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author | Auke Kok <sofar@foo-projects.org> | 2016-03-14 23:20:56 -0700 |
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committer | paramat <mat.gregory@virginmedia.com> | 2016-03-21 17:42:20 +0000 |
commit | 80cec4702dde598ded6a5b31e291d2973b26cc7b (patch) | |
tree | 5f6e8f3c116f63bbde0bf4f50a7015556cab0d2f /src/game.cpp | |
parent | 493a298c0c94d03cdcdb4a52684094f88cbd48c5 (diff) | |
download | minetest-80cec4702dde598ded6a5b31e291d2973b26cc7b.tar.gz minetest-80cec4702dde598ded6a5b31e291d2973b26cc7b.tar.bz2 minetest-80cec4702dde598ded6a5b31e291d2973b26cc7b.zip |
Fix connected nodes' selection boxes.
This allows the player to more easily target and punch connected
nodeboxes, especially if they have a fixed nodebox that is very
small, like technic cabling, or xpanes. Tried it on fences and
my xpane conversion, and happy with the result.
Diffstat (limited to 'src/game.cpp')
-rw-r--r-- | src/game.cpp | 50 |
1 files changed, 47 insertions, 3 deletions
diff --git a/src/game.cpp b/src/game.cpp index be4c46bc3..c1f80c5a1 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -273,6 +273,49 @@ inline bool isPointableNode(const MapNode &n, (liquids_pointable && features.isLiquid()); } +static inline void getNeighborConnectingFace(v3s16 p, INodeDefManager *nodedef, + ClientMap *map, MapNode n, u8 bitmask, u8 *neighbors) +{ + MapNode n2 = map->getNodeNoEx(p); + if (nodedef->nodeboxConnects(n, n2, bitmask)) + *neighbors |= bitmask; +} + +static inline u8 getNeighbors(v3s16 p, INodeDefManager *nodedef, ClientMap *map, MapNode n) +{ + u8 neighbors = 0; + const ContentFeatures &f = nodedef->get(n); + // locate possible neighboring nodes to connect to + if (f.drawtype == NDT_NODEBOX && f.node_box.type == NODEBOX_CONNECTED) { + v3s16 p2 = p; + + p2.Y++; + getNeighborConnectingFace(p2, nodedef, map, n, 1, &neighbors); + + p2 = p; + p2.Y--; + getNeighborConnectingFace(p2, nodedef, map, n, 2, &neighbors); + + p2 = p; + p2.Z--; + getNeighborConnectingFace(p2, nodedef, map, n, 4, &neighbors); + + p2 = p; + p2.X--; + getNeighborConnectingFace(p2, nodedef, map, n, 8, &neighbors); + + p2 = p; + p2.Z++; + getNeighborConnectingFace(p2, nodedef, map, n, 16, &neighbors); + + p2 = p; + p2.X++; + getNeighborConnectingFace(p2, nodedef, map, n, 32, &neighbors); + } + + return neighbors; +} + /* Find what the player is pointing at */ @@ -350,8 +393,9 @@ PointedThing getPointedThing(Client *client, Hud *hud, const v3f &player_positio for (s16 x = xstart; x <= xend; x++) { MapNode n; bool is_valid_position; + v3s16 p(x, y, z); - n = map.getNodeNoEx(v3s16(x, y, z), &is_valid_position); + n = map.getNodeNoEx(p, &is_valid_position); if (!is_valid_position) { continue; } @@ -360,7 +404,7 @@ PointedThing getPointedThing(Client *client, Hud *hud, const v3f &player_positio } std::vector<aabb3f> boxes; - n.getSelectionBoxes(nodedef, &boxes); + n.getSelectionBoxes(nodedef, &boxes, getNeighbors(p, nodedef, &map, n)); v3s16 np(x, y, z); v3f npf = intToFloat(np, BS); @@ -392,7 +436,7 @@ PointedThing getPointedThing(Client *client, Hud *hud, const v3f &player_positio MapNode n = map.getNodeNoEx(pointed_pos); v3f npf = intToFloat(pointed_pos, BS); std::vector<aabb3f> boxes; - n.getSelectionBoxes(nodedef, &boxes); + n.getSelectionBoxes(nodedef, &boxes, getNeighbors(pointed_pos, nodedef, &map, n)); f32 face_min_distance = 1000 * BS; for (std::vector<aabb3f>::const_iterator i = boxes.begin(); |