From 4e93ba06a749fa2503786bf8d7dbda3d1e36a65a Mon Sep 17 00:00:00 2001 From: est31 Date: Mon, 25 Jan 2016 00:06:01 +0100 Subject: Don't pass non-const references to collision methods Non const references cause a lot of confusion with behaviour of code, and are disallowed by minetest style guide. --- src/collision.cpp | 154 ++++++++++++++++++++++++++---------------------------- 1 file changed, 74 insertions(+), 80 deletions(-) (limited to 'src/collision.cpp') diff --git a/src/collision.cpp b/src/collision.cpp index 187df0a5d..2ae59b38f 100644 --- a/src/collision.cpp +++ b/src/collision.cpp @@ -40,7 +40,7 @@ with this program; if not, write to the Free Software Foundation, Inc., // The time after which the collision occurs is stored in dtime. int axisAlignedCollision( const aabb3f &staticbox, const aabb3f &movingbox, - const v3f &speed, f32 d, f32 &dtime) + const v3f &speed, f32 d, f32 *dtime) { //TimeTaker tt("axisAlignedCollision"); @@ -59,13 +59,12 @@ int axisAlignedCollision( 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)) + 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 0; } else if(relbox.MinEdge.X > xsize) @@ -75,13 +74,12 @@ int axisAlignedCollision( } 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)) + 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 0; } else if(relbox.MaxEdge.X < 0) @@ -94,13 +92,12 @@ int axisAlignedCollision( 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)) + 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 1; } else if(relbox.MinEdge.Y > ysize) @@ -110,13 +107,12 @@ int axisAlignedCollision( } 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)) + 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 1; } else if(relbox.MaxEdge.Y < 0) @@ -129,13 +125,12 @@ int axisAlignedCollision( 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)) + 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 2; } //else if(relbox.MinEdge.Z > zsize) @@ -145,13 +140,12 @@ int axisAlignedCollision( } 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)) + 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 2; } //else if(relbox.MaxEdge.Z < 0) @@ -195,8 +189,8 @@ bool wouldCollideWithCeiling( 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, + v3f *pos_f, v3f *speed_f, + v3f accel_f, ActiveObject *self, bool collideWithObjects) { static bool time_notification_done = false; @@ -219,16 +213,16 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, } else { time_notification_done = false; } - speed_f += accel_f * dtime; + *speed_f += accel_f * dtime; // If there is no speed, there are no collisions - if(speed_f.getLength() == 0) + if (speed_f->getLength() == 0) return result; // 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); + 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); /* Collect node boxes in movement range @@ -243,8 +237,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, //TimeTaker tt2("collisionMoveSimple collect boxes"); ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG); - v3s16 oldpos_i = floatToInt(pos_f, BS); - v3s16 newpos_i = floatToInt(pos_f + speed_f * dtime, BS); + v3s16 oldpos_i = floatToInt(*pos_f, BS); + v3s16 newpos_i = floatToInt(*pos_f + *speed_f * dtime, BS); s16 min_x = MYMIN(oldpos_i.X, newpos_i.X) + (box_0.MinEdge.X / BS) - 1; s16 min_y = MYMIN(oldpos_i.Y, newpos_i.Y) + (box_0.MinEdge.Y / BS) - 1; s16 min_z = MYMIN(oldpos_i.Z, newpos_i.Z) + (box_0.MinEdge.Z / BS) - 1; @@ -318,9 +312,9 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, #ifndef SERVER ClientEnvironment *c_env = dynamic_cast(env); if (c_env != 0) { - f32 distance = speed_f.getLength(); + f32 distance = speed_f->getLength(); std::vector clientobjects; - c_env->getActiveObjects(pos_f,distance * 1.5,clientobjects); + c_env->getActiveObjects(*pos_f, distance * 1.5, clientobjects); for (size_t i=0; i < clientobjects.size(); i++) { if ((self == 0) || (self != clientobjects[i].obj)) { objects.push_back((ActiveObject*)clientobjects[i].obj); @@ -332,9 +326,9 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, { ServerEnvironment *s_env = dynamic_cast(env); if (s_env != 0) { - f32 distance = speed_f.getLength(); + f32 distance = speed_f->getLength(); std::vector s_objects; - s_env->getObjectsInsideRadius(s_objects, pos_f, distance * 1.5); + s_env->getObjectsInsideRadius(s_objects, *pos_f, distance * 1.5); for (std::vector::iterator iter = s_objects.begin(); iter != s_objects.end(); ++iter) { ServerActiveObject *current = s_env->getActiveObject(*iter); if ((self == 0) || (self != current)) { @@ -399,8 +393,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, } aabb3f movingbox = box_0; - movingbox.MinEdge += pos_f; - movingbox.MaxEdge += pos_f; + movingbox.MinEdge += *pos_f; + movingbox.MaxEdge += *pos_f; int nearest_collided = -1; f32 nearest_dtime = dtime; @@ -417,7 +411,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, // Find nearest collision of the two boxes (raytracing-like) f32 dtime_tmp; int collided = axisAlignedCollision( - cboxes[boxindex], movingbox, speed_f, d, dtime_tmp); + cboxes[boxindex], movingbox, *speed_f, d, &dtime_tmp); if (collided == -1 || dtime_tmp >= nearest_dtime) continue; @@ -429,7 +423,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, if (nearest_collided == -1) { // No collision with any collision box. - pos_f += speed_f * dtime; + *pos_f += *speed_f * dtime; dtime = 0; // Set to 0 to avoid "infinite" loop due to small FP numbers } else { // Otherwise, a collision occurred. @@ -452,14 +446,14 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, // Handle negative nearest_dtime (can be caused by the d allowance) if (!step_up) { if (nearest_collided == 0) - pos_f.X += speed_f.X * nearest_dtime; + pos_f->X += speed_f->X * nearest_dtime; if (nearest_collided == 1) - pos_f.Y += speed_f.Y * nearest_dtime; + pos_f->Y += speed_f->Y * nearest_dtime; if (nearest_collided == 2) - pos_f.Z += speed_f.Z * nearest_dtime; + pos_f->Z += speed_f->Z * nearest_dtime; } } else { - pos_f += speed_f * nearest_dtime; + *pos_f += *speed_f * nearest_dtime; dtime -= nearest_dtime; } @@ -475,7 +469,7 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, info.node_p = node_positions[nearest_boxindex]; info.bouncy = bouncy; - info.old_speed = speed_f; + info.old_speed = *speed_f; // Set the speed component that caused the collision to zero if (step_up) { @@ -483,29 +477,29 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, is_step_up[nearest_boxindex] = true; is_collision = false; } else if(nearest_collided == 0) { // X - if (fabs(speed_f.X) > BS * 3) - speed_f.X *= bounce; + if (fabs(speed_f->X) > BS * 3) + speed_f->X *= bounce; else - speed_f.X = 0; + speed_f->X = 0; result.collides = true; result.collides_xz = true; } else if(nearest_collided == 1) { // Y - if(fabs(speed_f.Y) > BS * 3) - speed_f.Y *= bounce; + if (fabs(speed_f->Y) > BS * 3) + speed_f->Y *= bounce; else - speed_f.Y = 0; + speed_f->Y = 0; result.collides = true; } else if(nearest_collided == 2) { // Z - if (fabs(speed_f.Z) > BS * 3) - speed_f.Z *= bounce; + if (fabs(speed_f->Z) > BS * 3) + speed_f->Z *= bounce; else - speed_f.Z = 0; + speed_f->Z = 0; result.collides = true; result.collides_xz = true; } - info.new_speed = speed_f; + info.new_speed = *speed_f; if (info.new_speed.getDistanceFrom(info.old_speed) < 0.1 * BS) is_collision = false; @@ -519,8 +513,8 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, Final touches: Check if standing on ground, step up stairs. */ aabb3f box = box_0; - box.MinEdge += pos_f; - box.MaxEdge += pos_f; + box.MinEdge += *pos_f; + box.MaxEdge += *pos_f; for (u32 boxindex = 0; boxindex < cboxes.size(); boxindex++) { const aabb3f& cbox = cboxes[boxindex]; @@ -537,10 +531,10 @@ collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef, cbox.MaxEdge.Z - d > box.MinEdge.Z && cbox.MinEdge.Z + d < box.MaxEdge.Z) { if (is_step_up[boxindex]) { - pos_f.Y += (cbox.MaxEdge.Y - box.MinEdge.Y); + pos_f->Y += (cbox.MaxEdge.Y - box.MinEdge.Y); box = box_0; - box.MinEdge += pos_f; - box.MaxEdge += pos_f; + box.MinEdge += *pos_f; + box.MaxEdge += *pos_f; } if (fabs(cbox.MaxEdge.Y - box.MinEdge.Y) < 0.15 * BS) { result.touching_ground = true; -- cgit v1.2.3