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sfence 2024-04-19 13:16:38 -05:00 committed by GitHub
commit ea9f514479
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3 changed files with 228 additions and 136 deletions

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@ -443,9 +443,12 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
// 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;
// Check if there is space for sneak glitch
v3f pos(position.X, position.Y + y_diff * dtime * 22.0f + BS * 0.01f, position.Z);
if (!collisionCheckIntersection(env, m_client, m_collisionbox, pos)) {
position.Y = std::min(pos.Y, bmax.Y);
m_speed.Y = 0.0f;
}
}
// Allow jumping on node edges while sneaking

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@ -66,6 +66,12 @@ struct NearbyCollisionInfo {
aabb3f box;
};
static bool add_area_node_boxes(const v3s16 min, const v3s16 max, IGameDef *gamedef,
Map *map, std::vector<NearbyCollisionInfo> &cinfo);
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<NearbyCollisionInfo> &cinfo);
// Helper functions:
// Truncate floating point numbers to specified number of decimal places
// in order to move all the floating point error to one side of the correct value
@ -288,73 +294,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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);
bool any_position_valid = false;
v3s16 p;
for (p.X = min.X; p.X <= max.X; p.X++)
for (p.Y = min.Y; p.Y <= max.Y; p.Y++)
for (p.Z = min.Z; p.Z <= max.Z; p.Z++) {
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 NodeDefManager *nodedef = gamedef->getNodeDefManager();
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"));
int neighbors = 0;
if (f.drawtype == NDT_NODEBOX &&
f.node_box.type == NODEBOX_CONNECTED) {
v3s16 p2 = p;
p2.Y++;
getNeighborConnectingFace(p2, nodedef, map, n, 1, &neighbors);
p2 = p;
p2.Y--;
getNeighborConnectingFace(p2, nodedef, map, n, 2, &neighbors);
p2 = p;
p2.Z--;
getNeighborConnectingFace(p2, nodedef, map, n, 4, &neighbors);
p2 = p;
p2.X--;
getNeighborConnectingFace(p2, nodedef, map, n, 8, &neighbors);
p2 = p;
p2.Z++;
getNeighborConnectingFace(p2, nodedef, map, n, 16, &neighbors);
p2 = p;
p2.X++;
getNeighborConnectingFace(p2, nodedef, map, n, 32, &neighbors);
}
std::vector<aabb3f> nodeboxes;
n.getCollisionBoxes(gamedef->ndef(), &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);
}
}
bool any_position_valid = add_area_node_boxes(min, max, gamedef, map, cinfo);
// Do not move if world has not loaded yet, since custom node boxes
// are not available for collision detection.
@ -370,72 +310,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
if(collideWithObjects)
{
/* add object boxes to cinfo */
std::vector<ActiveObject*> objects;
#ifndef SERVER
ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env);
if (c_env != 0) {
// Calculate distance by speed, add own extent and 1.5m of tolerance
f32 distance = speed_f->getLength() * dtime +
box_0.getExtent().getLength() + 1.5f * BS;
std::vector<DistanceSortedActiveObject> 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())) {
objects.push_back((ActiveObject*) clientobject.obj);
}
}
}
else
#endif
{
if (s_env != NULL) {
// Calculate distance by speed, add own extent and 1.5m of tolerance
f32 distance = speed_f->getLength() * dtime +
box_0.getExtent().getLength() + 1.5f * BS;
// search for objects which are not us, or we are not its parent
// we directly use the callback to populate the result to prevent
// a useless result loop here
auto include_obj_cb = [self, &objects] (ServerActiveObject *obj) {
if (!obj->isGone() &&
(!self || (self != obj && self != obj->getParent()))) {
objects.push_back((ActiveObject *)obj);
}
return false;
};
std::vector<ServerActiveObject *> s_objects;
s_env->getObjectsInsideRadius(s_objects, *pos_f, distance, include_obj_cb);
}
}
for (std::vector<ActiveObject*>::const_iterator iter = objects.begin();
iter != objects.end(); ++iter) {
ActiveObject *object = *iter;
if (object && object->collideWithObjects()) {
aabb3f object_collisionbox;
if (object->getCollisionBox(&object_collisionbox))
cinfo.emplace_back(object, 0, object_collisionbox);
}
}
#ifndef SERVER
if (self && c_env) {
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;
ActiveObject *obj = (ActiveObject*) lplayer->getCAO();
cinfo.emplace_back(obj, 0, lplayer_collisionbox);
}
}
#endif
add_object_boxes(env, box_0, dtime, *pos_f, *speed_f, self, cinfo);
} //tt3
/*
@ -614,3 +489,212 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
return result;
}
bool collisionCheckIntersection(Environment *env, IGameDef *gamedef,
const aabb3f &box_0, const v3f &pos_f, ActiveObject *self,
bool collideWithObjects)
{
#define PROFILER_NAME(text) (s_env ? ("Server: " text) : ("Client: " text))
Map *map = &env->getMap();
ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
ScopeProfiler sp(g_profiler, PROFILER_NAME("collisionInCollision()"), SPT_AVG);
/*
Collect node boxes
*/
std::vector<NearbyCollisionInfo> cinfo;
{
//TimeTaker tt2("collisionMoveSimple collect boxes");
ScopeProfiler sp2(g_profiler, PROFILER_NAME("collision collect boxes"), SPT_AVG);
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, map, cinfo);
// 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) {
return true;
}
} // tt2
if(collideWithObjects)
{
/* add object boxes to cinfo */
v3f speed;
add_object_boxes(env, box_0, 0, pos_f, speed, self, cinfo);
} //tt3
/*
Collision detection
*/
{
aabb3f checkbox = box_0;
checkbox.MinEdge += pos_f;
checkbox.MaxEdge += pos_f;
/*
Go through every nodebox, find nearest collision
*/
for (u32 boxindex = 0; boxindex < cinfo.size(); boxindex++) {
const NearbyCollisionInfo &box_info = cinfo[boxindex];
if (box_info.box.intersectsWithBox(checkbox))
return true;
}
}
return false;
}
static bool add_area_node_boxes(const v3s16 min, const v3s16 max, IGameDef *gamedef,
Map *map, std::vector<NearbyCollisionInfo> &cinfo)
{
bool any_position_valid = false;
v3s16 p;
for (p.X = min.X; p.X <= max.X; p.X++)
for (p.Y = min.Y; p.Y <= max.Y; p.Y++)
for (p.Z = min.Z; p.Z <= max.Z; p.Z++) {
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 NodeDefManager *nodedef = gamedef->getNodeDefManager();
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"));
int neighbors = 0;
if (f.drawtype == NDT_NODEBOX &&
f.node_box.type == NODEBOX_CONNECTED) {
v3s16 p2 = p;
p2.Y++;
getNeighborConnectingFace(p2, nodedef, map, n, 1, &neighbors);
p2 = p;
p2.Y--;
getNeighborConnectingFace(p2, nodedef, map, n, 2, &neighbors);
p2 = p;
p2.Z--;
getNeighborConnectingFace(p2, nodedef, map, n, 4, &neighbors);
p2 = p;
p2.X--;
getNeighborConnectingFace(p2, nodedef, map, n, 8, &neighbors);
p2 = p;
p2.Z++;
getNeighborConnectingFace(p2, nodedef, map, n, 16, &neighbors);
p2 = p;
p2.X++;
getNeighborConnectingFace(p2, nodedef, map, n, 32, &neighbors);
}
std::vector<aabb3f> nodeboxes;
n.getCollisionBoxes(gamedef->ndef(), &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<NearbyCollisionInfo> &cinfo)
{
/* add object boxes to cinfo */
std::vector<ActiveObject*> objects;
#ifndef SERVER
ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env);
if (c_env != 0) {
// Calculate distance by speed, add own extent and 1.5m of tolerance
f32 distance = speed_f.getLength() * dtime +
box_0.getExtent().getLength() + 1.5f * BS;
std::vector<DistanceSortedActiveObject> 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())) {
objects.push_back((ActiveObject*) clientobject.obj);
}
}
}
else
#endif
{
ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
if (s_env != NULL) {
// Calculate distance by speed, add own extent and 1.5m of tolerance
f32 distance = speed_f.getLength() * dtime +
box_0.getExtent().getLength() + 1.5f * BS;
// search for objects which are not us, or we are not its parent
// we directly use the callback to populate the result to prevent
// a useless result loop here
auto include_obj_cb = [self, &objects] (ServerActiveObject *obj) {
if (!obj->isGone() &&
(!self || (self != obj && self != obj->getParent()))) {
objects.push_back((ActiveObject *)obj);
}
return false;
};
std::vector<ServerActiveObject *> s_objects;
s_env->getObjectsInsideRadius(s_objects, pos_f, distance, include_obj_cb);
}
}
for (std::vector<ActiveObject*>::const_iterator iter = objects.begin();
iter != objects.end(); ++iter) {
ActiveObject *object = *iter;
if (object && object->collideWithObjects()) {
aabb3f object_collisionbox;
if (object->getCollisionBox(&object_collisionbox))
cinfo.emplace_back(object, 0, object_collisionbox);
}
}
#ifndef SERVER
if (self && c_env) {
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;
ActiveObject *obj = (ActiveObject*) lplayer->getCAO();
cinfo.emplace_back(obj, 0, lplayer_collisionbox);
}
}
#endif
}

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@ -72,6 +72,11 @@ collisionMoveResult collisionMoveSimple(Environment *env,IGameDef *gamedef,
v3f accel_f, ActiveObject *self=NULL,
bool collideWithObjects=true);
// check if box is in collision on actual position
bool collisionCheckIntersection(Environment *env, IGameDef *gamedef,
const aabb3f &box_0, const v3f &pos_f, ActiveObject *self = nullptr,
bool collideWithObjects = true);
// Helper function:
// Checks for collision of a moving aabbox with a static aabbox
// Returns -1 if no collision, 0 if X collision, 1 if Y collision, 2 if Z collision