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author | Loic Blot <loic.blot@unix-experience.fr> | 2017-01-08 10:49:47 +0100 |
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committer | Ner'zhul <nerzhul@users.noreply.github.com> | 2017-01-08 12:16:06 +0100 |
commit | eb2c19bbedecb5f42c946b0c14466abc0b109825 (patch) | |
tree | 30caf4e08c1bdff6a385f6c8710c088832aa74d7 /src/environment.cpp | |
parent | b0746834cc44af1086c83715d0d6f749f653f29a (diff) | |
download | minetest-eb2c19bbedecb5f42c946b0c14466abc0b109825.tar.gz minetest-eb2c19bbedecb5f42c946b0c14466abc0b109825.tar.bz2 minetest-eb2c19bbedecb5f42c946b0c14466abc0b109825.zip |
Move ClientEnvironment to dedicated cpp/header files
Diffstat (limited to 'src/environment.cpp')
-rw-r--r-- | src/environment.cpp | 828 |
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, - ¤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; -} - -#endif // #ifndef SERVER |