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authorLoic Blot <loic.blot@unix-experience.fr>2017-01-08 10:49:47 +0100
committerNer'zhul <nerzhul@users.noreply.github.com>2017-01-08 12:16:06 +0100
commiteb2c19bbedecb5f42c946b0c14466abc0b109825 (patch)
tree30caf4e08c1bdff6a385f6c8710c088832aa74d7 /src/environment.cpp
parentb0746834cc44af1086c83715d0d6f749f653f29a (diff)
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Move ClientEnvironment to dedicated cpp/header files
Diffstat (limited to 'src/environment.cpp')
-rw-r--r--src/environment.cpp828
1 files changed, 0 insertions, 828 deletions
diff --git a/src/environment.cpp b/src/environment.cpp
index 50f5d58aa..6f6e20238 100644
--- a/src/environment.cpp
+++ b/src/environment.cpp
@@ -33,12 +33,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "nodedef.h"
#include "nodemetadata.h"
#include "gamedef.h"
-#ifndef SERVER
-#include "clientmap.h"
-#include "localplayer.h"
-#include "mapblock_mesh.h"
-#include "event.h"
-#endif
#include "server.h"
#include "daynightratio.h"
#include "map.h"
@@ -2279,825 +2273,3 @@ void ServerEnvironment::deactivateFarObjects(bool force_delete)
}
}
-#ifndef SERVER
-
-#include "clientsimpleobject.h"
-
-/*
- ClientEnvironment
-*/
-
-ClientEnvironment::ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
- ITextureSource *texturesource, IGameDef *gamedef,
- IrrlichtDevice *irr):
- m_map(map),
- m_local_player(NULL),
- m_smgr(smgr),
- m_texturesource(texturesource),
- m_gamedef(gamedef),
- m_irr(irr)
-{
- char zero = 0;
- memset(attachement_parent_ids, zero, sizeof(attachement_parent_ids));
-}
-
-ClientEnvironment::~ClientEnvironment()
-{
- // delete active objects
- for (UNORDERED_MAP<u16, ClientActiveObject*>::iterator i = m_active_objects.begin();
- i != m_active_objects.end(); ++i) {
- delete i->second;
- }
-
- for(std::vector<ClientSimpleObject*>::iterator
- i = m_simple_objects.begin(); i != m_simple_objects.end(); ++i) {
- delete *i;
- }
-
- // Drop/delete map
- m_map->drop();
-}
-
-Map & ClientEnvironment::getMap()
-{
- return *m_map;
-}
-
-ClientMap & ClientEnvironment::getClientMap()
-{
- return *m_map;
-}
-
-void ClientEnvironment::setLocalPlayer(LocalPlayer *player)
-{
- DSTACK(FUNCTION_NAME);
- /*
- It is a failure if already is a local player
- */
- FATAL_ERROR_IF(m_local_player != NULL,
- "Local player already allocated");
-
- m_local_player = player;
-}
-
-void ClientEnvironment::step(float dtime)
-{
- DSTACK(FUNCTION_NAME);
-
- /* Step time of day */
- stepTimeOfDay(dtime);
-
- // Get some settings
- bool fly_allowed = m_gamedef->checkLocalPrivilege("fly");
- bool free_move = fly_allowed && g_settings->getBool("free_move");
-
- // Get local player
- LocalPlayer *lplayer = getLocalPlayer();
- assert(lplayer);
- // collision info queue
- std::vector<CollisionInfo> player_collisions;
-
- /*
- Get the speed the player is going
- */
- bool is_climbing = lplayer->is_climbing;
-
- f32 player_speed = lplayer->getSpeed().getLength();
-
- /*
- Maximum position increment
- */
- //f32 position_max_increment = 0.05*BS;
- f32 position_max_increment = 0.1*BS;
-
- // Maximum time increment (for collision detection etc)
- // time = distance / speed
- f32 dtime_max_increment = 1;
- if(player_speed > 0.001)
- dtime_max_increment = position_max_increment / player_speed;
-
- // Maximum time increment is 10ms or lower
- if(dtime_max_increment > 0.01)
- dtime_max_increment = 0.01;
-
- // Don't allow overly huge dtime
- if(dtime > 0.5)
- dtime = 0.5;
-
- f32 dtime_downcount = dtime;
-
- /*
- Stuff that has a maximum time increment
- */
-
- u32 loopcount = 0;
- do
- {
- loopcount++;
-
- f32 dtime_part;
- if(dtime_downcount > dtime_max_increment)
- {
- dtime_part = dtime_max_increment;
- dtime_downcount -= dtime_part;
- }
- else
- {
- dtime_part = dtime_downcount;
- /*
- Setting this to 0 (no -=dtime_part) disables an infinite loop
- when dtime_part is so small that dtime_downcount -= dtime_part
- does nothing
- */
- dtime_downcount = 0;
- }
-
- /*
- Handle local player
- */
-
- {
- // Apply physics
- if(!free_move && !is_climbing)
- {
- // Gravity
- v3f speed = lplayer->getSpeed();
- if(!lplayer->in_liquid)
- speed.Y -= lplayer->movement_gravity * lplayer->physics_override_gravity * dtime_part * 2;
-
- // Liquid floating / sinking
- if(lplayer->in_liquid && !lplayer->swimming_vertical)
- speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2;
-
- // Liquid resistance
- if(lplayer->in_liquid_stable || lplayer->in_liquid)
- {
- // How much the node's viscosity blocks movement, ranges between 0 and 1
- // Should match the scale at which viscosity increase affects other liquid attributes
- const f32 viscosity_factor = 0.3;
-
- v3f d_wanted = -speed / lplayer->movement_liquid_fluidity;
- f32 dl = d_wanted.getLength();
- if(dl > lplayer->movement_liquid_fluidity_smooth)
- dl = lplayer->movement_liquid_fluidity_smooth;
- dl *= (lplayer->liquid_viscosity * viscosity_factor) + (1 - viscosity_factor);
-
- v3f d = d_wanted.normalize() * dl;
- speed += d;
- }
-
- lplayer->setSpeed(speed);
- }
-
- /*
- Move the lplayer.
- This also does collision detection.
- */
- lplayer->move(dtime_part, this, position_max_increment,
- &player_collisions);
- }
- }
- while(dtime_downcount > 0.001);
-
- //std::cout<<"Looped "<<loopcount<<" times."<<std::endl;
-
- for(std::vector<CollisionInfo>::iterator i = player_collisions.begin();
- i != player_collisions.end(); ++i) {
- CollisionInfo &info = *i;
- v3f speed_diff = info.new_speed - info.old_speed;;
- // Handle only fall damage
- // (because otherwise walking against something in fast_move kills you)
- if(speed_diff.Y < 0 || info.old_speed.Y >= 0)
- continue;
- // Get rid of other components
- speed_diff.X = 0;
- speed_diff.Z = 0;
- f32 pre_factor = 1; // 1 hp per node/s
- f32 tolerance = BS*14; // 5 without damage
- f32 post_factor = 1; // 1 hp per node/s
- if(info.type == COLLISION_NODE)
- {
- const ContentFeatures &f = m_gamedef->ndef()->
- get(m_map->getNodeNoEx(info.node_p));
- // Determine fall damage multiplier
- int addp = itemgroup_get(f.groups, "fall_damage_add_percent");
- pre_factor = 1.0 + (float)addp/100.0;
- }
- float speed = pre_factor * speed_diff.getLength();
- if(speed > tolerance)
- {
- f32 damage_f = (speed - tolerance)/BS * post_factor;
- u16 damage = (u16)(damage_f+0.5);
- if(damage != 0){
- damageLocalPlayer(damage, true);
- MtEvent *e = new SimpleTriggerEvent("PlayerFallingDamage");
- m_gamedef->event()->put(e);
- }
- }
- }
-
- /*
- A quick draft of lava damage
- */
- if(m_lava_hurt_interval.step(dtime, 1.0))
- {
- v3f pf = lplayer->getPosition();
-
- // Feet, middle and head
- v3s16 p1 = floatToInt(pf + v3f(0, BS*0.1, 0), BS);
- MapNode n1 = m_map->getNodeNoEx(p1);
- v3s16 p2 = floatToInt(pf + v3f(0, BS*0.8, 0), BS);
- MapNode n2 = m_map->getNodeNoEx(p2);
- v3s16 p3 = floatToInt(pf + v3f(0, BS*1.6, 0), BS);
- MapNode n3 = m_map->getNodeNoEx(p3);
-
- u32 damage_per_second = 0;
- damage_per_second = MYMAX(damage_per_second,
- m_gamedef->ndef()->get(n1).damage_per_second);
- damage_per_second = MYMAX(damage_per_second,
- m_gamedef->ndef()->get(n2).damage_per_second);
- damage_per_second = MYMAX(damage_per_second,
- m_gamedef->ndef()->get(n3).damage_per_second);
-
- if(damage_per_second != 0)
- {
- damageLocalPlayer(damage_per_second, true);
- }
- }
-
- // Protocol v29 make this behaviour obsolete
- if (((Client*) getGameDef())->getProtoVersion() < 29) {
- /*
- Drowning
- */
- if (m_drowning_interval.step(dtime, 2.0)) {
- v3f pf = lplayer->getPosition();
-
- // head
- v3s16 p = floatToInt(pf + v3f(0, BS * 1.6, 0), BS);
- MapNode n = m_map->getNodeNoEx(p);
- ContentFeatures c = m_gamedef->ndef()->get(n);
- u8 drowning_damage = c.drowning;
- if (drowning_damage > 0 && lplayer->hp > 0) {
- u16 breath = lplayer->getBreath();
- if (breath > 10) {
- breath = 11;
- }
- if (breath > 0) {
- breath -= 1;
- }
- lplayer->setBreath(breath);
- updateLocalPlayerBreath(breath);
- }
-
- if (lplayer->getBreath() == 0 && drowning_damage > 0) {
- damageLocalPlayer(drowning_damage, true);
- }
- }
- if (m_breathing_interval.step(dtime, 0.5)) {
- v3f pf = lplayer->getPosition();
-
- // head
- v3s16 p = floatToInt(pf + v3f(0, BS * 1.6, 0), BS);
- MapNode n = m_map->getNodeNoEx(p);
- ContentFeatures c = m_gamedef->ndef()->get(n);
- if (!lplayer->hp) {
- lplayer->setBreath(11);
- } else if (c.drowning == 0) {
- u16 breath = lplayer->getBreath();
- if (breath <= 10) {
- breath += 1;
- lplayer->setBreath(breath);
- updateLocalPlayerBreath(breath);
- }
- }
- }
- }
-
- // Update lighting on local player (used for wield item)
- u32 day_night_ratio = getDayNightRatio();
- {
- // Get node at head
-
- // On InvalidPositionException, use this as default
- // (day: LIGHT_SUN, night: 0)
- MapNode node_at_lplayer(CONTENT_AIR, 0x0f, 0);
-
- v3s16 p = lplayer->getLightPosition();
- node_at_lplayer = m_map->getNodeNoEx(p);
-
- u16 light = getInteriorLight(node_at_lplayer, 0, m_gamedef->ndef());
- u8 day = light & 0xff;
- u8 night = (light >> 8) & 0xff;
- finalColorBlend(lplayer->light_color, day, night, day_night_ratio);
- }
-
- /*
- Step active objects and update lighting of them
- */
-
- g_profiler->avg("CEnv: num of objects", m_active_objects.size());
- bool update_lighting = m_active_object_light_update_interval.step(dtime, 0.21);
- for (UNORDERED_MAP<u16, ClientActiveObject*>::iterator i = m_active_objects.begin();
- i != m_active_objects.end(); ++i) {
- ClientActiveObject* obj = i->second;
- // Step object
- obj->step(dtime, this);
-
- if(update_lighting)
- {
- // Update lighting
- u8 light = 0;
- bool pos_ok;
-
- // Get node at head
- v3s16 p = obj->getLightPosition();
- MapNode n = m_map->getNodeNoEx(p, &pos_ok);
- if (pos_ok)
- light = n.getLightBlend(day_night_ratio, m_gamedef->ndef());
- else
- light = blend_light(day_night_ratio, LIGHT_SUN, 0);
-
- obj->updateLight(light);
- }
- }
-
- /*
- Step and handle simple objects
- */
- g_profiler->avg("CEnv: num of simple objects", m_simple_objects.size());
- for(std::vector<ClientSimpleObject*>::iterator
- i = m_simple_objects.begin(); i != m_simple_objects.end();) {
- std::vector<ClientSimpleObject*>::iterator cur = i;
- ClientSimpleObject *simple = *cur;
-
- simple->step(dtime);
- if(simple->m_to_be_removed) {
- delete simple;
- i = m_simple_objects.erase(cur);
- }
- else {
- ++i;
- }
- }
-}
-
-void ClientEnvironment::addSimpleObject(ClientSimpleObject *simple)
-{
- m_simple_objects.push_back(simple);
-}
-
-GenericCAO* ClientEnvironment::getGenericCAO(u16 id)
-{
- ClientActiveObject *obj = getActiveObject(id);
- if (obj && obj->getType() == ACTIVEOBJECT_TYPE_GENERIC)
- return (GenericCAO*) obj;
- else
- return NULL;
-}
-
-ClientActiveObject* ClientEnvironment::getActiveObject(u16 id)
-{
- UNORDERED_MAP<u16, ClientActiveObject*>::iterator n = m_active_objects.find(id);
- if (n == m_active_objects.end())
- return NULL;
- return n->second;
-}
-
-bool isFreeClientActiveObjectId(const u16 id,
- UNORDERED_MAP<u16, ClientActiveObject*> &objects)
-{
- if(id == 0)
- return false;
-
- return objects.find(id) == objects.end();
-}
-
-u16 getFreeClientActiveObjectId(UNORDERED_MAP<u16, ClientActiveObject*> &objects)
-{
- //try to reuse id's as late as possible
- static u16 last_used_id = 0;
- u16 startid = last_used_id;
- for(;;) {
- last_used_id ++;
- if (isFreeClientActiveObjectId(last_used_id, objects))
- return last_used_id;
-
- if (last_used_id == startid)
- return 0;
- }
-}
-
-u16 ClientEnvironment::addActiveObject(ClientActiveObject *object)
-{
- assert(object); // Pre-condition
- if(object->getId() == 0)
- {
- u16 new_id = getFreeClientActiveObjectId(m_active_objects);
- if(new_id == 0)
- {
- infostream<<"ClientEnvironment::addActiveObject(): "
- <<"no free ids available"<<std::endl;
- delete object;
- return 0;
- }
- object->setId(new_id);
- }
- if (!isFreeClientActiveObjectId(object->getId(), m_active_objects)) {
- infostream<<"ClientEnvironment::addActiveObject(): "
- <<"id is not free ("<<object->getId()<<")"<<std::endl;
- delete object;
- return 0;
- }
- infostream<<"ClientEnvironment::addActiveObject(): "
- <<"added (id="<<object->getId()<<")"<<std::endl;
- m_active_objects[object->getId()] = object;
- object->addToScene(m_smgr, m_texturesource, m_irr);
- { // Update lighting immediately
- u8 light = 0;
- bool pos_ok;
-
- // Get node at head
- v3s16 p = object->getLightPosition();
- MapNode n = m_map->getNodeNoEx(p, &pos_ok);
- if (pos_ok)
- light = n.getLightBlend(getDayNightRatio(), m_gamedef->ndef());
- else
- light = blend_light(getDayNightRatio(), LIGHT_SUN, 0);
-
- object->updateLight(light);
- }
- return object->getId();
-}
-
-void ClientEnvironment::addActiveObject(u16 id, u8 type,
- const std::string &init_data)
-{
- ClientActiveObject* obj =
- ClientActiveObject::create((ActiveObjectType) type, m_gamedef, this);
- if(obj == NULL)
- {
- infostream<<"ClientEnvironment::addActiveObject(): "
- <<"id="<<id<<" type="<<type<<": Couldn't create object"
- <<std::endl;
- return;
- }
-
- obj->setId(id);
-
- try
- {
- obj->initialize(init_data);
- }
- catch(SerializationError &e)
- {
- errorstream<<"ClientEnvironment::addActiveObject():"
- <<" id="<<id<<" type="<<type
- <<": SerializationError in initialize(): "
- <<e.what()
- <<": init_data="<<serializeJsonString(init_data)
- <<std::endl;
- }
-
- addActiveObject(obj);
-}
-
-void ClientEnvironment::removeActiveObject(u16 id)
-{
- verbosestream<<"ClientEnvironment::removeActiveObject(): "
- <<"id="<<id<<std::endl;
- ClientActiveObject* obj = getActiveObject(id);
- if (obj == NULL) {
- infostream<<"ClientEnvironment::removeActiveObject(): "
- <<"id="<<id<<" not found"<<std::endl;
- return;
- }
- obj->removeFromScene(true);
- delete obj;
- m_active_objects.erase(id);
-}
-
-void ClientEnvironment::processActiveObjectMessage(u16 id, const std::string &data)
-{
- ClientActiveObject *obj = getActiveObject(id);
- if (obj == NULL) {
- infostream << "ClientEnvironment::processActiveObjectMessage():"
- << " got message for id=" << id << ", which doesn't exist."
- << std::endl;
- return;
- }
-
- try {
- obj->processMessage(data);
- } catch (SerializationError &e) {
- errorstream<<"ClientEnvironment::processActiveObjectMessage():"
- << " id=" << id << " type=" << obj->getType()
- << " SerializationError in processMessage(): " << e.what()
- << std::endl;
- }
-}
-
-/*
- Callbacks for activeobjects
-*/
-
-void ClientEnvironment::damageLocalPlayer(u8 damage, bool handle_hp)
-{
- LocalPlayer *lplayer = getLocalPlayer();
- assert(lplayer);
-
- if (handle_hp) {
- if (lplayer->hp > damage)
- lplayer->hp -= damage;
- else
- lplayer->hp = 0;
- }
-
- ClientEnvEvent event;
- event.type = CEE_PLAYER_DAMAGE;
- event.player_damage.amount = damage;
- event.player_damage.send_to_server = handle_hp;
- m_client_event_queue.push(event);
-}
-
-void ClientEnvironment::updateLocalPlayerBreath(u16 breath)
-{
- ClientEnvEvent event;
- event.type = CEE_PLAYER_BREATH;
- event.player_breath.amount = breath;
- m_client_event_queue.push(event);
-}
-
-/*
- Client likes to call these
-*/
-
-void ClientEnvironment::getActiveObjects(v3f origin, f32 max_d,
- std::vector<DistanceSortedActiveObject> &dest)
-{
- for (UNORDERED_MAP<u16, ClientActiveObject*>::iterator i = m_active_objects.begin();
- i != m_active_objects.end(); ++i) {
- ClientActiveObject* obj = i->second;
-
- f32 d = (obj->getPosition() - origin).getLength();
-
- if(d > max_d)
- continue;
-
- DistanceSortedActiveObject dso(obj, d);
-
- dest.push_back(dso);
- }
-}
-
-ClientEnvEvent ClientEnvironment::getClientEvent()
-{
- ClientEnvEvent event;
- if(m_client_event_queue.empty())
- event.type = CEE_NONE;
- else {
- event = m_client_event_queue.front();
- m_client_event_queue.pop();
- }
- return event;
-}
-
-ClientActiveObject * ClientEnvironment::getSelectedActiveObject(
- const core::line3d<f32> &shootline_on_map, v3f *intersection_point,
- v3s16 *intersection_normal)
-{
- std::vector<DistanceSortedActiveObject> objects;
- getActiveObjects(shootline_on_map.start,
- shootline_on_map.getLength() + 3, objects);
- const v3f line_vector = shootline_on_map.getVector();
-
- // Sort them.
- // After this, the closest object is the first in the array.
- std::sort(objects.begin(), objects.end());
-
- /* Because objects can have different nodebox sizes,
- * the object whose center is the nearest isn't necessarily
- * the closest one. If an object is found, don't stop
- * immediately. */
-
- f32 d_min = shootline_on_map.getLength();
- ClientActiveObject *nearest_obj = NULL;
- for (u32 i = 0; i < objects.size(); i++) {
- ClientActiveObject *obj = objects[i].obj;
-
- aabb3f *selection_box = obj->getSelectionBox();
- if (selection_box == NULL)
- continue;
-
- v3f pos = obj->getPosition();
-
- aabb3f offsetted_box(selection_box->MinEdge + pos,
- selection_box->MaxEdge + pos);
-
- if (offsetted_box.getCenter().getDistanceFrom(
- shootline_on_map.start) > d_min + 9.6f*BS) {
- // Probably there is no active object that has bigger nodebox than
- // (-5.5,-5.5,-5.5,5.5,5.5,5.5)
- // 9.6 > 5.5*sqrt(3)
- break;
- }
-
- v3f current_intersection;
- v3s16 current_normal;
- if (boxLineCollision(offsetted_box, shootline_on_map.start, line_vector,
- &current_intersection, &current_normal)) {
- f32 d_current = current_intersection.getDistanceFrom(
- shootline_on_map.start);
- if (d_current <= d_min) {
- d_min = d_current;
- nearest_obj = obj;
- *intersection_point = current_intersection;
- *intersection_normal = current_normal;
- }
- }
- }
-
- return nearest_obj;
-}
-
-/*
- Check if a node is pointable
-*/
-static inline bool isPointableNode(const MapNode &n,
- INodeDefManager *ndef, bool liquids_pointable)
-{
- const ContentFeatures &features = ndef->get(n);
- return features.pointable ||
- (liquids_pointable && features.isLiquid());
-}
-
-PointedThing ClientEnvironment::getPointedThing(
- core::line3d<f32> shootline,
- bool liquids_pointable,
- bool look_for_object)
-{
- PointedThing result;
-
- INodeDefManager *nodedef = m_map->getNodeDefManager();
-
- core::aabbox3d<s16> maximal_exceed = nodedef->getSelectionBoxIntUnion();
- // The code needs to search these nodes
- core::aabbox3d<s16> search_range(-maximal_exceed.MaxEdge,
- -maximal_exceed.MinEdge);
- // If a node is found, there might be a larger node behind.
- // To find it, we have to go further.
- s16 maximal_overcheck =
- std::max(abs(search_range.MinEdge.X), abs(search_range.MaxEdge.X))
- + std::max(abs(search_range.MinEdge.Y), abs(search_range.MaxEdge.Y))
- + std::max(abs(search_range.MinEdge.Z), abs(search_range.MaxEdge.Z));
-
- const v3f original_vector = shootline.getVector();
- const f32 original_length = original_vector.getLength();
-
- f32 min_distance = original_length;
-
- // First try to find an active object
- if (look_for_object) {
- ClientActiveObject *selected_object = getSelectedActiveObject(
- shootline, &result.intersection_point,
- &result.intersection_normal);
-
- if (selected_object != NULL) {
- min_distance =
- (result.intersection_point - shootline.start).getLength();
-
- result.type = POINTEDTHING_OBJECT;
- result.object_id = selected_object->getId();
- }
- }
-
- // Reduce shootline
- if (original_length > 0) {
- shootline.end = shootline.start
- + shootline.getVector() / original_length * min_distance;
- }
-
- // Try to find a node that is closer than the selected active
- // object (if it exists).
-
- voxalgo::VoxelLineIterator iterator(shootline.start / BS,
- shootline.getVector() / BS);
- v3s16 oldnode = iterator.m_current_node_pos;
- // Indicates that a node was found.
- bool is_node_found = false;
- // If a node is found, it is possible that there's a node
- // behind it with a large nodebox, so continue the search.
- u16 node_foundcounter = 0;
- // If a node is found, this is the center of the
- // first nodebox the shootline meets.
- v3f found_boxcenter(0, 0, 0);
- // The untested nodes are in this range.
- core::aabbox3d<s16> new_nodes;
- while (true) {
- // Test the nodes around the current node in search_range.
- new_nodes = search_range;
- new_nodes.MinEdge += iterator.m_current_node_pos;
- new_nodes.MaxEdge += iterator.m_current_node_pos;
-
- // Only check new nodes
- v3s16 delta = iterator.m_current_node_pos - oldnode;
- if (delta.X > 0)
- new_nodes.MinEdge.X = new_nodes.MaxEdge.X;
- else if (delta.X < 0)
- new_nodes.MaxEdge.X = new_nodes.MinEdge.X;
- else if (delta.Y > 0)
- new_nodes.MinEdge.Y = new_nodes.MaxEdge.Y;
- else if (delta.Y < 0)
- new_nodes.MaxEdge.Y = new_nodes.MinEdge.Y;
- else if (delta.Z > 0)
- new_nodes.MinEdge.Z = new_nodes.MaxEdge.Z;
- else if (delta.Z < 0)
- new_nodes.MaxEdge.Z = new_nodes.MinEdge.Z;
-
- // For each untested node
- for (s16 x = new_nodes.MinEdge.X; x <= new_nodes.MaxEdge.X; x++) {
- for (s16 y = new_nodes.MinEdge.Y; y <= new_nodes.MaxEdge.Y; y++) {
- for (s16 z = new_nodes.MinEdge.Z; z <= new_nodes.MaxEdge.Z; z++) {
- MapNode n;
- v3s16 np(x, y, z);
- bool is_valid_position;
-
- n = m_map->getNodeNoEx(np, &is_valid_position);
- if (!(is_valid_position &&
- isPointableNode(n, nodedef, liquids_pointable))) {
- continue;
- }
- std::vector<aabb3f> boxes;
- n.getSelectionBoxes(nodedef, &boxes,
- n.getNeighbors(np, m_map));
-
- v3f npf = intToFloat(np, BS);
- for (std::vector<aabb3f>::const_iterator i = boxes.begin();
- i != boxes.end(); ++i) {
- aabb3f box = *i;
- box.MinEdge += npf;
- box.MaxEdge += npf;
- v3f intersection_point;
- v3s16 intersection_normal;
- if (!boxLineCollision(box, shootline.start, shootline.getVector(),
- &intersection_point, &intersection_normal)) {
- continue;
- }
- f32 distance = (intersection_point - shootline.start).getLength();
- if (distance >= min_distance) {
- continue;
- }
- result.type = POINTEDTHING_NODE;
- result.node_undersurface = np;
- result.intersection_point = intersection_point;
- result.intersection_normal = intersection_normal;
- found_boxcenter = box.getCenter();
- min_distance = distance;
- is_node_found = true;
- }
- }
- }
- }
- if (is_node_found) {
- node_foundcounter++;
- if (node_foundcounter > maximal_overcheck) {
- break;
- }
- }
- // Next node
- if (iterator.hasNext()) {
- oldnode = iterator.m_current_node_pos;
- iterator.next();
- } else {
- break;
- }
- }
-
- if (is_node_found) {
- // Set undersurface and abovesurface nodes
- f32 d = 0.002 * BS;
- v3f fake_intersection = result.intersection_point;
- // Move intersection towards its source block.
- if (fake_intersection.X < found_boxcenter.X)
- fake_intersection.X += d;
- else
- fake_intersection.X -= d;
-
- if (fake_intersection.Y < found_boxcenter.Y)
- fake_intersection.Y += d;
- else
- fake_intersection.Y -= d;
-
- if (fake_intersection.Z < found_boxcenter.Z)
- fake_intersection.Z += d;
- else
- fake_intersection.Z -= d;
-
- result.node_real_undersurface = floatToInt(fake_intersection, BS);
- result.node_abovesurface = result.node_real_undersurface
- + result.intersection_normal;
- }
- return result;
-}
-
-#endif // #ifndef SERVER