/* Minetest Copyright (C) 2013 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #pragma once #include "irrlichttypes_bloated.h" #include class Map; class IGameDef; class Environment; class ActiveObject; enum CollisionType { COLLISION_NODE, COLLISION_OBJECT, }; enum CollisionAxis { COLLISION_AXIS_NONE = -1, COLLISION_AXIS_X, COLLISION_AXIS_Y, COLLISION_AXIS_Z, }; struct CollisionInfo { CollisionInfo() = default; CollisionType type = COLLISION_NODE; CollisionAxis axis = COLLISION_AXIS_NONE; v3s16 node_p = v3s16(-32768,-32768,-32768); // COLLISION_NODE ActiveObject *object = nullptr; // COLLISION_OBJECT v3f old_speed; v3f new_speed; int plane = -1; }; struct collisionMoveResult { collisionMoveResult() = default; bool touching_ground = false; bool collides = false; bool standing_on_object = false; std::vector collisions; }; // Moves using a single iteration; speed should not exceed pos_max_d/dtime 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=NULL, 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 // dtime receives time until first collision, invalid if -1 is returned CollisionAxis axisAlignedCollision( const aabb3f &staticbox, const aabb3f &movingbox, v3f speed, f32 *dtime); // Helper function: // Checks if moving the movingbox up by the given distance would hit a ceiling. bool wouldCollideWithCeiling( const std::vector &staticboxes, const aabb3f &movingbox, f32 y_increase, f32 d);