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authorDániel Juhász <juhdanad@gmail.com>2017-01-04 19:18:40 +0100
committerest31 <est31@users.noreply.github.com>2017-01-04 19:18:40 +0100
commit3f8261830e0503cd59d8713d5c9aab12fc1491db (patch)
treeb49d898815a6c2e692cfe2fc0978cfedd49cd34f /src/voxelalgorithms.cpp
parent8aadc62856cc3789ed345ddf3870e311af60afe9 (diff)
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Improve getPointedThing() (#4346)
* Improved getPointedThing() The new algorithm checks every node exactly once. Now the point and normal vector of the collision is also returned in the PointedThing (currently they are not used outside of the function). Now the CNodeDefManager keeps the union of all possible nodeboxes, so the raycast won't miss any nodes. Also if there are only small nodeboxes, getPointedThing() is exceptionally fast. Also adds unit test for VoxelLineIterator. * Cleanup, code move This commit moves getPointedThing() and Client::getSelectedActiveObject() to ClientEnvironment. The map nodes now can decide which neighbors they are connecting to (MapNode::getNeighbors()).
Diffstat (limited to 'src/voxelalgorithms.cpp')
-rw-r--r--src/voxelalgorithms.cpp68
1 files changed, 68 insertions, 0 deletions
diff --git a/src/voxelalgorithms.cpp b/src/voxelalgorithms.cpp
index 93cc33acc..c20917164 100644
--- a/src/voxelalgorithms.cpp
+++ b/src/voxelalgorithms.cpp
@@ -747,5 +747,73 @@ void update_lighting_nodes(Map *map, INodeDefManager *ndef,
}
}
+VoxelLineIterator::VoxelLineIterator(
+ const v3f &start_position,
+ const v3f &line_vector) :
+ m_start_position(start_position),
+ m_line_vector(line_vector),
+ m_next_intersection_multi(10000.0f, 10000.0f, 10000.0f),
+ m_intersection_multi_inc(10000.0f, 10000.0f, 10000.0f),
+ m_step_directions(1.0f, 1.0f, 1.0f)
+{
+ m_current_node_pos = floatToInt(m_start_position, 1);
+
+ if (m_line_vector.X > 0) {
+ m_next_intersection_multi.X = (floorf(m_start_position.X - 0.5) + 1.5
+ - m_start_position.X) / m_line_vector.X;
+ m_intersection_multi_inc.X = 1 / m_line_vector.X;
+ } else if (m_line_vector.X < 0) {
+ m_next_intersection_multi.X = (floorf(m_start_position.X - 0.5)
+ - m_start_position.X + 0.5) / m_line_vector.X;
+ m_intersection_multi_inc.X = -1 / m_line_vector.X;
+ m_step_directions.X = -1;
+ }
+
+ if (m_line_vector.Y > 0) {
+ m_next_intersection_multi.Y = (floorf(m_start_position.Y - 0.5) + 1.5
+ - m_start_position.Y) / m_line_vector.Y;
+ m_intersection_multi_inc.Y = 1 / m_line_vector.Y;
+ } else if (m_line_vector.Y < 0) {
+ m_next_intersection_multi.Y = (floorf(m_start_position.Y - 0.5)
+ - m_start_position.Y + 0.5) / m_line_vector.Y;
+ m_intersection_multi_inc.Y = -1 / m_line_vector.Y;
+ m_step_directions.Y = -1;
+ }
+
+ if (m_line_vector.Z > 0) {
+ m_next_intersection_multi.Z = (floorf(m_start_position.Z - 0.5) + 1.5
+ - m_start_position.Z) / m_line_vector.Z;
+ m_intersection_multi_inc.Z = 1 / m_line_vector.Z;
+ } else if (m_line_vector.Z < 0) {
+ m_next_intersection_multi.Z = (floorf(m_start_position.Z - 0.5)
+ - m_start_position.Z + 0.5) / m_line_vector.Z;
+ m_intersection_multi_inc.Z = -1 / m_line_vector.Z;
+ m_step_directions.Z = -1;
+ }
+
+ m_has_next = (m_next_intersection_multi.X <= 1)
+ || (m_next_intersection_multi.Y <= 1)
+ || (m_next_intersection_multi.Z <= 1);
+}
+
+void VoxelLineIterator::next()
+{
+ if ((m_next_intersection_multi.X < m_next_intersection_multi.Y)
+ && (m_next_intersection_multi.X < m_next_intersection_multi.Z)) {
+ m_next_intersection_multi.X += m_intersection_multi_inc.X;
+ m_current_node_pos.X += m_step_directions.X;
+ } else if ((m_next_intersection_multi.Y < m_next_intersection_multi.Z)) {
+ m_next_intersection_multi.Y += m_intersection_multi_inc.Y;
+ m_current_node_pos.Y += m_step_directions.Y;
+ } else {
+ m_next_intersection_multi.Z += m_intersection_multi_inc.Z;
+ m_current_node_pos.Z += m_step_directions.Z;
+ }
+
+ m_has_next = (m_next_intersection_multi.X <= 1)
+ || (m_next_intersection_multi.Y <= 1)
+ || (m_next_intersection_multi.Z <= 1);
+}
+
} // namespace voxalgo