From 567b9a997ac5a1481bf64538d4f94a0ab677ee87 Mon Sep 17 00:00:00 2001
From: Erich Schubert <kno10@users.noreply.github.com>
Date: Sat, 15 Feb 2025 12:17:44 +0100
Subject: [PATCH] Collision: more accurate computation with acceleration and
 long dtime (#15408)

Co-authored-by: SmallJoker <mk939@ymail.com>
---
 src/collision.cpp               | 243 +++++++++++++++++---------------
 src/unittest/test_collision.cpp | 126 +++++++++++++++--
 2 files changed, 243 insertions(+), 126 deletions(-)

diff --git a/src/collision.cpp b/src/collision.cpp
index 7dae43a0c..5539593bd 100644
--- a/src/collision.cpp
+++ b/src/collision.cpp
@@ -72,6 +72,14 @@ inline v3f truncate(const v3f vec, const f32 factor)
 	);
 }
 
+inline v3f rangelimv(const v3f vec, const f32 low, const f32 high)
+{
+	return v3f(
+		rangelim(vec.X, low, high),
+		rangelim(vec.Y, low, high),
+		rangelim(vec.Z, low, high)
+	);
+}
 }
 
 // Helper function:
@@ -101,6 +109,8 @@ CollisionAxis axisAlignedCollision(
 
 	if (speed.Y) {
 		distance = relbox.MaxEdge.Y - relbox.MinEdge.Y;
+		// FIXME: The dtime calculation is inaccurate without acceleration information.
+		// Exact formula: `dtime = (-vel ± sqrt(vel² + 2 * acc * distance)) / acc`
 		*dtime = distance / std::abs(speed.Y);
 		time = std::max(*dtime, 0.0f);
 
@@ -335,6 +345,10 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
 
 	collisionMoveResult result;
 
+	// Assume no collisions when no velocity and no acceleration
+	if (*speed_f == v3f() && accel_f == v3f())
+		return result;
+
 	/*
 		Calculate new velocity
 	*/
@@ -350,30 +364,19 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
 		time_notification_done = false;
 	}
 
-	v3f dpos_f = (*speed_f + accel_f * 0.5f * dtime) * dtime;
-	v3f newpos_f = *pos_f + dpos_f;
-	*speed_f += accel_f * dtime;
-
-	// If the object is static, there are no collisions
-	if (dpos_f == v3f())
-		return result;
-
+	// Average speed
+	v3f aspeed_f = *speed_f + accel_f * 0.5f * dtime;
 	// Limit speed for avoiding hangs
-	speed_f->Y = rangelim(speed_f->Y, -5000, 5000);
-	speed_f->X = rangelim(speed_f->X, -5000, 5000);
-	speed_f->Z = rangelim(speed_f->Z, -5000, 5000);
+	aspeed_f = truncate(rangelimv(aspeed_f, -5000.0f, 5000.0f), 10000.0f);
 
-	*speed_f = truncate(*speed_f, 10000.0f);
-
-	/*
-		Collect node boxes in movement range
-	*/
+	// Collect node boxes in movement range
 
 	// cached allocation
 	thread_local std::vector<NearbyCollisionInfo> cinfo;
 	cinfo.clear();
-
 	{
+		// Movement if no collisions
+		v3f newpos_f = *pos_f + aspeed_f * dtime;
 		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
@@ -399,24 +402,14 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
 		}
 	}
 
-	/*
-		Collect object boxes in movement range
-	*/
+	// Collect object boxes in movement range
 	if (collide_with_objects) {
-		add_object_boxes(env, box_0, dtime, *pos_f, *speed_f, self, cinfo);
+		add_object_boxes(env, box_0, dtime, *pos_f, aspeed_f, self, cinfo);
 	}
 
-	/*
-		Collision detection
-	*/
-
+	// Collision detection
 	f32 d = 0.0f;
-
-	int loopcount = 0;
-
-	while(dtime > BS * 1e-10f) {
-		// Avoid infinite loop
-		loopcount++;
+	for (int loopcount = 0;; loopcount++) {
 		if (loopcount >= 100) {
 			warningstream << "collisionMoveSimple: Loop count exceeded, aborting to avoid infinite loop" << std::endl;
 			g_collision_problems_encountered = true;
@@ -431,9 +424,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
 		f32 nearest_dtime = dtime;
 		int nearest_boxindex = -1;
 
-		/*
-			Go through every nodebox, find nearest collision
-		*/
+		// Go through every nodebox, find nearest collision
 		for (u32 boxindex = 0; boxindex < cinfo.size(); boxindex++) {
 			const NearbyCollisionInfo &box_info = cinfo[boxindex];
 			// Ignore if already stepped up this nodebox.
@@ -443,8 +434,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
 			// Find nearest collision of the two boxes (raytracing-like)
 			f32 dtime_tmp = nearest_dtime;
 			CollisionAxis collided = axisAlignedCollision(box_info.box,
-					movingbox, *speed_f, &dtime_tmp);
-
+					movingbox, aspeed_f, &dtime_tmp);
 			if (collided == -1 || dtime_tmp >= nearest_dtime)
 				continue;
 
@@ -455,95 +445,119 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
 
 		if (nearest_collided == COLLISION_AXIS_NONE) {
 			// No collision with any collision box.
-			*pos_f += truncate(*speed_f * dtime, 100.0f);
-			dtime = 0;  // Set to 0 to avoid "infinite" loop due to small FP numbers
-		} else {
-			// Otherwise, a collision occurred.
-			NearbyCollisionInfo &nearest_info = cinfo[nearest_boxindex];
-			const aabb3f& cbox = nearest_info.box;
+			*pos_f += aspeed_f * dtime;
+			// Final speed:
+			*speed_f += accel_f * dtime;
+			// Limit speed for avoiding hangs
+			*speed_f = truncate(rangelimv(*speed_f, -5000.0f, 5000.0f), 10000.0f);
+			break;
+		}
+		// 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
+		//movingbox except moved to the horizontal position it would be after step up
+		bool step_up = false;
+		if (nearest_collided != COLLISION_AXIS_Y) {
 			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;
+			// Look slightly ahead  for checking the height when stepping
+			// to ensure we also check above the node we collided with
+			// otherwise, might allow glitches such as a stack of stairs
+			float extra_dtime = nearest_dtime + 0.1f * fabsf(dtime - nearest_dtime);
+			stepbox.MinEdge.X += aspeed_f.X * extra_dtime;
+			stepbox.MinEdge.Z += aspeed_f.Z * extra_dtime;
+			stepbox.MaxEdge.X += aspeed_f.X * extra_dtime;
+			stepbox.MaxEdge.Z += aspeed_f.Z * extra_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, stepbox,
-							cbox.MaxEdge.Y - movingbox.MinEdge.Y,
-							d));
+			step_up = (movingbox.MinEdge.Y < cbox.MaxEdge.Y) &&
+				(movingbox.MinEdge.Y + stepheight > cbox.MaxEdge.Y) &&
+				(!wouldCollideWithCeiling(cinfo, stepbox,
+						cbox.MaxEdge.Y - movingbox.MinEdge.Y,
+						d));
+		}
 
-			// Get bounce multiplier
-			float bounce = -(float)nearest_info.bouncy / 100.0f;
+		// Get bounce multiplier
+		float bounce = -(float)nearest_info.bouncy / 100.0f;
 
-			// Move to the point of collision and reduce dtime by nearest_dtime
-			if (nearest_dtime < 0) {
-				// Handle negative nearest_dtime
-				if (!step_up) {
-					if (nearest_collided == COLLISION_AXIS_X)
-						pos_f->X += speed_f->X * nearest_dtime;
-					if (nearest_collided == COLLISION_AXIS_Y)
-						pos_f->Y += speed_f->Y * nearest_dtime;
-					if (nearest_collided == COLLISION_AXIS_Z)
-						pos_f->Z += speed_f->Z * nearest_dtime;
-				}
-			} else {
-				*pos_f += truncate(*speed_f * nearest_dtime, 100.0f);
-				dtime -= nearest_dtime;
+		// Move to the point of collision and reduce dtime by nearest_dtime
+		if (nearest_dtime < 0) {
+			// Handle negative nearest_dtime
+			// This largely means an "instant" collision, e.g., with the floor.
+			// We use aspeed and nearest_dtime to be consistent with above and resolve this collision
+			if (!step_up) {
+				if (nearest_collided == COLLISION_AXIS_X)
+					pos_f->X += aspeed_f.X * nearest_dtime;
+				if (nearest_collided == COLLISION_AXIS_Y)
+					pos_f->Y += aspeed_f.Y * nearest_dtime;
+				if (nearest_collided == COLLISION_AXIS_Z)
+					pos_f->Z += aspeed_f.Z * nearest_dtime;
 			}
+		} else if (nearest_dtime > 0) {
+			// updated average speed for the sub-interval up to nearest_dtime
+			aspeed_f = *speed_f + accel_f * 0.5f * nearest_dtime;
+			*pos_f += aspeed_f * nearest_dtime;
+			// Speed at (approximated) collision:
+			*speed_f += accel_f * nearest_dtime;
+			// Limit speed for avoiding hangs
+			*speed_f = truncate(rangelimv(*speed_f, -5000.0f, 5000.0f), 10000.0f);
+			dtime -= nearest_dtime;
+		}
 
-			bool is_collision = true;
-			if (nearest_info.is_unloaded)
-				is_collision = false;
+		v3f old_speed_f = *speed_f;
 
+		// Set the speed component that caused the collision to zero
+		if (step_up) {
+			// Special case: Handle stairs
+			nearest_info.is_step_up = true;
+		} else if (nearest_collided == COLLISION_AXIS_X) {
+			if (bounce < -1e-4 && fabsf(speed_f->X) > BS * 3) {
+				speed_f->X *= bounce;
+			} else {
+				speed_f->X = 0;
+				accel_f.X = 0; // avoid colliding in the next interations
+			}
+		} else if (nearest_collided == COLLISION_AXIS_Y) {
+			if (bounce < -1e-4 && fabsf(speed_f->Y) > BS * 3) {
+				speed_f->Y *= bounce;
+			} else {
+				if (speed_f->Y < 0.0f) {
+					// FIXME: This code is necessary until `axisAlignedCollision` takes acceleration
+					// into consideration for the time calculation. Otherwise, the colliding faces
+					// never line up, especially at high step (dtime) intervals.
+					result.touching_ground = true;
+					result.standing_on_object = nearest_info.isObject();
+				}
+				speed_f->Y = 0;
+				accel_f.Y = 0; // avoid colliding in the next interations
+			}
+		} else { /* nearest_collided == COLLISION_AXIS_Z */
+			if (bounce < -1e-4 && fabsf(speed_f->Z) > BS * 3) {
+				speed_f->Z *= bounce;
+			} else {
+				speed_f->Z = 0;
+				accel_f.Z = 0; // avoid colliding in the next interations
+			}
+		}
+
+		if (!nearest_info.is_unloaded && !step_up) {
 			CollisionInfo info;
-			if (nearest_info.isObject())
-				info.type = COLLISION_OBJECT;
-			else
-				info.type = COLLISION_NODE;
-
+			info.axis = nearest_collided;
+			info.type = nearest_info.isObject() ? COLLISION_OBJECT : COLLISION_NODE;
 			info.node_p = nearest_info.position;
 			info.object = nearest_info.obj;
 			info.new_pos = *pos_f;
-			info.old_speed = *speed_f;
-
-			// Set the speed component that caused the collision to zero
-			if (step_up) {
-				// Special case: Handle stairs
-				nearest_info.is_step_up = true;
-				is_collision = false;
-			} else if (nearest_collided == COLLISION_AXIS_X) {
-				if (fabs(speed_f->X) > BS * 3)
-					speed_f->X *= bounce;
-				else
-					speed_f->X = 0;
-				result.collides = true;
-			} else if (nearest_collided == COLLISION_AXIS_Y) {
-				if(fabs(speed_f->Y) > BS * 3)
-					speed_f->Y *= bounce;
-				else
-					speed_f->Y = 0;
-				result.collides = true;
-			} else if (nearest_collided == COLLISION_AXIS_Z) {
-				if (fabs(speed_f->Z) > BS * 3)
-					speed_f->Z *= bounce;
-				else
-					speed_f->Z = 0;
-				result.collides = true;
-			}
-
+			info.old_speed = old_speed_f;
 			info.new_speed = *speed_f;
-			if (info.new_speed.getDistanceFrom(info.old_speed) < 0.1f * BS)
-				is_collision = false;
-
-			if (is_collision) {
-				info.axis = nearest_collided;
-				result.collisions.push_back(std::move(info));
-			}
+			result.collisions.push_back(info);
 		}
+
+		if (dtime < BS * 1e-10f)
+			break;
+
+		// Speed for finding the next collision
+		aspeed_f = *speed_f + accel_f * 0.5f * dtime;
+		// Limit speed for avoiding hangs
+		aspeed_f = truncate(rangelimv(aspeed_f, -5000.0f, 5000.0f), 10000.0f);
 	}
 
 	/*
@@ -573,14 +587,15 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
 				box.MaxEdge += *pos_f;
 			}
 			if (std::fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.05f) {
+				// This is code is technically only required if `box_info.is_step_up == true`.
+				// However, players rely on this check/condition to climb stairs faster. See PR #10587.
 				result.touching_ground = true;
-
-				if (box_info.isObject())
-					result.standing_on_object = true;
+				result.standing_on_object = box_info.isObject();
 			}
 		}
 	}
 
+	result.collides = !result.collisions.empty();
 	return result;
 }
 
diff --git a/src/unittest/test_collision.cpp b/src/unittest/test_collision.cpp
index 40cd52798..87f71cd43 100644
--- a/src/unittest/test_collision.cpp
+++ b/src/unittest/test_collision.cpp
@@ -51,7 +51,7 @@ namespace {
 #define UASSERTEQ_F(actual, expected) do { \
 		f32 a = (actual); \
 		f32 e = (expected); \
-		UTEST(fabsf(a - e) <= 0.0001f, "actual: %.f expected: %.f", a, e) \
+		UTEST(fabsf(a - e) <= 0.0001f, "actual: %.5f expected: %.5f", a, e) \
 	} while (0)
 
 #define UASSERTEQ_V3F(actual, expected) do { \
@@ -86,7 +86,7 @@ void TestCollision::testAxisAlignedCollision()
 		}
 		{
 			aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
-			aabb3f m(bx-2, by+1.5, bz, bx-1, by+2.5, bz-1);
+			aabb3f m(bx-2, by+1.5, bz, bx-1, by+2.5, bz+1);
 			v3f v(1, 0, 0);
 			f32 dtime = 1.0f;
 			UASSERT(axisAlignedCollision(s, m, v, &dtime) == -1);
@@ -134,16 +134,16 @@ void TestCollision::testAxisAlignedCollision()
 		{
 			aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
 			aabb3f m(bx+2, by-1.5, bz, bx+2.5, by-0.5, bz+1);
-			v3f v(-0.5, 0.2, 0);
-			f32 dtime = 2.5f;
+			v3f v(-0.5, 0.2, 0); // 0.200000003 precisely
+			f32 dtime = 2.51f;
 			UASSERT(axisAlignedCollision(s, m, v, &dtime) == 1);  // Y, not X!
 			UASSERT(fabs(dtime - 2.500) < 0.001);
 		}
 		{
 			aabb3f s(bx, by, bz, bx+1, by+1, bz+1);
 			aabb3f m(bx+2, by-1.5, bz, bx+2.5, by-0.5, bz+1);
-			v3f v(-0.5, 0.3, 0);
-			f32 dtime = 2.0f;
+			v3f v(-0.5, 0.3, 0); // 0.300000012 precisely
+			f32 dtime = 2.1f;
 			UASSERT(axisAlignedCollision(s, m, v, &dtime) == 0);
 			UASSERT(fabs(dtime - 2.000) < 0.001);
 		}
@@ -179,7 +179,7 @@ void TestCollision::testAxisAlignedCollision()
 			aabb3f s(bx, by, bz, bx+2, by+2, bz+2);
 			aabb3f m(bx-4.2, by-4.2, bz-4.2, bx-2.3, by-2.29, bz-2.29);
 			v3f v(1./7, 1./7, 1./7);
-			f32 dtime = 17.0f;
+			f32 dtime = 17.1f;
 			UASSERT(axisAlignedCollision(s, m, v, &dtime) == 0);
 			UASSERT(fabs(dtime - 16.1) < 0.001);
 		}
@@ -224,18 +224,16 @@ void TestCollision::testCollisionMoveSimple(IGameDef *gamedef)
 	res = collisionMoveSimple(env.get(), gamedef, box, 0.0f, 1.0f,
 		&pos, &speed, accel);
 
-	UASSERT(!res.touching_ground || !res.collides || !res.standing_on_object);
+	UASSERT(!res.touching_ground && !res.collides && !res.standing_on_object);
 	UASSERT(res.collisions.empty());
-	// FIXME: it's easy to tell that this should be y=1.5f, but our code does it wrong.
-	// It's unclear if/how this will be fixed.
-	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);