Skip to content

Commit

Permalink
Collision various fixes (#9343)
Browse files Browse the repository at this point in the history
  • Loading branch information
TheTermos committed Apr 8, 2020
1 parent c1742b0 commit 3ad5388
Show file tree
Hide file tree
Showing 4 changed files with 141 additions and 149 deletions.
2 changes: 2 additions & 0 deletions src/client/localplayer.h
Expand Up @@ -141,6 +141,8 @@ class LocalPlayer : public Player

void setCollisionbox(const aabb3f &box) { m_collisionbox = box; }

const aabb3f& getCollisionbox() const { return m_collisionbox; }

float getZoomFOV() const { return m_zoom_fov; }
void setZoomFOV(float zoom_fov) { m_zoom_fov = zoom_fov; }

Expand Down
222 changes: 106 additions & 116 deletions src/collision.cpp
Expand Up @@ -25,16 +25,13 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "gamedef.h"
#ifndef SERVER
#include "client/clientenvironment.h"
#include "client/localplayer.h"
#endif
#include "serverenvironment.h"
#include "serverobject.h"
#include "util/timetaker.h"
#include "profiler.h"

// float error is 10 - 9.96875 = 0.03125
//#define COLL_ZERO 0.032 // broken unit tests
#define COLL_ZERO 0


struct NearbyCollisionInfo {
NearbyCollisionInfo(bool is_ul, bool is_obj, int bouncy,
Expand All @@ -61,118 +58,102 @@ struct NearbyCollisionInfo {
// The time after which the collision occurs is stored in dtime.
CollisionAxis axisAlignedCollision(
const aabb3f &staticbox, const aabb3f &movingbox,
const v3f &speed, f32 d, f32 *dtime)
const v3f &speed, f32 *dtime)
{
//TimeTaker tt("axisAlignedCollision");

f32 xsize = (staticbox.MaxEdge.X - staticbox.MinEdge.X) - COLL_ZERO; // reduce box size for solve collision stuck (flying sand)
f32 ysize = (staticbox.MaxEdge.Y - staticbox.MinEdge.Y); // - COLL_ZERO; // Y - no sense for falling, but maybe try later
f32 zsize = (staticbox.MaxEdge.Z - staticbox.MinEdge.Z) - COLL_ZERO;

aabb3f relbox(
movingbox.MinEdge.X - staticbox.MinEdge.X,
movingbox.MinEdge.Y - staticbox.MinEdge.Y,
movingbox.MinEdge.Z - staticbox.MinEdge.Z,
movingbox.MaxEdge.X - staticbox.MinEdge.X,
movingbox.MaxEdge.Y - staticbox.MinEdge.Y,
movingbox.MaxEdge.Z - staticbox.MinEdge.Z
movingbox.MaxEdge.X - movingbox.MinEdge.X + staticbox.MaxEdge.X - staticbox.MinEdge.X, // sum of the widths
movingbox.MaxEdge.Y - movingbox.MinEdge.Y + staticbox.MaxEdge.Y - staticbox.MinEdge.Y,
movingbox.MaxEdge.Z - movingbox.MinEdge.Z + staticbox.MaxEdge.Z - staticbox.MinEdge.Z,
std::max(movingbox.MaxEdge.X, staticbox.MaxEdge.X) - std::min(movingbox.MinEdge.X, staticbox.MinEdge.X), //outer bounding 'box' dimensions
std::max(movingbox.MaxEdge.Y, staticbox.MaxEdge.Y) - std::min(movingbox.MinEdge.Y, staticbox.MinEdge.Y),
std::max(movingbox.MaxEdge.Z, staticbox.MaxEdge.Z) - std::min(movingbox.MinEdge.Z, staticbox.MinEdge.Z)
);

if(speed.X > 0) // Check for collision with X- plane
{
if (relbox.MaxEdge.X <= d) {
*dtime = -relbox.MaxEdge.X / speed.X;
if ((relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
(relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO) &&
(relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
(relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
return COLLISION_AXIS_X;
}
else if(relbox.MinEdge.X > xsize)
{
return COLLISION_AXIS_NONE;
}
}
else if(speed.X < 0) // Check for collision with X+ plane
{
if (relbox.MinEdge.X >= xsize - d) {
*dtime = (xsize - relbox.MinEdge.X) / speed.X;
if ((relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
(relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO) &&
(relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
(relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
return COLLISION_AXIS_X;
}
else if(relbox.MaxEdge.X < 0)
{
return COLLISION_AXIS_NONE;
const f32 dtime_max = *dtime;
const f32 inner_margin = -1.5f;
f32 distance;
f32 time;

if (speed.X) {
distance = relbox.MaxEdge.X - relbox.MinEdge.X;

*dtime = distance >= 0 ? std::abs(distance / speed.X) : -std::abs(distance / speed.X);
time = std::max(*dtime, 0.0f);

if (distance > inner_margin) {
if (*dtime <= dtime_max) {
if ((speed.X > 0 && staticbox.MaxEdge.X > movingbox.MaxEdge.X) ||
(speed.X < 0 && staticbox.MinEdge.X < movingbox.MinEdge.X)) {
if (
(std::max(movingbox.MaxEdge.Y + speed.Y * time, staticbox.MaxEdge.Y)
- std::min(movingbox.MinEdge.Y + speed.Y * time, staticbox.MinEdge.Y)
- relbox.MinEdge.Y < 0) &&
(std::max(movingbox.MaxEdge.Z + speed.Z * time, staticbox.MaxEdge.Z)
- std::min(movingbox.MinEdge.Z + speed.Z * time, staticbox.MinEdge.Z)
- relbox.MinEdge.Z < 0)
)
return COLLISION_AXIS_X;
}
} else {
return COLLISION_AXIS_NONE;
}
}
}

// NO else if here

if(speed.Y > 0) // Check for collision with Y- plane
{
if (relbox.MaxEdge.Y <= d) {
*dtime = -relbox.MaxEdge.Y / speed.Y;
if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
(relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
(relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
(relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
return COLLISION_AXIS_Y;
}
else if(relbox.MinEdge.Y > ysize)
{
return COLLISION_AXIS_NONE;
}
}
else if(speed.Y < 0) // Check for collision with Y+ plane
{
if (relbox.MinEdge.Y >= ysize - d) {
*dtime = (ysize - relbox.MinEdge.Y) / speed.Y;
if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
(relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
(relbox.MinEdge.Z + speed.Z * (*dtime) < zsize) &&
(relbox.MaxEdge.Z + speed.Z * (*dtime) > COLL_ZERO))
return COLLISION_AXIS_Y;
}
else if(relbox.MaxEdge.Y < 0)
{
return COLLISION_AXIS_NONE;
if (speed.Y) {
distance = relbox.MaxEdge.Y - relbox.MinEdge.Y;

*dtime = distance >= 0 ? std::abs(distance / speed.Y) : -std::abs(distance / speed.Y);
time = std::max(*dtime, 0.0f);

if (distance > inner_margin) {
if (*dtime <= dtime_max) {
if ((speed.Y > 0 && staticbox.MaxEdge.Y > movingbox.MaxEdge.Y) ||
(speed.Y < 0 && staticbox.MinEdge.Y < movingbox.MinEdge.Y)) {
if (
(std::max(movingbox.MaxEdge.X + speed.X * time, staticbox.MaxEdge.X)
- std::min(movingbox.MinEdge.X + speed.X * time, staticbox.MinEdge.X)
- relbox.MinEdge.X < 0) &&
(std::max(movingbox.MaxEdge.Z + speed.Z * time, staticbox.MaxEdge.Z)
- std::min(movingbox.MinEdge.Z + speed.Z * time, staticbox.MinEdge.Z)
- relbox.MinEdge.Z < 0)
)
return COLLISION_AXIS_Y;
}
} else {
return COLLISION_AXIS_NONE;
}
}
}

// NO else if here

if(speed.Z > 0) // Check for collision with Z- plane
{
if (relbox.MaxEdge.Z <= d) {
*dtime = -relbox.MaxEdge.Z / speed.Z;
if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
(relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
(relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
(relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO))
return COLLISION_AXIS_Z;
}
//else if(relbox.MinEdge.Z > zsize)
//{
// return COLLISION_AXIS_NONE;
//}
}
else if(speed.Z < 0) // Check for collision with Z+ plane
{
if (relbox.MinEdge.Z >= zsize - d) {
*dtime = (zsize - relbox.MinEdge.Z) / speed.Z;
if ((relbox.MinEdge.X + speed.X * (*dtime) < xsize) &&
(relbox.MaxEdge.X + speed.X * (*dtime) > COLL_ZERO) &&
(relbox.MinEdge.Y + speed.Y * (*dtime) < ysize) &&
(relbox.MaxEdge.Y + speed.Y * (*dtime) > COLL_ZERO))
return COLLISION_AXIS_Z;
if (speed.Z) {
distance = relbox.MaxEdge.Z - relbox.MinEdge.Z;

*dtime = distance >= 0 ? std::abs(distance / speed.Z) : -std::abs(distance / speed.Z);
time = std::max(*dtime, 0.0f);

if (distance > inner_margin) {
if (*dtime <= dtime_max) {
if ((speed.Z > 0 && staticbox.MaxEdge.Z > movingbox.MaxEdge.Z) ||
(speed.Z < 0 && staticbox.MinEdge.Z < movingbox.MinEdge.Z)) {
if (
(std::max(movingbox.MaxEdge.X + speed.X * time, staticbox.MaxEdge.X)
- std::min(movingbox.MinEdge.X + speed.X * time, staticbox.MinEdge.X)
- relbox.MinEdge.X < 0) &&
(std::max(movingbox.MaxEdge.Y + speed.Y * time, staticbox.MaxEdge.Y)
- std::min(movingbox.MinEdge.Y + speed.Y * time, staticbox.MinEdge.Y)
- relbox.MinEdge.Y < 0)
)
return COLLISION_AXIS_Z;
}
}
}
//else if(relbox.MaxEdge.Z < 0)
//{
// return COLLISION_AXIS_NONE;
//}
}

return COLLISION_AXIS_NONE;
Expand Down Expand Up @@ -405,22 +386,25 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
}
}
}
#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;
cinfo.emplace_back(false, true, 0, v3s16(), lplayer_collisionbox);
}
}
#endif
} //tt3

/*
Collision detection
*/

/*
Collision uncertainty radius
Make it a bit larger than the maximum distance of movement
*/
f32 d = pos_max_d * 1.1f;
// A fairly large value in here makes moving smoother
//f32 d = 0.15*BS;

// This should always apply, otherwise there are glitches
assert(d > pos_max_d); // invariant
f32 d = 0.0f;

int loopcount = 0;

Expand Down Expand Up @@ -450,9 +434,9 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
continue;

// Find nearest collision of the two boxes (raytracing-like)
f32 dtime_tmp;
f32 dtime_tmp = nearest_dtime;
CollisionAxis collided = axisAlignedCollision(box_info.box,
movingbox, *speed_f, d, &dtime_tmp);
movingbox, *speed_f, &dtime_tmp);

if (collided == -1 || dtime_tmp >= nearest_dtime)
continue;
Expand All @@ -470,11 +454,18 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
// Otherwise, a collision occurred.
NearbyCollisionInfo &nearest_info = cinfo[nearest_boxindex];
const aabb3f& cbox = nearest_info.box;

//movingbox except moved to the horizontal position it would be after step up
aabb3f stepbox = movingbox;
stepbox.MinEdge.X += speed_f->X * dtime;
stepbox.MinEdge.Z += speed_f->Z * dtime;
stepbox.MaxEdge.X += speed_f->X * dtime;
stepbox.MaxEdge.Z += speed_f->Z * dtime;
// Check for stairs.
bool step_up = (nearest_collided != COLLISION_AXIS_Y) && // must not be Y direction
(movingbox.MinEdge.Y < cbox.MaxEdge.Y) &&
(movingbox.MinEdge.Y + stepheight > cbox.MaxEdge.Y) &&
(!wouldCollideWithCeiling(cinfo, movingbox,
(!wouldCollideWithCeiling(cinfo, stepbox,
cbox.MaxEdge.Y - movingbox.MinEdge.Y,
d));

Expand All @@ -483,7 +474,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,

// Move to the point of collision and reduce dtime by nearest_dtime
if (nearest_dtime < 0) {
// Handle negative nearest_dtime (can be caused by the d allowance)
// Handle negative nearest_dtime
if (!step_up) {
if (nearest_collided == COLLISION_AXIS_X)
pos_f->X += speed_f->X * nearest_dtime;
Expand Down Expand Up @@ -562,9 +553,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
Object touches ground if object's minimum Y is near node's
maximum Y and object's X-Z-area overlaps with the node's
X-Z-area.
Use 0.15*BS so that it is easier to get on a node.
*/

if (cbox.MaxEdge.X - d > box.MinEdge.X && cbox.MinEdge.X + d < box.MaxEdge.X &&
cbox.MaxEdge.Z - d > box.MinEdge.Z &&
cbox.MinEdge.Z + d < box.MaxEdge.Z) {
Expand All @@ -574,7 +564,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
box.MinEdge += *pos_f;
box.MaxEdge += *pos_f;
}
if (std::fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15f * BS) {
if (std::fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.05f) {
result.touching_ground = true;

if (box_info.is_object)
Expand Down
2 changes: 1 addition & 1 deletion src/collision.h
Expand Up @@ -77,7 +77,7 @@ collisionMoveResult collisionMoveSimple(Environment *env,IGameDef *gamedef,
// dtime receives time until first collision, invalid if -1 is returned
CollisionAxis axisAlignedCollision(
const aabb3f &staticbox, const aabb3f &movingbox,
const v3f &speed, f32 d, f32 *dtime);
const v3f &speed, f32 *dtime);

// Helper function:
// Checks if moving the movingbox up by the given distance would hit a ceiling.
Expand Down

0 comments on commit 3ad5388

Please sign in to comment.