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/*
Minetest
Copyright (C) 2010-2013 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.
*/

#ifndef CLIENTMAP_HEADER
#define CLIENTMAP_HEADER

#include "irrlichttypes_extrabloated.h"
#include "map.h"
#include "camera.h"
#include <set>
#include <map>

struct MapDrawControl
{
	MapDrawControl():
		range_all(false),
		wanted_range(50),
		wanted_max_blocks(0),
		wanted_min_range(0),
		blocks_drawn(0),
		blocks_would_have_drawn(0),
		farthest_drawn(0)
	{
	}
	// Overrides limits by drawing everything
	bool range_all;
	// Wanted drawing range
	float wanted_range;
	// Maximum number of blocks to draw
	u32 wanted_max_blocks;
	// Blocks in this range are drawn regardless of number of blocks drawn
	float wanted_min_range;
	// Number of blocks rendered is written here by the renderer
	u32 blocks_drawn;
	// Number of blocks that would have been drawn in wanted_range
	u32 blocks_would_have_drawn;
	// Distance to the farthest block drawn
	float farthest_drawn;
};

class Client;
class ITextureSource;

/*
	ClientMap
	
	This is the only map class that is able to render itself on screen.
*/

class ClientMap : public Map, public scene::ISceneNode
{
public:
	ClientMap(
			Client *client,
			IGameDef *gamedef,
			MapDrawControl &control,
			scene::ISceneNode* parent,
			scene::ISceneManager* mgr,
			s32 id
	);

	~ClientMap();

	s32 mapType() const
	{
		return MAPTYPE_CLIENT;
	}

	void drop()
	{
		ISceneNode::drop();
	}

	void updateCamera(v3f pos, v3f dir, f32 fov, v3s16 offset)
	{
		JMutexAutoLock lock(m_camera_mutex);
		m_camera_position = pos;
		m_camera_direction = dir;
		m_camera_fov = fov;
		m_camera_offset = offset;
	}

	/*
		Forcefully get a sector from somewhere
	*/
	MapSector * emergeSector(v2s16 p);

	//void deSerializeSector(v2s16 p2d, std::istream &is);

	/*
		ISceneNode methods
	*/

	virtual void OnRegisterSceneNode();

	virtual void render()
	{
		video::IVideoDriver* driver = SceneManager->getVideoDriver();
		driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
		renderMap(driver, SceneManager->getSceneNodeRenderPass());
	}
	
	virtual const core::aabbox3d<f32>& getBoundingBox() const
	{
		return m_box;
	}
	
	void updateDrawList(video::IVideoDriver* driver);
	void renderMap(video::IVideoDriver* driver, s32 pass);

	int getBackgroundBrightness(float max_d, u32 daylight_factor,
			int oldvalue, bool *sunlight_seen_result);

	void renderPostFx(CameraMode cam_mode);

	// For debug printing
	virtual void PrintInfo(std::ostream &out);
	
	// Check if sector was drawn on last render()
	bool sectorWasDrawn(v2s16 p)
	{
		return (m_last_drawn_sectors.find(p) != m_last_drawn_sectors.end());
	}
	
private:
	Client *m_client;
	
	core::aabbox3d<f32> m_box;
	
	MapDrawControl &m_control;

	v3f m_camera_position;
	v3f m_camera_direction;
	f32 m_camera_fov;
	v3s16 m_camera_offset;
	JMutex m_camera_mutex;

	std::map<v3s16, MapBlock*> m_drawlist;
	
	std::set<v2s16> m_last_drawn_sectors;

	bool m_cache_trilinear_filter;
	bool m_cache_bilinear_filter;
	bool m_cache_anistropic_filter;
};

#endif

class="hl opt">(this->m_time_lock); return m_time_of_day_f; } /* Check if a node is pointable */ inline static bool isPointableNode(const MapNode &n, const NodeDefManager *nodedef , bool liquids_pointable) { const ContentFeatures &features = nodedef->get(n); return features.pointable || (liquids_pointable && features.isLiquid()); } void Environment::continueRaycast(RaycastState *state, PointedThing *result) { const NodeDefManager *nodedef = getMap().getNodeDefManager(); if (state->m_initialization_needed) { // Add objects if (state->m_objects_pointable) { std::vector<PointedThing> found; getSelectedActiveObjects(state->m_shootline, found); for (const PointedThing &pointed : found) { state->m_found.push(pointed); } } // Set search range core::aabbox3d<s16> maximal_exceed = nodedef->getSelectionBoxIntUnion(); state->m_search_range.MinEdge = -maximal_exceed.MaxEdge; state->m_search_range.MaxEdge = -maximal_exceed.MinEdge; // Setting is done state->m_initialization_needed = false; } // The index of the first pointed thing that was not returned // before. The last index which needs to be tested. s16 lastIndex = state->m_iterator.m_last_index; if (!state->m_found.empty()) { lastIndex = state->m_iterator.getIndex( floatToInt(state->m_found.top().intersection_point, BS)); } Map &map = getMap(); // 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 (state->m_iterator.m_current_index <= lastIndex) { // Test the nodes around the current node in search_range. new_nodes = state->m_search_range; new_nodes.MinEdge += state->m_iterator.m_current_node_pos; new_nodes.MaxEdge += state->m_iterator.m_current_node_pos; // Only check new nodes v3s16 delta = state->m_iterator.m_current_node_pos - state->m_previous_node; 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 = map.getNodeNoEx(np, &is_valid_position); if (!(is_valid_position && isPointableNode(n, nodedef, state->m_liquids_pointable))) { continue; } PointedThing result; std::vector<aabb3f> boxes; n.getSelectionBoxes(nodedef, &boxes, n.getNeighbors(np, &map)); // Is there a collision with a selection box? bool is_colliding = false; // Minimal distance of all collisions float min_distance_sq = 10000000; v3f npf = intToFloat(np, BS); for (std::vector<aabb3f>::const_iterator i = boxes.begin(); i != boxes.end(); ++i) { // Get current collision box aabb3f box = *i; box.MinEdge += npf; box.MaxEdge += npf; v3f intersection_point; v3s16 intersection_normal; if (!boxLineCollision(box, state->m_shootline.start, state->m_shootline.getVector(), &intersection_point, &intersection_normal)) continue; f32 distanceSq = (intersection_point - state->m_shootline.start).getLengthSQ(); // If this is the nearest collision, save it if (min_distance_sq > distanceSq) { min_distance_sq = distanceSq; result.intersection_point = intersection_point; result.intersection_normal = intersection_normal; found_boxcenter = box.getCenter(); is_colliding = true; } } // If there wasn't a collision, stop if (!is_colliding) { continue; } result.type = POINTEDTHING_NODE; result.node_undersurface = np; result.distanceSq = min_distance_sq; // 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; // Push found PointedThing state->m_found.push(result); // If this is nearer than the old nearest object, // the search can be shorter s16 newIndex = state->m_iterator.getIndex( result.node_real_undersurface); if (newIndex < lastIndex) { lastIndex = newIndex; } } // Next node state->m_previous_node = state->m_iterator.m_current_node_pos; state->m_iterator.next(); } // Return empty PointedThing if nothing left on the ray if (state->m_found.empty()) { result->type = POINTEDTHING_NOTHING; } else { *result = state->m_found.top(); state->m_found.pop(); } } void Environment::stepTimeOfDay(float dtime) { MutexAutoLock lock(this->m_time_lock); // Cached in order to prevent the two reads we do to give // different results (can be written by code not under the lock) f32 cached_time_of_day_speed = m_time_of_day_speed; f32 speed = cached_time_of_day_speed * 24000. / (24. * 3600); m_time_conversion_skew += dtime; u32 units = (u32)(m_time_conversion_skew * speed); bool sync_f = false; if (units > 0) { // Sync at overflow if (m_time_of_day + units >= 24000) { sync_f = true; ++m_day_count; } m_time_of_day = (m_time_of_day + units) % 24000; if (sync_f) m_time_of_day_f = (float)m_time_of_day / 24000.0; } if (speed > 0) { m_time_conversion_skew -= (f32)units / speed; } if (!sync_f) { m_time_of_day_f += cached_time_of_day_speed / 24 / 3600 * dtime; if (m_time_of_day_f > 1.0) m_time_of_day_f -= 1.0; if (m_time_of_day_f < 0.0) m_time_of_day_f += 1.0; } } u32 Environment::getDayCount() { // Atomic<u32> counter return m_day_count; }