // tt2 assert(cboxes.size() == is_unloaded.size()); assert(cboxes.size() == is_step_up.size()); /* Collision detection */ /* Collision uncertainty radius Make it a bit larger than the maximum distance of movement */ f32 d = pos_max_d * 1.1; // A fairly large value in here makes moving smoother //f32 d = 0.15*BS; // This should always apply, otherwise there are glitches assert(d > pos_max_d); int loopcount = 0; while(dtime > BS*1e-10) { TimeTaker tt3("collisionMoveSimple dtime loop"); // Avoid infinite loop 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; // 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; } 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. Object touches ground if object's minimum Y is near node's maximum Y and object'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( 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(is_unloaded[boxindex]) result.standing_on_unloaded = true; } } } return result; }