Don't pass non-const references to collision methods

Non const references cause a lot of confusion with behaviour of code,
and are disallowed by minetest style guide.
This commit is contained in:
est31 2016-01-25 00:06:01 +01:00
parent ad884f23d4
commit 4e93ba06a7
7 changed files with 98 additions and 108 deletions

View File

@ -40,7 +40,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
// The time after which the collision occurs is stored in dtime. // The time after which the collision occurs is stored in dtime.
int axisAlignedCollision( int axisAlignedCollision(
const aabb3f &staticbox, const aabb3f &movingbox, const aabb3f &staticbox, const aabb3f &movingbox,
const v3f &speed, f32 d, f32 &dtime) const v3f &speed, f32 d, f32 *dtime)
{ {
//TimeTaker tt("axisAlignedCollision"); //TimeTaker tt("axisAlignedCollision");
@ -59,13 +59,12 @@ int axisAlignedCollision(
if(speed.X > 0) // Check for collision with X- plane if(speed.X > 0) // Check for collision with X- plane
{ {
if(relbox.MaxEdge.X <= d) if (relbox.MaxEdge.X <= d) {
{ *dtime = -relbox.MaxEdge.X / speed.X;
dtime = - relbox.MaxEdge.X / speed.X; if ((relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
if((relbox.MinEdge.Y + speed.Y * dtime < ysize) && (relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO) &&
(relbox.MaxEdge.Y + speed.Y * dtime > COLL_ZERO) && (relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
(relbox.MinEdge.Z + speed.Z * dtime < zsize) && (relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
(relbox.MaxEdge.Z + speed.Z * dtime > COLL_ZERO))
return 0; return 0;
} }
else if(relbox.MinEdge.X > xsize) else if(relbox.MinEdge.X > xsize)
@ -75,13 +74,12 @@ int axisAlignedCollision(
} }
else if(speed.X < 0) // Check for collision with X+ plane else if(speed.X < 0) // Check for collision with X+ plane
{ {
if(relbox.MinEdge.X >= xsize - d) if (relbox.MinEdge.X >= xsize - d) {
{ *dtime = (xsize - relbox.MinEdge.X) / speed.X;
dtime = (xsize - relbox.MinEdge.X) / speed.X; if ((relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
if((relbox.MinEdge.Y + speed.Y * dtime < ysize) && (relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO) &&
(relbox.MaxEdge.Y + speed.Y * dtime > COLL_ZERO) && (relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
(relbox.MinEdge.Z + speed.Z * dtime < zsize) && (relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
(relbox.MaxEdge.Z + speed.Z * dtime > COLL_ZERO))
return 0; return 0;
} }
else if(relbox.MaxEdge.X < 0) else if(relbox.MaxEdge.X < 0)
@ -94,13 +92,12 @@ int axisAlignedCollision(
if(speed.Y > 0) // Check for collision with Y- plane if(speed.Y > 0) // Check for collision with Y- plane
{ {
if(relbox.MaxEdge.Y <= d) if (relbox.MaxEdge.Y <= d) {
{ *dtime = -relbox.MaxEdge.Y / speed.Y;
dtime = - relbox.MaxEdge.Y / speed.Y; if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
if((relbox.MinEdge.X + speed.X * dtime < xsize) && (relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
(relbox.MaxEdge.X + speed.X * dtime > COLL_ZERO) && (relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
(relbox.MinEdge.Z + speed.Z * dtime < zsize) && (relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
(relbox.MaxEdge.Z + speed.Z * dtime > COLL_ZERO))
return 1; return 1;
} }
else if(relbox.MinEdge.Y > ysize) else if(relbox.MinEdge.Y > ysize)
@ -110,13 +107,12 @@ int axisAlignedCollision(
} }
else if(speed.Y < 0) // Check for collision with Y+ plane else if(speed.Y < 0) // Check for collision with Y+ plane
{ {
if(relbox.MinEdge.Y >= ysize - d) if (relbox.MinEdge.Y >= ysize - d) {
{ *dtime = (ysize - relbox.MinEdge.Y) / speed.Y;
dtime = (ysize - relbox.MinEdge.Y) / speed.Y; if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
if((relbox.MinEdge.X + speed.X * dtime < xsize) && (relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
(relbox.MaxEdge.X + speed.X * dtime > COLL_ZERO) && (relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
(relbox.MinEdge.Z + speed.Z * dtime < zsize) && (relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
(relbox.MaxEdge.Z + speed.Z * dtime > COLL_ZERO))
return 1; return 1;
} }
else if(relbox.MaxEdge.Y < 0) else if(relbox.MaxEdge.Y < 0)
@ -129,13 +125,12 @@ int axisAlignedCollision(
if(speed.Z > 0) // Check for collision with Z- plane if(speed.Z > 0) // Check for collision with Z- plane
{ {
if(relbox.MaxEdge.Z <= d) if (relbox.MaxEdge.Z <= d) {
{ *dtime = -relbox.MaxEdge.Z / speed.Z;
dtime = - relbox.MaxEdge.Z / speed.Z; if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
if((relbox.MinEdge.X + speed.X * dtime < xsize) && (relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
(relbox.MaxEdge.X + speed.X * dtime > COLL_ZERO) && (relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
(relbox.MinEdge.Y + speed.Y * dtime < ysize) && (relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO))
(relbox.MaxEdge.Y + speed.Y * dtime > COLL_ZERO))
return 2; return 2;
} }
//else if(relbox.MinEdge.Z > zsize) //else if(relbox.MinEdge.Z > zsize)
@ -145,13 +140,12 @@ int axisAlignedCollision(
} }
else if(speed.Z < 0) // Check for collision with Z+ plane else if(speed.Z < 0) // Check for collision with Z+ plane
{ {
if(relbox.MinEdge.Z >= zsize - d) if (relbox.MinEdge.Z >= zsize - d) {
{ *dtime = (zsize - relbox.MinEdge.Z) / speed.Z;
dtime = (zsize - relbox.MinEdge.Z) / speed.Z; if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
if((relbox.MinEdge.X + speed.X * dtime < xsize) && (relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
(relbox.MaxEdge.X + speed.X * dtime > COLL_ZERO) && (relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
(relbox.MinEdge.Y + speed.Y * dtime < ysize) && (relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO))
(relbox.MaxEdge.Y + speed.Y * dtime > COLL_ZERO))
return 2; return 2;
} }
//else if(relbox.MaxEdge.Z < 0) //else if(relbox.MaxEdge.Z < 0)
@ -195,8 +189,8 @@ bool wouldCollideWithCeiling(
collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
f32 pos_max_d, const aabb3f &box_0, f32 pos_max_d, const aabb3f &box_0,
f32 stepheight, f32 dtime, f32 stepheight, f32 dtime,
v3f &pos_f, v3f &speed_f, v3f *pos_f, v3f *speed_f,
v3f &accel_f,ActiveObject* self, v3f accel_f, ActiveObject *self,
bool collideWithObjects) bool collideWithObjects)
{ {
static bool time_notification_done = false; static bool time_notification_done = false;
@ -219,16 +213,16 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
} else { } else {
time_notification_done = false; time_notification_done = false;
} }
speed_f += accel_f * dtime; *speed_f += accel_f * dtime;
// If there is no speed, there are no collisions // If there is no speed, there are no collisions
if(speed_f.getLength() == 0) if (speed_f->getLength() == 0)
return result; return result;
// Limit speed for avoiding hangs // Limit speed for avoiding hangs
speed_f.Y=rangelim(speed_f.Y,-5000,5000); speed_f->Y = rangelim(speed_f->Y, -5000, 5000);
speed_f.X=rangelim(speed_f.X,-5000,5000); speed_f->X = rangelim(speed_f->X, -5000, 5000);
speed_f.Z=rangelim(speed_f.Z,-5000,5000); speed_f->Z = rangelim(speed_f->Z, -5000, 5000);
/* /*
Collect node boxes in movement range Collect node boxes in movement range
@ -243,8 +237,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
//TimeTaker tt2("collisionMoveSimple collect boxes"); //TimeTaker tt2("collisionMoveSimple collect boxes");
ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG); ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);
v3s16 oldpos_i = floatToInt(pos_f, BS); v3s16 oldpos_i = floatToInt(*pos_f, BS);
v3s16 newpos_i = floatToInt(pos_f + speed_f * dtime, 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_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_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 min_z = MYMIN(oldpos_i.Z, newpos_i.Z) + (box_0.MinEdge.Z / BS) - 1;
@ -318,9 +312,9 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
#ifndef SERVER #ifndef SERVER
ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env); ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env);
if (c_env != 0) { if (c_env != 0) {
f32 distance = speed_f.getLength(); f32 distance = speed_f->getLength();
std::vector<DistanceSortedActiveObject> clientobjects; std::vector<DistanceSortedActiveObject> clientobjects;
c_env->getActiveObjects(pos_f,distance * 1.5,clientobjects); c_env->getActiveObjects(*pos_f, distance * 1.5, clientobjects);
for (size_t i=0; i < clientobjects.size(); i++) { for (size_t i=0; i < clientobjects.size(); i++) {
if ((self == 0) || (self != clientobjects[i].obj)) { if ((self == 0) || (self != clientobjects[i].obj)) {
objects.push_back((ActiveObject*)clientobjects[i].obj); objects.push_back((ActiveObject*)clientobjects[i].obj);
@ -332,9 +326,9 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
{ {
ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env); ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
if (s_env != 0) { if (s_env != 0) {
f32 distance = speed_f.getLength(); f32 distance = speed_f->getLength();
std::vector<u16> s_objects; std::vector<u16> s_objects;
s_env->getObjectsInsideRadius(s_objects, pos_f, distance * 1.5); s_env->getObjectsInsideRadius(s_objects, *pos_f, distance * 1.5);
for (std::vector<u16>::iterator iter = s_objects.begin(); iter != s_objects.end(); ++iter) { for (std::vector<u16>::iterator iter = s_objects.begin(); iter != s_objects.end(); ++iter) {
ServerActiveObject *current = s_env->getActiveObject(*iter); ServerActiveObject *current = s_env->getActiveObject(*iter);
if ((self == 0) || (self != current)) { if ((self == 0) || (self != current)) {
@ -399,8 +393,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
} }
aabb3f movingbox = box_0; aabb3f movingbox = box_0;
movingbox.MinEdge += pos_f; movingbox.MinEdge += *pos_f;
movingbox.MaxEdge += pos_f; movingbox.MaxEdge += *pos_f;
int nearest_collided = -1; int nearest_collided = -1;
f32 nearest_dtime = dtime; f32 nearest_dtime = dtime;
@ -417,7 +411,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
// Find nearest collision of the two boxes (raytracing-like) // Find nearest collision of the two boxes (raytracing-like)
f32 dtime_tmp; f32 dtime_tmp;
int collided = axisAlignedCollision( int collided = axisAlignedCollision(
cboxes[boxindex], movingbox, speed_f, d, dtime_tmp); cboxes[boxindex], movingbox, *speed_f, d, &dtime_tmp);
if (collided == -1 || dtime_tmp >= nearest_dtime) if (collided == -1 || dtime_tmp >= nearest_dtime)
continue; continue;
@ -429,7 +423,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
if (nearest_collided == -1) { if (nearest_collided == -1) {
// No collision with any collision box. // No collision with any collision box.
pos_f += speed_f * dtime; *pos_f += *speed_f * dtime;
dtime = 0; // Set to 0 to avoid "infinite" loop due to small FP numbers dtime = 0; // Set to 0 to avoid "infinite" loop due to small FP numbers
} else { } else {
// Otherwise, a collision occurred. // Otherwise, a collision occurred.
@ -452,14 +446,14 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
// Handle negative nearest_dtime (can be caused by the d allowance) // Handle negative nearest_dtime (can be caused by the d allowance)
if (!step_up) { if (!step_up) {
if (nearest_collided == 0) if (nearest_collided == 0)
pos_f.X += speed_f.X * nearest_dtime; pos_f->X += speed_f->X * nearest_dtime;
if (nearest_collided == 1) if (nearest_collided == 1)
pos_f.Y += speed_f.Y * nearest_dtime; pos_f->Y += speed_f->Y * nearest_dtime;
if (nearest_collided == 2) if (nearest_collided == 2)
pos_f.Z += speed_f.Z * nearest_dtime; pos_f->Z += speed_f->Z * nearest_dtime;
} }
} else { } else {
pos_f += speed_f * nearest_dtime; *pos_f += *speed_f * nearest_dtime;
dtime -= nearest_dtime; dtime -= nearest_dtime;
} }
@ -475,7 +469,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
info.node_p = node_positions[nearest_boxindex]; info.node_p = node_positions[nearest_boxindex];
info.bouncy = bouncy; info.bouncy = bouncy;
info.old_speed = speed_f; info.old_speed = *speed_f;
// Set the speed component that caused the collision to zero // Set the speed component that caused the collision to zero
if (step_up) { if (step_up) {
@ -483,29 +477,29 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
is_step_up[nearest_boxindex] = true; is_step_up[nearest_boxindex] = true;
is_collision = false; is_collision = false;
} else if(nearest_collided == 0) { // X } else if(nearest_collided == 0) { // X
if (fabs(speed_f.X) > BS * 3) if (fabs(speed_f->X) > BS * 3)
speed_f.X *= bounce; speed_f->X *= bounce;
else else
speed_f.X = 0; speed_f->X = 0;
result.collides = true; result.collides = true;
result.collides_xz = true; result.collides_xz = true;
} }
else if(nearest_collided == 1) { // Y else if(nearest_collided == 1) { // Y
if(fabs(speed_f.Y) > BS * 3) if (fabs(speed_f->Y) > BS * 3)
speed_f.Y *= bounce; speed_f->Y *= bounce;
else else
speed_f.Y = 0; speed_f->Y = 0;
result.collides = true; result.collides = true;
} else if(nearest_collided == 2) { // Z } else if(nearest_collided == 2) { // Z
if (fabs(speed_f.Z) > BS * 3) if (fabs(speed_f->Z) > BS * 3)
speed_f.Z *= bounce; speed_f->Z *= bounce;
else else
speed_f.Z = 0; speed_f->Z = 0;
result.collides = true; result.collides = true;
result.collides_xz = true; result.collides_xz = true;
} }
info.new_speed = speed_f; info.new_speed = *speed_f;
if (info.new_speed.getDistanceFrom(info.old_speed) < 0.1 * BS) if (info.new_speed.getDistanceFrom(info.old_speed) < 0.1 * BS)
is_collision = false; is_collision = false;
@ -519,8 +513,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
Final touches: Check if standing on ground, step up stairs. Final touches: Check if standing on ground, step up stairs.
*/ */
aabb3f box = box_0; aabb3f box = box_0;
box.MinEdge += pos_f; box.MinEdge += *pos_f;
box.MaxEdge += pos_f; box.MaxEdge += *pos_f;
for (u32 boxindex = 0; boxindex < cboxes.size(); boxindex++) { for (u32 boxindex = 0; boxindex < cboxes.size(); boxindex++) {
const aabb3f& cbox = cboxes[boxindex]; const aabb3f& cbox = cboxes[boxindex];
@ -537,10 +531,10 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
cbox.MaxEdge.Z - d > box.MinEdge.Z && cbox.MaxEdge.Z - d > box.MinEdge.Z &&
cbox.MinEdge.Z + d < box.MaxEdge.Z) { cbox.MinEdge.Z + d < box.MaxEdge.Z) {
if (is_step_up[boxindex]) { if (is_step_up[boxindex]) {
pos_f.Y += (cbox.MaxEdge.Y - box.MinEdge.Y); pos_f->Y += (cbox.MaxEdge.Y - box.MinEdge.Y);
box = box_0; box = box_0;
box.MinEdge += pos_f; box.MinEdge += *pos_f;
box.MaxEdge += pos_f; box.MaxEdge += *pos_f;
} }
if (fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15 * BS) { if (fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15 * BS) {
result.touching_ground = true; result.touching_ground = true;

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@ -73,8 +73,8 @@ struct collisionMoveResult
collisionMoveResult collisionMoveSimple(Environment *env,IGameDef *gamedef, collisionMoveResult collisionMoveSimple(Environment *env,IGameDef *gamedef,
f32 pos_max_d, const aabb3f &box_0, f32 pos_max_d, const aabb3f &box_0,
f32 stepheight, f32 dtime, f32 stepheight, f32 dtime,
v3f &pos_f, v3f &speed_f, v3f *pos_f, v3f *speed_f,
v3f &accel_f,ActiveObject* self=0, v3f accel_f, ActiveObject *self=NULL,
bool collideWithObjects=true); bool collideWithObjects=true);
// Helper function: // Helper function:
@ -83,7 +83,7 @@ collisionMoveResult collisionMoveSimple(Environment *env,IGameDef *gamedef,
// dtime receives time until first collision, invalid if -1 is returned // dtime receives time until first collision, invalid if -1 is returned
int axisAlignedCollision( int axisAlignedCollision(
const aabb3f &staticbox, const aabb3f &movingbox, const aabb3f &staticbox, const aabb3f &movingbox,
const v3f &speed, f32 d, f32 &dtime); const v3f &speed, f32 d, f32 *dtime);
// Helper function: // Helper function:
// Checks if moving the movingbox up by the given distance would hit a ceiling. // Checks if moving the movingbox up by the given distance would hit a ceiling.

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@ -1192,15 +1192,13 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
f32 pos_max_d = BS*0.125; // Distance per iteration f32 pos_max_d = BS*0.125; // Distance per iteration
v3f p_pos = m_position; v3f p_pos = m_position;
v3f p_velocity = m_velocity; v3f p_velocity = m_velocity;
v3f p_acceleration = m_acceleration;
moveresult = collisionMoveSimple(env,env->getGameDef(), moveresult = collisionMoveSimple(env,env->getGameDef(),
pos_max_d, box, m_prop.stepheight, dtime, pos_max_d, box, m_prop.stepheight, dtime,
p_pos, p_velocity, p_acceleration, &p_pos, &p_velocity, m_acceleration,
this, m_prop.collideWithObjects); this, m_prop.collideWithObjects);
// Apply results // Apply results
m_position = p_pos; m_position = p_pos;
m_velocity = p_velocity; m_velocity = p_velocity;
m_acceleration = p_acceleration;
bool is_end_position = moveresult.collides; bool is_end_position = moveresult.collides;
pos_translator.update(m_position, is_end_position, dtime); pos_translator.update(m_position, is_end_position, dtime);

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@ -269,7 +269,7 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
v3f p_acceleration = m_acceleration; v3f p_acceleration = m_acceleration;
moveresult = collisionMoveSimple(m_env,m_env->getGameDef(), moveresult = collisionMoveSimple(m_env,m_env->getGameDef(),
pos_max_d, box, m_prop.stepheight, dtime, pos_max_d, box, m_prop.stepheight, dtime,
p_pos, p_velocity, p_acceleration, &p_pos, &p_velocity, p_acceleration,
this, m_prop.collideWithObjects); this, m_prop.collideWithObjects);
// Apply results // Apply results

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@ -214,8 +214,8 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
v3f accel_f = v3f(0,0,0); v3f accel_f = v3f(0,0,0);
collisionMoveResult result = collisionMoveSimple(env, m_gamedef, collisionMoveResult result = collisionMoveSimple(env, m_gamedef,
pos_max_d, m_collisionbox, player_stepheight, dtime, pos_max_d, m_collisionbox, player_stepheight, dtime,
position, m_speed, accel_f); &position, &m_speed, accel_f);
/* /*
If the player's feet touch the topside of any node, this is If the player's feet touch the topside of any node, this is

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@ -131,14 +131,12 @@ void Particle::step(float dtime)
core::aabbox3d<f32> box = m_collisionbox; core::aabbox3d<f32> box = m_collisionbox;
v3f p_pos = m_pos*BS; v3f p_pos = m_pos*BS;
v3f p_velocity = m_velocity*BS; v3f p_velocity = m_velocity*BS;
v3f p_acceleration = m_acceleration*BS;
collisionMoveSimple(m_env, m_gamedef, collisionMoveSimple(m_env, m_gamedef,
BS*0.5, box, BS*0.5, box,
0, dtime, 0, dtime,
p_pos, p_velocity, p_acceleration); &p_pos, &p_velocity, m_acceleration * BS);
m_pos = p_pos/BS; m_pos = p_pos/BS;
m_velocity = p_velocity/BS; m_velocity = p_velocity/BS;
m_acceleration = p_acceleration/BS;
} }
else else
{ {

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@ -51,7 +51,7 @@ void TestCollision::testAxisAlignedCollision()
aabb3f m(bx-2, by, bz, bx-1, by+1, bz+1); aabb3f m(bx-2, by, bz, bx-1, by+1, bz+1);
v3f v(1, 0, 0); v3f v(1, 0, 0);
f32 dtime = 0; f32 dtime = 0;
UASSERT(axisAlignedCollision(s, m, v, 0, dtime) == 0); UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == 0);
UASSERT(fabs(dtime - 1.000) < 0.001); UASSERT(fabs(dtime - 1.000) < 0.001);
} }
{ {
@ -59,21 +59,21 @@ void TestCollision::testAxisAlignedCollision()
aabb3f m(bx-2, by, bz, bx-1, by+1, bz+1); aabb3f m(bx-2, by, bz, bx-1, by+1, bz+1);
v3f v(-1, 0, 0); v3f v(-1, 0, 0);
f32 dtime = 0; f32 dtime = 0;
UASSERT(axisAlignedCollision(s, m, v, 0, dtime) == -1); UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == -1);
} }
{ {
aabb3f s(bx, by, bz, bx+1, by+1, bz+1); aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
aabb3f m(bx-2, by+1.5, bz, bx-1, by+2.5, bz-1); aabb3f m(bx-2, by+1.5, bz, bx-1, by+2.5, bz-1);
v3f v(1, 0, 0); v3f v(1, 0, 0);
f32 dtime; f32 dtime;
UASSERT(axisAlignedCollision(s, m, v, 0, dtime) == -1); UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == -1);
} }
{ {
aabb3f s(bx, by, bz, bx+1, by+1, bz+1); aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
aabb3f m(bx-2, by-1.5, bz, bx-1.5, by+0.5, bz+1); aabb3f m(bx-2, by-1.5, bz, bx-1.5, by+0.5, bz+1);
v3f v(0.5, 0.1, 0); v3f v(0.5, 0.1, 0);
f32 dtime; f32 dtime;
UASSERT(axisAlignedCollision(s, m, v, 0, dtime) == 0); UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == 0);
UASSERT(fabs(dtime - 3.000) < 0.001); UASSERT(fabs(dtime - 3.000) < 0.001);
} }
{ {
@ -81,7 +81,7 @@ void TestCollision::testAxisAlignedCollision()
aabb3f m(bx-2, by-1.5, bz, bx-1.5, by+0.5, bz+1); aabb3f m(bx-2, by-1.5, bz, bx-1.5, by+0.5, bz+1);
v3f v(0.5, 0.1, 0); v3f v(0.5, 0.1, 0);
f32 dtime; f32 dtime;
UASSERT(axisAlignedCollision(s, m, v, 0, dtime) == 0); UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == 0);
UASSERT(fabs(dtime - 3.000) < 0.001); UASSERT(fabs(dtime - 3.000) < 0.001);
} }
@ -91,7 +91,7 @@ void TestCollision::testAxisAlignedCollision()
aabb3f m(bx+2, by, bz, bx+3, by+1, bz+1); aabb3f m(bx+2, by, bz, bx+3, by+1, bz+1);
v3f v(-1, 0, 0); v3f v(-1, 0, 0);
f32 dtime; f32 dtime;
UASSERT(axisAlignedCollision(s, m, v, 0, dtime) == 0); UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == 0);
UASSERT(fabs(dtime - 1.000) < 0.001); UASSERT(fabs(dtime - 1.000) < 0.001);
} }
{ {
@ -99,21 +99,21 @@ void TestCollision::testAxisAlignedCollision()
aabb3f m(bx+2, by, bz, bx+3, by+1, bz+1); aabb3f m(bx+2, by, bz, bx+3, by+1, bz+1);
v3f v(1, 0, 0); v3f v(1, 0, 0);
f32 dtime; f32 dtime;
UASSERT(axisAlignedCollision(s, m, v, 0, dtime) == -1); UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == -1);
} }
{ {
aabb3f s(bx, by, bz, bx+1, by+1, bz+1); aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
aabb3f m(bx+2, by, bz+1.5, bx+3, by+1, bz+3.5); aabb3f m(bx+2, by, bz+1.5, bx+3, by+1, bz+3.5);
v3f v(-1, 0, 0); v3f v(-1, 0, 0);
f32 dtime; f32 dtime;
UASSERT(axisAlignedCollision(s, m, v, 0, dtime) == -1); UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == -1);
} }
{ {
aabb3f s(bx, by, bz, bx+1, by+1, bz+1); aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
aabb3f m(bx+2, by-1.5, bz, bx+2.5, by-0.5, bz+1); aabb3f m(bx+2, by-1.5, bz, bx+2.5, by-0.5, bz+1);
v3f v(-0.5, 0.2, 0); v3f v(-0.5, 0.2, 0);
f32 dtime; f32 dtime;
UASSERT(axisAlignedCollision(s, m, v, 0, dtime) == 1); // Y, not X! UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == 1); // Y, not X!
UASSERT(fabs(dtime - 2.500) < 0.001); UASSERT(fabs(dtime - 2.500) < 0.001);
} }
{ {
@ -121,7 +121,7 @@ void TestCollision::testAxisAlignedCollision()
aabb3f m(bx+2, by-1.5, bz, bx+2.5, by-0.5, bz+1); aabb3f m(bx+2, by-1.5, bz, bx+2.5, by-0.5, bz+1);
v3f v(-0.5, 0.3, 0); v3f v(-0.5, 0.3, 0);
f32 dtime; f32 dtime;
UASSERT(axisAlignedCollision(s, m, v, 0, dtime) == 0); UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == 0);
UASSERT(fabs(dtime - 2.000) < 0.001); UASSERT(fabs(dtime - 2.000) < 0.001);
} }
@ -133,7 +133,7 @@ void TestCollision::testAxisAlignedCollision()
aabb3f m(bx+2.3, by+2.29, bz+2.29, bx+4.2, by+4.2, bz+4.2); aabb3f m(bx+2.3, by+2.29, bz+2.29, bx+4.2, by+4.2, bz+4.2);
v3f v(-1./3, -1./3, -1./3); v3f v(-1./3, -1./3, -1./3);
f32 dtime; f32 dtime;
UASSERT(axisAlignedCollision(s, m, v, 0, dtime) == 0); UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == 0);
UASSERT(fabs(dtime - 0.9) < 0.001); UASSERT(fabs(dtime - 0.9) < 0.001);
} }
{ {
@ -141,7 +141,7 @@ void TestCollision::testAxisAlignedCollision()
aabb3f m(bx+2.29, by+2.3, bz+2.29, bx+4.2, by+4.2, bz+4.2); aabb3f m(bx+2.29, by+2.3, bz+2.29, bx+4.2, by+4.2, bz+4.2);
v3f v(-1./3, -1./3, -1./3); v3f v(-1./3, -1./3, -1./3);
f32 dtime; f32 dtime;
UASSERT(axisAlignedCollision(s, m, v, 0, dtime) == 1); UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == 1);
UASSERT(fabs(dtime - 0.9) < 0.001); UASSERT(fabs(dtime - 0.9) < 0.001);
} }
{ {
@ -149,7 +149,7 @@ void TestCollision::testAxisAlignedCollision()
aabb3f m(bx+2.29, by+2.29, bz+2.3, bx+4.2, by+4.2, bz+4.2); aabb3f m(bx+2.29, by+2.29, bz+2.3, bx+4.2, by+4.2, bz+4.2);
v3f v(-1./3, -1./3, -1./3); v3f v(-1./3, -1./3, -1./3);
f32 dtime; f32 dtime;
UASSERT(axisAlignedCollision(s, m, v, 0, dtime) == 2); UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == 2);
UASSERT(fabs(dtime - 0.9) < 0.001); UASSERT(fabs(dtime - 0.9) < 0.001);
} }
{ {
@ -157,7 +157,7 @@ void TestCollision::testAxisAlignedCollision()
aabb3f m(bx-4.2, by-4.2, bz-4.2, bx-2.3, by-2.29, bz-2.29); aabb3f m(bx-4.2, by-4.2, bz-4.2, bx-2.3, by-2.29, bz-2.29);
v3f v(1./7, 1./7, 1./7); v3f v(1./7, 1./7, 1./7);
f32 dtime; f32 dtime;
UASSERT(axisAlignedCollision(s, m, v, 0, dtime) == 0); UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == 0);
UASSERT(fabs(dtime - 16.1) < 0.001); UASSERT(fabs(dtime - 16.1) < 0.001);
} }
{ {
@ -165,7 +165,7 @@ void TestCollision::testAxisAlignedCollision()
aabb3f m(bx-4.2, by-4.2, bz-4.2, bx-2.29, by-2.3, bz-2.29); aabb3f m(bx-4.2, by-4.2, bz-4.2, bx-2.29, by-2.3, bz-2.29);
v3f v(1./7, 1./7, 1./7); v3f v(1./7, 1./7, 1./7);
f32 dtime; f32 dtime;
UASSERT(axisAlignedCollision(s, m, v, 0, dtime) == 1); UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == 1);
UASSERT(fabs(dtime - 16.1) < 0.001); UASSERT(fabs(dtime - 16.1) < 0.001);
} }
{ {
@ -173,7 +173,7 @@ void TestCollision::testAxisAlignedCollision()
aabb3f m(bx-4.2, by-4.2, bz-4.2, bx-2.29, by-2.29, bz-2.3); aabb3f m(bx-4.2, by-4.2, bz-4.2, bx-2.29, by-2.29, bz-2.3);
v3f v(1./7, 1./7, 1./7); v3f v(1./7, 1./7, 1./7);
f32 dtime; f32 dtime;
UASSERT(axisAlignedCollision(s, m, v, 0, dtime) == 2); UASSERT(axisAlignedCollision(s, m, v, 0, &dtime) == 2);
UASSERT(fabs(dtime - 16.1) < 0.001); UASSERT(fabs(dtime - 16.1) < 0.001);
} }
} }