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Diffstat (limited to 'src/clientenvironment.cpp')
-rw-r--r-- | src/clientenvironment.cpp | 847 |
1 files changed, 847 insertions, 0 deletions
diff --git a/src/clientenvironment.cpp b/src/clientenvironment.cpp new file mode 100644 index 000000000..cc7cb54dd --- /dev/null +++ b/src/clientenvironment.cpp @@ -0,0 +1,847 @@ +/* +Minetest +Copyright (C) 2010-2017 celeron55, Perttu Ahola <celeron55@gmail.com> + +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. +*/ + +#include "util/serialize.h" +#include "util/pointedthing.h" +#include "clientenvironment.h" +#include "clientsimpleobject.h" +#include "clientmap.h" +#include "scripting_client.h" +#include "mapblock_mesh.h" +#include "event.h" +#include "collision.h" +#include "profiler.h" +#include "raycast.h" +#include "voxelalgorithms.h" +#include "settings.h" +#include <algorithm> + +/* + ClientEnvironment +*/ + +ClientEnvironment::ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr, + ITextureSource *texturesource, Client *client, + IrrlichtDevice *irr): + Environment(client), + m_map(map), + m_local_player(NULL), + m_smgr(smgr), + m_texturesource(texturesource), + m_client(client), + m_script(NULL), + 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(); + + delete m_local_player; +} + +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_client->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_client->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; + u8 damage = (u8)MYMIN(damage_f + 0.5, 255); + if (damage != 0) { + damageLocalPlayer(damage, true); + MtEvent *e = new SimpleTriggerEvent("PlayerFallingDamage"); + m_client->event()->put(e); + } + } + } + + if (m_client->moddingEnabled()) { + m_script->environment_step(dtime); + } + + // Protocol v29 make this behaviour obsolete + if (getGameDef()->getProtoVersion() < 29) { + 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_client->ndef()->get(n1).damage_per_second); + damage_per_second = MYMAX(damage_per_second, + m_client->ndef()->get(n2).damage_per_second); + damage_per_second = MYMAX(damage_per_second, + m_client->ndef()->get(n3).damage_per_second); + + if (damage_per_second != 0) + damageLocalPlayer(damage_per_second, true); + } + + /* + 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_client->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_client->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_client->ndef()); + final_color_blend(&lplayer->light_color, light, 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_client->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_client->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_client, 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::getClientEnvEvent() +{ + FATAL_ERROR_IF(m_client_event_queue.empty(), + "ClientEnvironment::getClientEnvEvent(): queue is empty"); + + ClientEnvEvent 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, + ¤t_intersection, ¤t_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; +} |