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https://github.com/minetest/minetest.git
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Collision: more accurate computation with acceleration and long dtime (#15408)
Co-authored-by: SmallJoker <mk939@ymail.com>
This commit is contained in:
parent
319e270664
commit
567b9a997a
2 changed files with 243 additions and 126 deletions
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@ -72,6 +72,14 @@ inline v3f truncate(const v3f vec, const f32 factor)
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);
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}
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inline v3f rangelimv(const v3f vec, const f32 low, const f32 high)
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{
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return v3f(
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rangelim(vec.X, low, high),
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rangelim(vec.Y, low, high),
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rangelim(vec.Z, low, high)
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);
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}
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}
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// Helper function:
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@ -101,6 +109,8 @@ CollisionAxis axisAlignedCollision(
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if (speed.Y) {
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distance = relbox.MaxEdge.Y - relbox.MinEdge.Y;
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// FIXME: The dtime calculation is inaccurate without acceleration information.
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// Exact formula: `dtime = (-vel ± sqrt(vel² + 2 * acc * distance)) / acc`
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*dtime = distance / std::abs(speed.Y);
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time = std::max(*dtime, 0.0f);
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@ -335,6 +345,10 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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collisionMoveResult result;
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// Assume no collisions when no velocity and no acceleration
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if (*speed_f == v3f() && accel_f == v3f())
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return result;
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/*
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Calculate new velocity
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*/
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@ -350,30 +364,19 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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time_notification_done = false;
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}
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v3f dpos_f = (*speed_f + accel_f * 0.5f * dtime) * dtime;
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v3f newpos_f = *pos_f + dpos_f;
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*speed_f += accel_f * dtime;
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// If the object is static, there are no collisions
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if (dpos_f == v3f())
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return result;
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// Average speed
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v3f aspeed_f = *speed_f + accel_f * 0.5f * dtime;
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// Limit speed for avoiding hangs
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speed_f->Y = rangelim(speed_f->Y, -5000, 5000);
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speed_f->X = rangelim(speed_f->X, -5000, 5000);
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speed_f->Z = rangelim(speed_f->Z, -5000, 5000);
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aspeed_f = truncate(rangelimv(aspeed_f, -5000.0f, 5000.0f), 10000.0f);
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*speed_f = truncate(*speed_f, 10000.0f);
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/*
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Collect node boxes in movement range
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*/
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// Collect node boxes in movement range
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// cached allocation
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thread_local std::vector<NearbyCollisionInfo> cinfo;
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cinfo.clear();
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{
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// Movement if no collisions
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v3f newpos_f = *pos_f + aspeed_f * dtime;
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v3f minpos_f(
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MYMIN(pos_f->X, newpos_f.X),
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MYMIN(pos_f->Y, newpos_f.Y) + 0.01f * BS, // bias rounding, player often at +/-n.5
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@ -399,24 +402,14 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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}
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}
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/*
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Collect object boxes in movement range
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*/
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// Collect object boxes in movement range
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if (collide_with_objects) {
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add_object_boxes(env, box_0, dtime, *pos_f, *speed_f, self, cinfo);
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add_object_boxes(env, box_0, dtime, *pos_f, aspeed_f, self, cinfo);
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}
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/*
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Collision detection
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*/
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// Collision detection
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f32 d = 0.0f;
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int loopcount = 0;
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while(dtime > BS * 1e-10f) {
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// Avoid infinite loop
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loopcount++;
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for (int loopcount = 0;; loopcount++) {
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if (loopcount >= 100) {
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warningstream << "collisionMoveSimple: Loop count exceeded, aborting to avoid infinite loop" << std::endl;
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g_collision_problems_encountered = true;
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@ -431,9 +424,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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f32 nearest_dtime = dtime;
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int nearest_boxindex = -1;
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/*
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Go through every nodebox, find nearest collision
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*/
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// Go through every nodebox, find nearest collision
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for (u32 boxindex = 0; boxindex < cinfo.size(); boxindex++) {
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const NearbyCollisionInfo &box_info = cinfo[boxindex];
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// Ignore if already stepped up this nodebox.
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@ -443,8 +434,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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// Find nearest collision of the two boxes (raytracing-like)
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f32 dtime_tmp = nearest_dtime;
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CollisionAxis collided = axisAlignedCollision(box_info.box,
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movingbox, *speed_f, &dtime_tmp);
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movingbox, aspeed_f, &dtime_tmp);
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if (collided == -1 || dtime_tmp >= nearest_dtime)
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continue;
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@ -455,95 +445,119 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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if (nearest_collided == COLLISION_AXIS_NONE) {
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// No collision with any collision box.
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*pos_f += truncate(*speed_f * dtime, 100.0f);
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dtime = 0; // Set to 0 to avoid "infinite" loop due to small FP numbers
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} else {
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// Otherwise, a collision occurred.
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NearbyCollisionInfo &nearest_info = cinfo[nearest_boxindex];
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const aabb3f& cbox = nearest_info.box;
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*pos_f += aspeed_f * dtime;
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// Final speed:
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*speed_f += accel_f * dtime;
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// Limit speed for avoiding hangs
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*speed_f = truncate(rangelimv(*speed_f, -5000.0f, 5000.0f), 10000.0f);
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break;
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}
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// Otherwise, a collision occurred.
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NearbyCollisionInfo &nearest_info = cinfo[nearest_boxindex];
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const aabb3f& cbox = nearest_info.box;
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//movingbox except moved to the horizontal position it would be after step up
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//movingbox except moved to the horizontal position it would be after step up
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bool step_up = false;
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if (nearest_collided != COLLISION_AXIS_Y) {
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aabb3f stepbox = movingbox;
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stepbox.MinEdge.X += speed_f->X * dtime;
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stepbox.MinEdge.Z += speed_f->Z * dtime;
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stepbox.MaxEdge.X += speed_f->X * dtime;
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stepbox.MaxEdge.Z += speed_f->Z * dtime;
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// Look slightly ahead for checking the height when stepping
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// to ensure we also check above the node we collided with
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// otherwise, might allow glitches such as a stack of stairs
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float extra_dtime = nearest_dtime + 0.1f * fabsf(dtime - nearest_dtime);
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stepbox.MinEdge.X += aspeed_f.X * extra_dtime;
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stepbox.MinEdge.Z += aspeed_f.Z * extra_dtime;
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stepbox.MaxEdge.X += aspeed_f.X * extra_dtime;
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stepbox.MaxEdge.Z += aspeed_f.Z * extra_dtime;
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// Check for stairs.
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bool step_up = (nearest_collided != COLLISION_AXIS_Y) && // must not be Y direction
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(movingbox.MinEdge.Y < cbox.MaxEdge.Y) &&
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(movingbox.MinEdge.Y + stepheight > cbox.MaxEdge.Y) &&
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(!wouldCollideWithCeiling(cinfo, stepbox,
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cbox.MaxEdge.Y - movingbox.MinEdge.Y,
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d));
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step_up = (movingbox.MinEdge.Y < cbox.MaxEdge.Y) &&
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(movingbox.MinEdge.Y + stepheight > cbox.MaxEdge.Y) &&
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(!wouldCollideWithCeiling(cinfo, stepbox,
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cbox.MaxEdge.Y - movingbox.MinEdge.Y,
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d));
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}
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// Get bounce multiplier
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float bounce = -(float)nearest_info.bouncy / 100.0f;
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// Get bounce multiplier
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float bounce = -(float)nearest_info.bouncy / 100.0f;
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// Move to the point of collision and reduce dtime by nearest_dtime
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if (nearest_dtime < 0) {
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// Handle negative nearest_dtime
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if (!step_up) {
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if (nearest_collided == COLLISION_AXIS_X)
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pos_f->X += speed_f->X * nearest_dtime;
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if (nearest_collided == COLLISION_AXIS_Y)
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pos_f->Y += speed_f->Y * nearest_dtime;
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if (nearest_collided == COLLISION_AXIS_Z)
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pos_f->Z += speed_f->Z * nearest_dtime;
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}
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} else {
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*pos_f += truncate(*speed_f * nearest_dtime, 100.0f);
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dtime -= nearest_dtime;
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// Move to the point of collision and reduce dtime by nearest_dtime
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if (nearest_dtime < 0) {
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// Handle negative nearest_dtime
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// This largely means an "instant" collision, e.g., with the floor.
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// We use aspeed and nearest_dtime to be consistent with above and resolve this collision
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if (!step_up) {
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if (nearest_collided == COLLISION_AXIS_X)
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pos_f->X += aspeed_f.X * nearest_dtime;
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if (nearest_collided == COLLISION_AXIS_Y)
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pos_f->Y += aspeed_f.Y * nearest_dtime;
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if (nearest_collided == COLLISION_AXIS_Z)
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pos_f->Z += aspeed_f.Z * nearest_dtime;
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}
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} else if (nearest_dtime > 0) {
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// updated average speed for the sub-interval up to nearest_dtime
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aspeed_f = *speed_f + accel_f * 0.5f * nearest_dtime;
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*pos_f += aspeed_f * nearest_dtime;
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// Speed at (approximated) collision:
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*speed_f += accel_f * nearest_dtime;
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// Limit speed for avoiding hangs
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*speed_f = truncate(rangelimv(*speed_f, -5000.0f, 5000.0f), 10000.0f);
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dtime -= nearest_dtime;
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}
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bool is_collision = true;
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if (nearest_info.is_unloaded)
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is_collision = false;
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v3f old_speed_f = *speed_f;
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// Set the speed component that caused the collision to zero
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if (step_up) {
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// Special case: Handle stairs
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nearest_info.is_step_up = true;
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} else if (nearest_collided == COLLISION_AXIS_X) {
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if (bounce < -1e-4 && fabsf(speed_f->X) > BS * 3) {
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speed_f->X *= bounce;
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} else {
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speed_f->X = 0;
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accel_f.X = 0; // avoid colliding in the next interations
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}
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} else if (nearest_collided == COLLISION_AXIS_Y) {
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if (bounce < -1e-4 && fabsf(speed_f->Y) > BS * 3) {
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speed_f->Y *= bounce;
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} else {
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if (speed_f->Y < 0.0f) {
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// FIXME: This code is necessary until `axisAlignedCollision` takes acceleration
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// into consideration for the time calculation. Otherwise, the colliding faces
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// never line up, especially at high step (dtime) intervals.
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result.touching_ground = true;
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result.standing_on_object = nearest_info.isObject();
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}
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speed_f->Y = 0;
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accel_f.Y = 0; // avoid colliding in the next interations
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}
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} else { /* nearest_collided == COLLISION_AXIS_Z */
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if (bounce < -1e-4 && fabsf(speed_f->Z) > BS * 3) {
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speed_f->Z *= bounce;
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} else {
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speed_f->Z = 0;
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accel_f.Z = 0; // avoid colliding in the next interations
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}
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}
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if (!nearest_info.is_unloaded && !step_up) {
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CollisionInfo info;
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if (nearest_info.isObject())
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info.type = COLLISION_OBJECT;
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else
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info.type = COLLISION_NODE;
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info.axis = nearest_collided;
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info.type = nearest_info.isObject() ? COLLISION_OBJECT : COLLISION_NODE;
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info.node_p = nearest_info.position;
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info.object = nearest_info.obj;
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info.new_pos = *pos_f;
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info.old_speed = *speed_f;
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// Set the speed component that caused the collision to zero
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if (step_up) {
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// Special case: Handle stairs
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nearest_info.is_step_up = true;
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is_collision = false;
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} else if (nearest_collided == COLLISION_AXIS_X) {
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if (fabs(speed_f->X) > BS * 3)
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speed_f->X *= bounce;
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else
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speed_f->X = 0;
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result.collides = true;
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} else if (nearest_collided == COLLISION_AXIS_Y) {
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if(fabs(speed_f->Y) > BS * 3)
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speed_f->Y *= bounce;
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else
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speed_f->Y = 0;
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result.collides = true;
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} else if (nearest_collided == COLLISION_AXIS_Z) {
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if (fabs(speed_f->Z) > BS * 3)
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speed_f->Z *= bounce;
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else
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speed_f->Z = 0;
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result.collides = true;
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}
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info.old_speed = old_speed_f;
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info.new_speed = *speed_f;
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if (info.new_speed.getDistanceFrom(info.old_speed) < 0.1f * BS)
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is_collision = false;
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if (is_collision) {
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info.axis = nearest_collided;
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result.collisions.push_back(std::move(info));
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}
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result.collisions.push_back(info);
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}
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if (dtime < BS * 1e-10f)
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break;
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// Speed for finding the next collision
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aspeed_f = *speed_f + accel_f * 0.5f * dtime;
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// Limit speed for avoiding hangs
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aspeed_f = truncate(rangelimv(aspeed_f, -5000.0f, 5000.0f), 10000.0f);
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}
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/*
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@ -573,14 +587,15 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
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box.MaxEdge += *pos_f;
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}
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if (std::fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.05f) {
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// This is code is technically only required if `box_info.is_step_up == true`.
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// However, players rely on this check/condition to climb stairs faster. See PR #10587.
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result.touching_ground = true;
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if (box_info.isObject())
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result.standing_on_object = true;
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result.standing_on_object = box_info.isObject();
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}
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}
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}
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result.collides = !result.collisions.empty();
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return result;
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}
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@ -51,7 +51,7 @@ namespace {
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#define UASSERTEQ_F(actual, expected) do { \
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f32 a = (actual); \
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f32 e = (expected); \
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UTEST(fabsf(a - e) <= 0.0001f, "actual: %.f expected: %.f", a, e) \
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UTEST(fabsf(a - e) <= 0.0001f, "actual: %.5f expected: %.5f", a, e) \
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} while (0)
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#define UASSERTEQ_V3F(actual, expected) do { \
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@ -86,7 +86,7 @@ void TestCollision::testAxisAlignedCollision()
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}
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{
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aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
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aabb3f m(bx-2, by+1.5, bz, bx-1, by+2.5, bz-1);
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aabb3f m(bx-2, by+1.5, bz, bx-1, by+2.5, bz+1);
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v3f v(1, 0, 0);
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f32 dtime = 1.0f;
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UASSERT(axisAlignedCollision(s, m, v, &dtime) == -1);
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@ -134,16 +134,16 @@ void TestCollision::testAxisAlignedCollision()
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{
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aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
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aabb3f m(bx+2, by-1.5, bz, bx+2.5, by-0.5, bz+1);
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v3f v(-0.5, 0.2, 0);
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f32 dtime = 2.5f;
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v3f v(-0.5, 0.2, 0); // 0.200000003 precisely
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f32 dtime = 2.51f;
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UASSERT(axisAlignedCollision(s, m, v, &dtime) == 1); // Y, not X!
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UASSERT(fabs(dtime - 2.500) < 0.001);
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}
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{
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aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
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aabb3f m(bx+2, by-1.5, bz, bx+2.5, by-0.5, bz+1);
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v3f v(-0.5, 0.3, 0);
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f32 dtime = 2.0f;
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v3f v(-0.5, 0.3, 0); // 0.300000012 precisely
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f32 dtime = 2.1f;
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UASSERT(axisAlignedCollision(s, m, v, &dtime) == 0);
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UASSERT(fabs(dtime - 2.000) < 0.001);
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}
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@ -179,7 +179,7 @@ void TestCollision::testAxisAlignedCollision()
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aabb3f s(bx, by, bz, bx+2, by+2, bz+2);
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aabb3f m(bx-4.2, by-4.2, bz-4.2, bx-2.3, by-2.29, bz-2.29);
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v3f v(1./7, 1./7, 1./7);
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f32 dtime = 17.0f;
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f32 dtime = 17.1f;
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UASSERT(axisAlignedCollision(s, m, v, &dtime) == 0);
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UASSERT(fabs(dtime - 16.1) < 0.001);
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}
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@ -224,18 +224,16 @@ void TestCollision::testCollisionMoveSimple(IGameDef *gamedef)
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res = collisionMoveSimple(env.get(), gamedef, box, 0.0f, 1.0f,
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&pos, &speed, accel);
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UASSERT(!res.touching_ground || !res.collides || !res.standing_on_object);
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UASSERT(!res.touching_ground && !res.collides && !res.standing_on_object);
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UASSERT(res.collisions.empty());
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// FIXME: it's easy to tell that this should be y=1.5f, but our code does it wrong.
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// It's unclear if/how this will be fixed.
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UASSERTEQ_V3F(pos, fpos(4, 2, 4));
|
||||
UASSERTEQ_V3F(pos, fpos(4, 1.5f, 4));
|
||||
UASSERTEQ_V3F(speed, fpos(0, 1, 0));
|
||||
|
||||
/* standing on ground */
|
||||
pos = fpos(0, 0.5f, 0);
|
||||
speed = fpos(0, 0, 0);
|
||||
accel = fpos(0, -9.81f, 0);
|
||||
res = collisionMoveSimple(env.get(), gamedef, box, 0.0f, 0.04f,
|
||||
res = collisionMoveSimple(env.get(), gamedef, box, 0.0f, 0.05f,
|
||||
&pos, &speed, accel);
|
||||
|
||||
UASSERT(res.collides);
|
||||
|
@ -251,6 +249,110 @@ void TestCollision::testCollisionMoveSimple(IGameDef *gamedef)
|
|||
UASSERTEQ(v3s16, ci.node_p, v3s16(0, 0, 0));
|
||||
}
|
||||
|
||||
/* glitched into ground */
|
||||
pos = fpos(0, 0.499f, 0);
|
||||
speed = fpos(0, 0, 0);
|
||||
accel = fpos(0, -9.81f, 0);
|
||||
res = collisionMoveSimple(env.get(), gamedef, box, 0.0f, 0.05f,
|
||||
&pos, &speed, accel);
|
||||
|
||||
UASSERTEQ_V3F(pos, fpos(0, 0.5f, 0)); // moved back out
|
||||
UASSERTEQ_V3F(speed, fpos(0, 0, 0));
|
||||
UASSERT(res.collides);
|
||||
UASSERT(res.touching_ground);
|
||||
UASSERT(!res.standing_on_object);
|
||||
UASSERT(res.collisions.size() == 1);
|
||||
{
|
||||
auto &ci = res.collisions.front();
|
||||
UASSERTEQ(int, ci.type, COLLISION_NODE);
|
||||
UASSERTEQ(int, ci.axis, COLLISION_AXIS_Y);
|
||||
UASSERTEQ(v3s16, ci.node_p, v3s16(0, 0, 0));
|
||||
}
|
||||
|
||||
/* falling on ground */
|
||||
pos = fpos(0, 1.2345f, 0);
|
||||
speed = fpos(0, -3.f, 0);
|
||||
accel = fpos(0, -9.81f, 0);
|
||||
res = collisionMoveSimple(env.get(), gamedef, box, 0.0f, 0.5f,
|
||||
&pos, &speed, accel);
|
||||
|
||||
UASSERT(res.collides);
|
||||
UASSERT(res.touching_ground);
|
||||
UASSERT(!res.standing_on_object);
|
||||
// Current collision code uses linear collision, which incorrectly yields a collision at 0.741 here
|
||||
// but usually this resolves itself in the next dtime, fortunately.
|
||||
// Parabolic collision should correctly find this in one step.
|
||||
// UASSERTEQ_V3F(pos, fpos(0, 0.5f, 0));
|
||||
UASSERTEQ_V3F(speed, fpos(0, 0, 0));
|
||||
UASSERT(res.collisions.size() == 1);
|
||||
{
|
||||
auto &ci = res.collisions.front();
|
||||
UASSERTEQ(int, ci.type, COLLISION_NODE);
|
||||
UASSERTEQ(int, ci.axis, COLLISION_AXIS_Y);
|
||||
UASSERTEQ(v3s16, ci.node_p, v3s16(0, 0, 0));
|
||||
}
|
||||
|
||||
/* jumping on ground */
|
||||
pos = fpos(0, 0.5f, 0);
|
||||
speed = fpos(0, 2.0f, 0);
|
||||
accel = fpos(0, -9.81f, 0);
|
||||
res = collisionMoveSimple(env.get(), gamedef, box, 0.0f, 0.2f,
|
||||
&pos, &speed, accel);
|
||||
UASSERT(!res.collides && !res.touching_ground && !res.standing_on_object);
|
||||
|
||||
res = collisionMoveSimple(env.get(), gamedef, box, 0.0f, 0.5f,
|
||||
&pos, &speed, accel);
|
||||
|
||||
UASSERT(res.collides);
|
||||
UASSERT(res.touching_ground);
|
||||
UASSERT(!res.standing_on_object);
|
||||
// Current collision code uses linear collision, which incorrectly yields a collision at 0.672 here
|
||||
// but usually this resolves itself in the next dtime, fortunately.
|
||||
// Parabolic collision should correctly find this in one step.
|
||||
// UASSERTEQ_V3F(pos, fpos(0, 0.5f, 0));
|
||||
UASSERTEQ_V3F(speed, fpos(0, 0, 0));
|
||||
UASSERT(res.collisions.size() == 1);
|
||||
{
|
||||
auto &ci = res.collisions.front();
|
||||
UASSERTEQ(int, ci.type, COLLISION_NODE);
|
||||
UASSERTEQ(int, ci.axis, COLLISION_AXIS_Y);
|
||||
UASSERTEQ(v3s16, ci.node_p, v3s16(0, 0, 0));
|
||||
}
|
||||
|
||||
/* moving over ground, no gravity */
|
||||
pos = fpos(0, 0.5f, 0);
|
||||
speed = fpos(-1.6f, 0, -1.7f);
|
||||
accel = fpos(0, 0.0f, 0);
|
||||
res = collisionMoveSimple(env.get(), gamedef, box, 0.0f, 1.0f,
|
||||
&pos, &speed, accel);
|
||||
|
||||
UASSERT(!res.collides);
|
||||
// UASSERT(res.touching_ground); // no gravity, so not guaranteed
|
||||
UASSERT(!res.standing_on_object);
|
||||
UASSERTEQ_V3F(pos, fpos(-1.6f, 0.5f, -1.7f));
|
||||
UASSERTEQ_V3F(speed, fpos(-1.6f, 0, -1.7f));
|
||||
UASSERT(res.collisions.empty());
|
||||
|
||||
/* moving over ground, with gravity */
|
||||
pos = fpos(5.5f, 0.5f, 5.5f);
|
||||
speed = fpos(-1.0f, 0.0f, -0.1f);
|
||||
accel = fpos(0, -9.81f, 0);
|
||||
res = collisionMoveSimple(env.get(), gamedef, box, 0.0f, 1.0f,
|
||||
&pos, &speed, accel);
|
||||
|
||||
UASSERT(res.collides);
|
||||
UASSERT(res.touching_ground);
|
||||
UASSERT(!res.standing_on_object);
|
||||
UASSERTEQ_V3F(pos, fpos(4.5f, 0.5f, 5.4f));
|
||||
UASSERTEQ_V3F(speed, fpos(-1.0f, 0, -0.1f));
|
||||
UASSERT(res.collisions.size() == 1);
|
||||
{ // first collision on y axis zeros speed and acceleration.
|
||||
auto &ci = res.collisions.front();
|
||||
UASSERTEQ(int, ci.type, COLLISION_NODE);
|
||||
UASSERTEQ(int, ci.axis, COLLISION_AXIS_Y);
|
||||
UASSERTEQ(v3s16, ci.node_p, v3s16(5, 0, 5));
|
||||
}
|
||||
|
||||
/* not moving never collides */
|
||||
pos = fpos(0, -100, 0);
|
||||
speed = fpos(0, 0, 0);
|
||||
|
|
Loading…
Add table
Reference in a new issue