diff --git a/src/client/localplayer.cpp b/src/client/localplayer.cpp index 796c89306..da87e9b17 100644 --- a/src/client/localplayer.cpp +++ b/src/client/localplayer.cpp @@ -437,15 +437,18 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d, m_speed.Z = 0.0f; } - if (y_diff > 0 && m_speed.Y <= 0.0f && - (physics_override.sneak_glitch || y_diff < BS * 0.6f)) { + if (y_diff > 0 && m_speed.Y <= 0.0f) { // Move player to the maximal height when falling or when // the ledge is climbed on the next step. - // Smoothen the movement (based on 'position.Y = bmax.Y') - position.Y += y_diff * dtime * 22.0f + BS * 0.01f; - position.Y = std::min(position.Y, bmax.Y); - m_speed.Y = 0.0f; + v3f check_pos = position; + check_pos.Y += y_diff * dtime * 22.0f + BS * 0.01f; + if (y_diff < BS * 0.6f || (physics_override.sneak_glitch + && !collision_check_intersection(env, m_client, m_collisionbox, check_pos))) { + // Smoothen the movement (based on 'position.Y = bmax.Y') + position.Y = std::min(check_pos.Y, bmax.Y); + m_speed.Y = 0.0f; + } } // Allow jumping on node edges while sneaking diff --git a/src/collision.cpp b/src/collision.cpp index 2db0e127d..d804f7f0d 100644 --- a/src/collision.cpp +++ b/src/collision.cpp @@ -218,17 +218,131 @@ bool wouldCollideWithCeiling( return false; } +static bool add_area_node_boxes(const v3s16 min, const v3s16 max, IGameDef *gamedef, + Environment *env, std::vector &cinfo) +{ + const auto *nodedef = gamedef->getNodeDefManager(); + bool any_position_valid = false; + + thread_local std::vector nodeboxes; + Map *map = &env->getMap(); + + v3s16 p; + for (p.Z = min.Z; p.Z <= max.Z; p.Z++) + for (p.Y = min.Y; p.Y <= max.Y; p.Y++) + for (p.X = min.X; p.X <= max.X; p.X++) { + bool is_position_valid; + MapNode n = map->getNode(p, &is_position_valid); + + if (is_position_valid && n.getContent() != CONTENT_IGNORE) { + // Object collides into walkable nodes + + any_position_valid = true; + const ContentFeatures &f = nodedef->get(n); + + if (!f.walkable) + continue; + + // Negative bouncy may have a meaning, but we need +value here. + int n_bouncy_value = abs(itemgroup_get(f.groups, "bouncy")); + + u8 neighbors = n.getNeighbors(p, map); + + nodeboxes.clear(); + n.getCollisionBoxes(nodedef, &nodeboxes, neighbors); + + // Calculate float position only once + v3f posf = intToFloat(p, BS); + for (auto box : nodeboxes) { + box.MinEdge += posf; + box.MaxEdge += posf; + cinfo.emplace_back(false, n_bouncy_value, p, box); + } + } else { + // Collide with unloaded nodes (position invalid) and loaded + // CONTENT_IGNORE nodes (position valid) + aabb3f box = getNodeBox(p, BS); + cinfo.emplace_back(true, 0, p, box); + } + } + return any_position_valid; +} + +static void add_object_boxes(Environment *env, + const aabb3f &box_0, f32 dtime, + const v3f pos_f, const v3f speed_f, ActiveObject *self, + std::vector &cinfo) +{ + auto process_object = [&] (ActiveObject *object) { + if (object && object->collideWithObjects()) { + aabb3f box; + if (object->getCollisionBox(&box)) + cinfo.emplace_back(object, 0, box); + } + }; + + // Calculate distance by speed, add own extent and 1.5m of tolerance + const f32 distance = speed_f.getLength() * dtime + + box_0.getExtent().getLength() + 1.5f * BS; + +#ifndef SERVER + ClientEnvironment *c_env = dynamic_cast(env); + if (c_env) { + std::vector clientobjects; + c_env->getActiveObjects(pos_f, distance, clientobjects); + + for (auto &clientobject : clientobjects) { + // Do collide with everything but itself and the parent CAO + if (!self || (self != clientobject.obj && + self != clientobject.obj->getParent())) { + process_object(clientobject.obj); + } + } + + // add collision with local player + LocalPlayer *lplayer = c_env->getLocalPlayer(); + if (lplayer->getParent() == nullptr) { + aabb3f lplayer_collisionbox = lplayer->getCollisionbox(); + v3f lplayer_pos = lplayer->getPosition(); + lplayer_collisionbox.MinEdge += lplayer_pos; + lplayer_collisionbox.MaxEdge += lplayer_pos; + auto *obj = (ActiveObject*) lplayer->getCAO(); + cinfo.emplace_back(obj, 0, lplayer_collisionbox); + } + } + else +#endif + { + ServerEnvironment *s_env = dynamic_cast(env); + if (s_env) { + // search for objects which are not us, or we are not its parent. + // we directly process the object in this callback to avoid useless + // looping afterwards. + auto include_obj_cb = [self, &process_object] (ServerActiveObject *obj) { + if (!obj->isGone() && + (!self || (self != obj && self != obj->getParent()))) { + process_object(obj); + } + return false; + }; + + // nothing is put into this vector + std::vector s_objects; + s_env->getObjectsInsideRadius(s_objects, pos_f, distance, include_obj_cb); + } + } +} + +#define PROFILER_NAME(text) (dynamic_cast(env) ? ("Server: " text) : ("Client: " text)) + 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, ActiveObject *self, - bool collideWithObjects) + bool collide_with_objects) { - #define PROFILER_NAME(text) (s_env ? ("Server: " text) : ("Client: " text)) static bool time_notification_done = false; - Map *map = &env->getMap(); - ServerEnvironment *s_env = dynamic_cast(env); ScopeProfiler sp(g_profiler, PROFILER_NAME("collisionMoveSimple()"), SPT_AVG, PRECISION_MICRO); @@ -272,134 +386,36 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, cinfo.clear(); { - 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 - MYMIN(pos_f->Z, newpos_f.Z) - ); - v3f maxpos_f( - MYMAX(pos_f->X, newpos_f.X), - MYMAX(pos_f->Y, newpos_f.Y), - MYMAX(pos_f->Z, newpos_f.Z) - ); - v3s16 min = floatToInt(minpos_f + box_0.MinEdge, BS) - v3s16(1, 1, 1); - v3s16 max = floatToInt(maxpos_f + box_0.MaxEdge, BS) + v3s16(1, 1, 1); + 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 + MYMIN(pos_f->Z, newpos_f.Z) + ); + v3f maxpos_f( + MYMAX(pos_f->X, newpos_f.X), + MYMAX(pos_f->Y, newpos_f.Y), + MYMAX(pos_f->Z, newpos_f.Z) + ); + v3s16 min = floatToInt(minpos_f + box_0.MinEdge, BS) - v3s16(1, 1, 1); + v3s16 max = floatToInt(maxpos_f + box_0.MaxEdge, BS) + v3s16(1, 1, 1); - const auto *nodedef = gamedef->getNodeDefManager(); - bool any_position_valid = false; + bool any_position_valid = add_area_node_boxes(min, max, gamedef, env, cinfo); - thread_local std::vector nodeboxes; - - v3s16 p; - for (p.Z = min.Z; p.Z <= max.Z; p.Z++) - for (p.Y = min.Y; p.Y <= max.Y; p.Y++) - for (p.X = min.X; p.X <= max.X; p.X++) { - bool is_position_valid; - MapNode n = map->getNode(p, &is_position_valid); - - if (is_position_valid && n.getContent() != CONTENT_IGNORE) { - // Object collides into walkable nodes - - any_position_valid = true; - const ContentFeatures &f = nodedef->get(n); - - if (!f.walkable) - continue; - - // Negative bouncy may have a meaning, but we need +value here. - int n_bouncy_value = abs(itemgroup_get(f.groups, "bouncy")); - - u8 neighbors = n.getNeighbors(p, map); - - nodeboxes.clear(); - n.getCollisionBoxes(nodedef, &nodeboxes, neighbors); - - // Calculate float position only once - v3f posf = intToFloat(p, BS); - for (auto box : nodeboxes) { - box.MinEdge += posf; - box.MaxEdge += posf; - cinfo.emplace_back(false, n_bouncy_value, p, box); - } - } else { - // Collide with unloaded nodes (position invalid) and loaded - // CONTENT_IGNORE nodes (position valid) - aabb3f box = getNodeBox(p, BS); - cinfo.emplace_back(true, 0, p, box); + // Do not move if world has not loaded yet, since custom node boxes + // are not available for collision detection. + // This also intentionally occurs in the case of the object being positioned + // solely on loaded CONTENT_IGNORE nodes, no matter where they come from. + if (!any_position_valid) { + *speed_f = v3f(0, 0, 0); + return result; } } - // Do not move if world has not loaded yet, since custom node boxes - // are not available for collision detection. - // This also intentionally occurs in the case of the object being positioned - // solely on loaded CONTENT_IGNORE nodes, no matter where they come from. - if (!any_position_valid) { - *speed_f = v3f(0, 0, 0); - return result; - } - - } - /* Collect object boxes in movement range */ - - auto process_object = [] (ActiveObject *object) { - if (object && object->collideWithObjects()) { - aabb3f box; - if (object->getCollisionBox(&box)) - cinfo.emplace_back(object, 0, box); - } - }; - - if (collideWithObjects) { - // Calculate distance by speed, add own extent and 1.5m of tolerance - const f32 distance = speed_f->getLength() * dtime + - box_0.getExtent().getLength() + 1.5f * BS; - -#ifndef SERVER - ClientEnvironment *c_env = dynamic_cast(env); - if (c_env) { - std::vector clientobjects; - c_env->getActiveObjects(*pos_f, distance, clientobjects); - - for (auto &clientobject : clientobjects) { - // Do collide with everything but itself and the parent CAO - if (!self || (self != clientobject.obj && - self != clientobject.obj->getParent())) { - process_object(clientobject.obj); - } - } - - // add collision with local player - LocalPlayer *lplayer = c_env->getLocalPlayer(); - if (lplayer->getParent() == nullptr) { - aabb3f lplayer_collisionbox = lplayer->getCollisionbox(); - v3f lplayer_pos = lplayer->getPosition(); - lplayer_collisionbox.MinEdge += lplayer_pos; - lplayer_collisionbox.MaxEdge += lplayer_pos; - auto *obj = (ActiveObject*) lplayer->getCAO(); - cinfo.emplace_back(obj, 0, lplayer_collisionbox); - } - } - else -#endif - if (s_env) { - // search for objects which are not us, or we are not its parent. - // we directly process the object in this callback to avoid useless - // looping afterwards. - auto include_obj_cb = [self, &process_object] (ServerActiveObject *obj) { - if (!obj->isGone() && - (!self || (self != obj && self != obj->getParent()))) { - process_object(obj); - } - return false; - }; - - // nothing is put into this vector - std::vector s_objects; - s_env->getObjectsInsideRadius(s_objects, *pos_f, distance, include_obj_cb); - } + if (collide_with_objects) { + add_object_boxes(env, box_0, dtime, *pos_f, *speed_f, self, cinfo); } /* @@ -579,3 +595,44 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, return result; } + +bool collision_check_intersection(Environment *env, IGameDef *gamedef, + const aabb3f &box_0, const v3f &pos_f, ActiveObject *self, + bool collide_with_objects) +{ + ScopeProfiler sp(g_profiler, PROFILER_NAME("collision_check_intersection()"), SPT_AVG, PRECISION_MICRO); + + std::vector cinfo; + { + v3s16 min = floatToInt(pos_f + box_0.MinEdge, BS) - v3s16(1, 1, 1); + v3s16 max = floatToInt(pos_f + box_0.MaxEdge, BS) + v3s16(1, 1, 1); + + bool any_position_valid = add_area_node_boxes(min, max, gamedef, env, cinfo); + + if (!any_position_valid) { + return true; + } + } + + if (collide_with_objects) { + v3f speed; + add_object_boxes(env, box_0, 0, pos_f, speed, self, cinfo); + } + + /* + Collision detection + */ + aabb3f checkbox = box_0; + checkbox.MinEdge += pos_f; + checkbox.MaxEdge += pos_f; + + /* + Go through every node and object box + */ + for (const NearbyCollisionInfo &box_info : cinfo) { + if (box_info.box.intersectsWithBox(checkbox)) + return true; + } + + return false; +} diff --git a/src/collision.h b/src/collision.h index 042970f32..b29a222c3 100644 --- a/src/collision.h +++ b/src/collision.h @@ -71,7 +71,12 @@ collisionMoveResult collisionMoveSimple(Environment *env,IGameDef *gamedef, f32 stepheight, f32 dtime, v3f *pos_f, v3f *speed_f, v3f accel_f, ActiveObject *self=NULL, - bool collideWithObjects=true); + bool collide_with_objects=true); + +// check if box is in collision on actual position +bool collision_check_intersection(Environment *env, IGameDef *gamedef, + const aabb3f &box_0, const v3f &pos_f, ActiveObject *self = nullptr, + bool collide_with_objects = true); // Helper function: // Checks for collision of a moving aabbox with a static aabbox