Closed add object <-> object collision handling

This commit is contained in:
sapier 2013-01-12 17:59:19 +00:00 committed by PilzAdam
parent 880d9e53c3
commit 8800896824
10 changed files with 157 additions and 33 deletions

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@ -61,7 +61,7 @@ public:
}
virtual u8 getType() const = 0;
virtual bool getCollisionBox(aabb3f *toset) = 0;
protected:
u16 m_id; // 0 is invalid, "no id"
};

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@ -23,7 +23,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "nodedef.h"
#include "gamedef.h"
#include "log.h"
#include "environment.h"
#include "serverobject.h"
#include <vector>
#include <set>
#include "util/timetaker.h"
#include "main.h" // g_profiler
#include "profiler.h"
@ -186,11 +189,12 @@ bool wouldCollideWithCeiling(
}
collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
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);
@ -215,6 +219,7 @@ collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
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;
{
@ -256,6 +261,7 @@ collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
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)
@ -267,14 +273,72 @@ collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
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
@ -386,7 +450,11 @@ collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
is_collision = false;
CollisionInfo info;
info.type = COLLISION_NODE;
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;

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@ -25,10 +25,12 @@ with this program; if not, write to the Free Software Foundation, Inc.,
class Map;
class IGameDef;
class Environment;
enum CollisionType
{
COLLISION_NODE
COLLISION_NODE,
COLLISION_OBJECT,
};
struct CollisionInfo
@ -65,7 +67,7 @@ struct collisionMoveResult
};
// Moves using a single iteration; speed should not exceed pos_max_d/dtime
collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
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);

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@ -174,6 +174,7 @@ public:
void processMessage(const std::string &data);
bool getCollisionBox(aabb3f *toset) { return false; }
private:
scene::IMeshSceneNode *m_node;
v3f m_position;
@ -329,6 +330,7 @@ public:
std::string infoText()
{return m_infotext;}
bool getCollisionBox(aabb3f *toset) { return false; }
private:
core::aabbox3d<f32> m_selection_box;
scene::IMeshSceneNode *m_node;
@ -643,6 +645,22 @@ public:
ClientActiveObject::registerType(getType(), create);
}
bool getCollisionBox(aabb3f *toset) {
if (m_prop.physical) {
aabb3f retval;
//update collision box
toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
toset->MinEdge += m_position;
toset->MaxEdge += m_position;
return true;
}
return false;
}
void initialize(const std::string &data)
{
infostream<<"GenericCAO: Got init data"<<std::endl;
@ -1127,8 +1145,7 @@ public:
v3f p_pos = m_position;
v3f p_velocity = m_velocity;
v3f p_acceleration = m_acceleration;
IGameDef *gamedef = env->getGameDef();
moveresult = collisionMoveSimple(&env->getMap(), gamedef,
moveresult = collisionMoveSimple(env,env->getGameDef(),
pos_max_d, box, stepheight, dtime,
p_pos, p_velocity, p_acceleration);
// Apply results

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@ -64,6 +64,10 @@ public:
infostream<<"DummyLoadSAO step"<<std::endl;
}
bool getCollisionBox(aabb3f *toset) {
return false;
}
private:
};
@ -132,6 +136,10 @@ public:
}
}
bool getCollisionBox(aabb3f *toset) {
return false;
}
private:
float m_timer1;
float m_age;
@ -208,8 +216,7 @@ public:
v3f pos_f_old = pos_f;
v3f accel_f = v3f(0,0,0);
f32 stepheight = 0;
IGameDef *gamedef = m_env->getGameDef();
moveresult = collisionMoveSimple(&m_env->getMap(), gamedef,
moveresult = collisionMoveSimple(m_env,m_env->getGameDef(),
pos_max_d, box, stepheight, dtime,
pos_f, m_speed_f, accel_f);
@ -314,6 +321,10 @@ public:
return 0;
}
bool getCollisionBox(aabb3f *toset) {
return false;
}
private:
std::string m_itemstring;
@ -490,8 +501,7 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
v3f p_pos = m_base_position;
v3f p_velocity = m_velocity;
v3f p_acceleration = m_acceleration;
IGameDef *gamedef = m_env->getGameDef();
moveresult = collisionMoveSimple(&m_env->getMap(), gamedef,
moveresult = collisionMoveSimple(m_env,m_env->getGameDef(),
pos_max_d, box, stepheight, dtime,
p_pos, p_velocity, p_acceleration);
// Apply results
@ -880,6 +890,22 @@ void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
m_messages_out.push_back(aom);
}
bool LuaEntitySAO::getCollisionBox(aabb3f *toset) {
if (m_prop.physical)
{
//update collision box
toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
toset->MinEdge += m_base_position;
toset->MaxEdge += m_base_position;
return true;
}
return false;
}
/*
PlayerSAO
*/
@ -1434,3 +1460,7 @@ std::string PlayerSAO::getPropertyPacket()
return gob_cmd_set_properties(m_prop);
}
bool PlayerSAO::getCollisionBox(aabb3f *toset) {
//player collision handling is already done clientside no need to do it twice
return false;
}

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@ -78,6 +78,7 @@ public:
void setSprite(v2s16 p, int num_frames, float framelength,
bool select_horiz_by_yawpitch);
std::string getName();
bool getCollisionBox(aabb3f *toset);
private:
std::string getPropertyPacket();
void sendPosition(bool do_interpolate, bool is_movement_end);
@ -235,6 +236,8 @@ public:
m_is_singleplayer = is_singleplayer;
}
bool getCollisionBox(aabb3f *toset);
private:
std::string getPropertyPacket();

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@ -2096,7 +2096,7 @@ void ClientEnvironment::step(float dtime)
Move the lplayer.
This also does collision detection.
*/
lplayer->move(dtime_part, *m_map, position_max_increment,
lplayer->move(dtime_part, this, position_max_increment,
&player_collisions);
}
}

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@ -25,6 +25,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "gamedef.h"
#include "nodedef.h"
#include "settings.h"
#include "environment.h"
#include "map.h"
#include "util/numeric.h"
@ -57,9 +58,10 @@ LocalPlayer::~LocalPlayer()
{
}
void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
std::list<CollisionInfo> *collision_info)
{
Map *map = &env->getMap();
INodeDefManager *nodemgr = m_gamedef->ndef();
v3f position = getPosition();
@ -97,15 +99,15 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
if(in_liquid)
{
v3s16 pp = floatToInt(position + v3f(0,BS*0.1,0), BS);
in_liquid = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
liquid_viscosity = nodemgr->get(map.getNode(pp).getContent()).liquid_viscosity;
in_liquid = nodemgr->get(map->getNode(pp).getContent()).isLiquid();
liquid_viscosity = nodemgr->get(map->getNode(pp).getContent()).liquid_viscosity;
}
// If not in liquid, the threshold of going in is at lower y
else
{
v3s16 pp = floatToInt(position + v3f(0,BS*0.5,0), BS);
in_liquid = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
liquid_viscosity = nodemgr->get(map.getNode(pp).getContent()).liquid_viscosity;
in_liquid = nodemgr->get(map->getNode(pp).getContent()).isLiquid();
liquid_viscosity = nodemgr->get(map->getNode(pp).getContent()).liquid_viscosity;
}
}
catch(InvalidPositionException &e)
@ -118,7 +120,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
*/
try{
v3s16 pp = floatToInt(position + v3f(0,0,0), BS);
in_liquid_stable = nodemgr->get(map.getNode(pp).getContent()).isLiquid();
in_liquid_stable = nodemgr->get(map->getNode(pp).getContent()).isLiquid();
}
catch(InvalidPositionException &e)
{
@ -132,8 +134,8 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
try {
v3s16 pp = floatToInt(position + v3f(0,0.5*BS,0), BS);
v3s16 pp2 = floatToInt(position + v3f(0,-0.2*BS,0), BS);
is_climbing = ((nodemgr->get(map.getNode(pp).getContent()).climbable ||
nodemgr->get(map.getNode(pp2).getContent()).climbable) && !free_move);
is_climbing = ((nodemgr->get(map->getNode(pp).getContent()).climbable ||
nodemgr->get(map->getNode(pp2).getContent()).climbable) && !free_move);
}
catch(InvalidPositionException &e)
{
@ -197,7 +199,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
v3f accel_f = v3f(0,0,0);
collisionMoveResult result = collisionMoveSimple(&map, m_gamedef,
collisionMoveResult result = collisionMoveSimple(env, m_gamedef,
pos_max_d, playerbox, player_stepheight, dtime,
position, m_speed, accel_f);
@ -219,7 +221,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
*/
v3s16 current_node = floatToInt(position - v3f(0,BS/2,0), BS);
if(m_sneak_node_exists &&
nodemgr->get(map.getNodeNoEx(m_old_node_below)).name == "air" &&
nodemgr->get(map->getNodeNoEx(m_old_node_below)).name == "air" &&
m_old_node_below_type != "air")
{
// Old node appears to have been removed; that is,
@ -227,7 +229,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
m_need_to_get_new_sneak_node = false;
m_sneak_node_exists = false;
}
else if(nodemgr->get(map.getNodeNoEx(current_node)).name != "air")
else if(nodemgr->get(map->getNodeNoEx(current_node)).name != "air")
{
// We are on something, so make sure to recalculate the sneak
// node.
@ -267,10 +269,10 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
try{
// The node to be sneaked on has to be walkable
if(nodemgr->get(map.getNode(p)).walkable == false)
if(nodemgr->get(map->getNode(p)).walkable == false)
continue;
// And the node above it has to be nonwalkable
if(nodemgr->get(map.getNode(p+v3s16(0,1,0))).walkable == true)
if(nodemgr->get(map->getNode(p+v3s16(0,1,0))).walkable == true)
continue;
}
catch(InvalidPositionException &e)
@ -331,7 +333,7 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
{
camera_barely_in_ceiling = false;
v3s16 camera_np = floatToInt(getEyePosition(), BS);
MapNode n = map.getNodeNoEx(camera_np);
MapNode n = map->getNodeNoEx(camera_np);
if(n.getContent() != CONTENT_IGNORE){
if(nodemgr->get(n).walkable && nodemgr->get(n).solidness == 2){
camera_barely_in_ceiling = true;
@ -343,21 +345,21 @@ void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d,
Update the node last under the player
*/
m_old_node_below = floatToInt(position - v3f(0,BS/2,0), BS);
m_old_node_below_type = nodemgr->get(map.getNodeNoEx(m_old_node_below)).name;
m_old_node_below_type = nodemgr->get(map->getNodeNoEx(m_old_node_below)).name;
/*
Check properties of the node on which the player is standing
*/
const ContentFeatures &f = nodemgr->get(map.getNodeNoEx(getStandingNodePos()));
const ContentFeatures &f = nodemgr->get(map->getNodeNoEx(getStandingNodePos()));
// Determine if jumping is possible
m_can_jump = touching_ground && !in_liquid;
if(itemgroup_get(f.groups, "disable_jump"))
m_can_jump = false;
}
void LocalPlayer::move(f32 dtime, Map &map, f32 pos_max_d)
void LocalPlayer::move(f32 dtime, ClientEnvironment *env, f32 pos_max_d)
{
move(dtime, map, pos_max_d, NULL);
move(dtime, env, pos_max_d, NULL);
}
void LocalPlayer::applyControl(float dtime)

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@ -23,6 +23,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "player.h"
#include <list>
class ClientEnvironment;
class LocalPlayer : public Player
{
public:
@ -38,9 +40,9 @@ public:
v3f overridePosition;
void move(f32 dtime, Map &map, f32 pos_max_d,
void move(f32 dtime, ClientEnvironment *env, f32 pos_max_d,
std::list<CollisionInfo> *collision_info);
void move(f32 dtime, Map &map, f32 pos_max_d);
void move(f32 dtime, ClientEnvironment *env, f32 pos_max_d);
void applyControl(float dtime);

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@ -138,7 +138,7 @@ void Particle::step(float dtime, ClientEnvironment &env)
v3f p_pos = m_pos*BS;
v3f p_velocity = m_velocity*BS;
v3f p_acceleration = m_acceleration*BS;
collisionMoveSimple(&env.getClientMap(), m_gamedef,
collisionMoveSimple(&env, m_gamedef,
BS*0.5, box,
0, dtime,
p_pos, p_velocity, p_acceleration);