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+/*
+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,
+ &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;
+}