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			105 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			105 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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| Minetest
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| Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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| 
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| This program is free software; you can redistribute it and/or modify
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| it under the terms of the GNU Lesser General Public License as published by
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| the Free Software Foundation; either version 2.1 of the License, or
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| (at your option) any later version.
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| 
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| This program is distributed in the hope that it will be useful,
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| but WITHOUT ANY WARRANTY; without even the implied warranty of
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| MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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| GNU Lesser General Public License for more details.
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| 
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| You should have received a copy of the GNU Lesser General Public License along
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| with this program; if not, write to the Free Software Foundation, Inc.,
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| 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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| */
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| 
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| #ifndef COLLISION_HEADER
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| #define COLLISION_HEADER
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| 
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| #include "irrlichttypes_bloated.h"
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| #include <vector>
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| 
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| class Map;
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| class IGameDef;
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| class Environment;
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| class ActiveObject;
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| 
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| enum CollisionType
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| {
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| 	COLLISION_NODE,
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| 	COLLISION_OBJECT,
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| };
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| 
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| struct CollisionInfo
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| {
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| 	enum CollisionType type;
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| 	v3s16 node_p; // COLLISION_NODE
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| 	bool bouncy;
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| 	v3f old_speed;
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| 	v3f new_speed;
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| 
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| 	CollisionInfo():
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| 		type(COLLISION_NODE),
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| 		node_p(-32768,-32768,-32768),
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| 		bouncy(false),
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| 		old_speed(0,0,0),
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| 		new_speed(0,0,0)
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| 	{}
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| };
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| 
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| struct collisionMoveResult
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| {
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| 	bool touching_ground;
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| 	bool collides;
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| 	bool collides_xz;
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| 	bool standing_on_unloaded;
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| 	std::vector<CollisionInfo> collisions;
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| 
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| 	collisionMoveResult():
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| 		touching_ground(false),
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| 		collides(false),
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| 		collides_xz(false),
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| 		standing_on_unloaded(false)
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| 	{}
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| };
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| 
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| // Moves using a single iteration; speed should not exceed pos_max_d/dtime
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| collisionMoveResult collisionMoveSimple(Environment *env,IGameDef *gamedef,
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| 		f32 pos_max_d, const aabb3f &box_0,
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| 		f32 stepheight, f32 dtime,
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| 		v3f &pos_f, v3f &speed_f,
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| 		v3f &accel_f,ActiveObject* self=0,
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| 		bool collideWithObjects=true);
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| 
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| #if 0
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| // This doesn't seem to work and isn't used
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| // Moves using as many iterations as needed
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| collisionMoveResult collisionMovePrecise(Map *map, IGameDef *gamedef,
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| 		f32 pos_max_d, const aabb3f &box_0,
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| 		f32 stepheight, f32 dtime,
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| 		v3f &pos_f, v3f &speed_f, v3f &accel_f);
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| #endif
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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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| // dtime receives time until first collision, invalid if -1 is returned
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| int axisAlignedCollision(
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| 		const aabb3f &staticbox, const aabb3f &movingbox,
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| 		const v3f &speed, f32 d, f32 &dtime);
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| 
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| // Helper function:
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| // Checks if moving the movingbox up by the given distance would hit a ceiling.
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| bool wouldCollideWithCeiling(
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| 		const std::vector<aabb3f> &staticboxes,
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| 		const aabb3f &movingbox,
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| 		f32 y_increase, f32 d);
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| 
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| 
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| #endif
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| 
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