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-rw-r--r--src/CMakeLists.txt1
-rw-r--r--src/client.cpp39
-rw-r--r--src/client.h8
-rw-r--r--src/clientmap.cpp33
-rw-r--r--src/environment.cpp241
-rw-r--r--src/environment.h36
-rw-r--r--src/game.cpp392
-rw-r--r--src/map.cpp91
-rw-r--r--src/map.h5
-rw-r--r--src/mapnode.cpp46
-rw-r--r--src/mapnode.h8
-rw-r--r--src/nodedef.cpp141
-rw-r--r--src/nodedef.h6
-rw-r--r--src/raycast.cpp89
-rw-r--r--src/raycast.h38
-rw-r--r--src/unittest/test_voxelalgorithms.cpp59
-rw-r--r--src/util/pointedthing.cpp75
-rw-r--r--src/util/pointedthing.h40
-rw-r--r--src/voxelalgorithms.cpp68
-rw-r--r--src/voxelalgorithms.h61
20 files changed, 1045 insertions, 432 deletions
diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt
index 51cf88063..507624753 100644
--- a/src/CMakeLists.txt
+++ b/src/CMakeLists.txt
@@ -447,6 +447,7 @@ set(common_SRCS
quicktune.cpp
reflowscan.cpp
remoteplayer.cpp
+ raycast.cpp
rollback.cpp
rollback_interface.cpp
serialization.cpp
diff --git a/src/client.cpp b/src/client.cpp
index 1446ebad8..693a90604 100644
--- a/src/client.cpp
+++ b/src/client.cpp
@@ -53,6 +53,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "database-sqlite3.h"
#include "serialization.h"
#include "guiscalingfilter.h"
+#include "raycast.h"
extern gui::IGUIEnvironment* guienv;
@@ -1500,44 +1501,6 @@ void Client::inventoryAction(InventoryAction *a)
delete a;
}
-ClientActiveObject * Client::getSelectedActiveObject(
- f32 max_d,
- v3f from_pos_f_on_map,
- core::line3d<f32> shootline_on_map
- )
-{
- std::vector<DistanceSortedActiveObject> objects;
-
- m_env.getActiveObjects(from_pos_f_on_map, max_d, objects);
-
- // Sort them.
- // After this, the closest object is the first in the array.
- std::sort(objects.begin(), objects.end());
-
- for(unsigned int 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.intersectsWithLine(shootline_on_map))
- {
- return obj;
- }
- }
-
- return NULL;
-}
-
float Client::getAnimationTime()
{
return m_animation_time;
diff --git a/src/client.h b/src/client.h
index 9f5bda059..891fe62f8 100644
--- a/src/client.h
+++ b/src/client.h
@@ -445,14 +445,6 @@ public:
Inventory* getInventory(const InventoryLocation &loc);
void inventoryAction(InventoryAction *a);
- // Gets closest object pointed by the shootline
- // Returns NULL if not found
- ClientActiveObject * getSelectedActiveObject(
- f32 max_d,
- v3f from_pos_f_on_map,
- core::line3d<f32> shootline_on_map
- );
-
const std::list<std::string> &getConnectedPlayerNames()
{
return m_env.getPlayerNames();
diff --git a/src/clientmap.cpp b/src/clientmap.cpp
index 7d76e6e8b..542eb03e8 100644
--- a/src/clientmap.cpp
+++ b/src/clientmap.cpp
@@ -172,8 +172,6 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
ScopeProfiler sp(g_profiler, "CM::updateDrawList()", SPT_AVG);
g_profiler->add("CM::updateDrawList() count", 1);
- INodeDefManager *nodemgr = m_gamedef->ndef();
-
for (std::map<v3s16, MapBlock*>::iterator i = m_drawlist.begin();
i != m_drawlist.end(); ++i) {
MapBlock *block = i->second;
@@ -219,7 +217,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
if (g_settings->getBool("free_move")) {
MapNode n = getNodeNoEx(cam_pos_nodes);
if (n.getContent() == CONTENT_IGNORE ||
- nodemgr->get(n).solidness == 2)
+ m_nodedef->get(n).solidness == 2)
occlusion_culling_enabled = false;
}
@@ -297,23 +295,23 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
if (occlusion_culling_enabled &&
// For the central point of the mapblock 'endoff' can be halved
isOccluded(this, spn, cpn,
- step, stepfac, startoff, endoff / 2.0f, needed_count, nodemgr) &&
+ step, stepfac, startoff, endoff / 2.0f, needed_count, m_nodedef) &&
isOccluded(this, spn, cpn + v3s16(bs2,bs2,bs2),
- step, stepfac, startoff, endoff, needed_count, nodemgr) &&
+ step, stepfac, startoff, endoff, needed_count, m_nodedef) &&
isOccluded(this, spn, cpn + v3s16(bs2,bs2,-bs2),
- step, stepfac, startoff, endoff, needed_count, nodemgr) &&
+ step, stepfac, startoff, endoff, needed_count, m_nodedef) &&
isOccluded(this, spn, cpn + v3s16(bs2,-bs2,bs2),
- step, stepfac, startoff, endoff, needed_count, nodemgr) &&
+ step, stepfac, startoff, endoff, needed_count, m_nodedef) &&
isOccluded(this, spn, cpn + v3s16(bs2,-bs2,-bs2),
- step, stepfac, startoff, endoff, needed_count, nodemgr) &&
+ step, stepfac, startoff, endoff, needed_count, m_nodedef) &&
isOccluded(this, spn, cpn + v3s16(-bs2,bs2,bs2),
- step, stepfac, startoff, endoff, needed_count, nodemgr) &&
+ step, stepfac, startoff, endoff, needed_count, m_nodedef) &&
isOccluded(this, spn, cpn + v3s16(-bs2,bs2,-bs2),
- step, stepfac, startoff, endoff, needed_count, nodemgr) &&
+ step, stepfac, startoff, endoff, needed_count, m_nodedef) &&
isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,bs2),
- step, stepfac, startoff, endoff, needed_count, nodemgr) &&
+ step, stepfac, startoff, endoff, needed_count, m_nodedef) &&
isOccluded(this, spn, cpn + v3s16(-bs2,-bs2,-bs2),
- step, stepfac, startoff, endoff, needed_count, nodemgr)) {
+ step, stepfac, startoff, endoff, needed_count, m_nodedef)) {
blocks_occlusion_culled++;
continue;
}
@@ -656,7 +654,6 @@ int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor,
int oldvalue, bool *sunlight_seen_result)
{
const bool debugprint = false;
- INodeDefManager *ndef = m_gamedef->ndef();
static v3f z_directions[50] = {
v3f(-100, 0, 0)
};
@@ -694,7 +691,7 @@ int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor,
float off = step * z_offsets[i];
bool sunlight_seen_now = false;
bool ok = getVisibleBrightness(this, m_camera_position, dir,
- step, 1.0, max_d*0.6+off, max_d, ndef, daylight_factor,
+ step, 1.0, max_d*0.6+off, max_d, m_nodedef, daylight_factor,
sunlight_min_d,
&br, &sunlight_seen_now);
if(sunlight_seen_now)
@@ -734,8 +731,8 @@ int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor,
int ret = 0;
if(brightness_count == 0){
MapNode n = getNodeNoEx(floatToInt(m_camera_position, BS));
- if(ndef->get(n).param_type == CPT_LIGHT){
- ret = decode_light(n.getLightBlend(daylight_factor, ndef));
+ if(m_nodedef->get(n).param_type == CPT_LIGHT){
+ ret = decode_light(n.getLightBlend(daylight_factor, m_nodedef));
} else {
ret = oldvalue;
}
@@ -758,8 +755,6 @@ int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor,
void ClientMap::renderPostFx(CameraMode cam_mode)
{
- INodeDefManager *nodemgr = m_gamedef->ndef();
-
// Sadly ISceneManager has no "post effects" render pass, in that case we
// could just register for that and handle it in renderMap().
@@ -768,7 +763,7 @@ void ClientMap::renderPostFx(CameraMode cam_mode)
// - If the player is in a solid node, make everything black.
// - If the player is in liquid, draw a semi-transparent overlay.
// - Do not if player is in third person mode
- const ContentFeatures& features = nodemgr->get(n);
+ const ContentFeatures& features = m_nodedef->get(n);
video::SColor post_effect_color = features.post_effect_color;
if(features.solidness == 2 && !(g_settings->getBool("noclip") &&
m_gamedef->checkLocalPrivilege("noclip")) &&
diff --git a/src/environment.cpp b/src/environment.cpp
index ac9b5b079..8c0daf87b 100644
--- a/src/environment.cpp
+++ b/src/environment.cpp
@@ -43,8 +43,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "daynightratio.h"
#include "map.h"
#include "emerge.h"
+#include "raycast.h"
+#include "voxelalgorithms.h"
#include "util/serialize.h"
#include "util/basic_macros.h"
+#include "util/pointedthing.h"
#include "threading/mutex_auto_lock.h"
#define LBM_NAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyz0123456789_:"
@@ -2848,4 +2851,242 @@ ClientEnvEvent ClientEnvironment::getClientEvent()
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;
+}
+
#endif // #ifndef SERVER
diff --git a/src/environment.h b/src/environment.h
index 4bee40e57..84805b462 100644
--- a/src/environment.h
+++ b/src/environment.h
@@ -55,6 +55,7 @@ class GameScripting;
class Player;
class RemotePlayer;
class PlayerSAO;
+class PointedThing;
class Environment
{
@@ -627,6 +628,41 @@ public:
// Get event from queue. CEE_NONE is returned if queue is empty.
ClientEnvEvent getClientEvent();
+ /*!
+ * Gets closest object pointed by the shootline.
+ * Returns NULL if not found.
+ *
+ * \param[in] shootline_on_map the shootline for
+ * the test in world coordinates
+ * \param[out] intersection_point the first point where
+ * the shootline meets the object. Valid only if
+ * not NULL is returned.
+ * \param[out] intersection_normal the normal vector of
+ * the intersection, pointing outwards. Zero vector if
+ * the shootline starts in an active object.
+ * Valid only if not NULL is returned.
+ */
+ ClientActiveObject * getSelectedActiveObject(
+ const core::line3d<f32> &shootline_on_map,
+ v3f *intersection_point,
+ v3s16 *intersection_normal
+ );
+
+ /*!
+ * Performs a raycast on the world.
+ * Returns the first thing the shootline meets.
+ *
+ * @param[in] shootline the shootline, starting from
+ * the camera position. This also gives the maximal distance
+ * of the search.
+ * @param[in] liquids_pointable if false, liquids are ignored
+ * @param[in] look_for_object if false, objects are ignored
+ */
+ PointedThing getPointedThing(
+ core::line3d<f32> shootline,
+ bool liquids_pointable,
+ bool look_for_object);
+
u16 attachement_parent_ids[USHRT_MAX + 1];
const std::list<std::string> &getPlayerNames() { return m_player_names; }
diff --git a/src/game.cpp b/src/game.cpp
index 5bdbea617..cfa6234ff 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -265,271 +265,6 @@ public:
Client *m_client;
};
-/*
- Check if a node is pointable
-*/
-inline bool isPointableNode(const MapNode &n,
- Client *client, bool liquids_pointable)
-{
- const ContentFeatures &features = client->getNodeDefManager()->get(n);
- return features.pointable ||
- (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
-*/
-PointedThing getPointedThing(Client *client, Hud *hud, const v3f &player_position,
- const v3f &camera_direction, const v3f &camera_position,
- core::line3d<f32> shootline, f32 d, bool liquids_pointable,
- bool look_for_object, const v3s16 &camera_offset,
- ClientActiveObject *&selected_object)
-{
- PointedThing result;
-
- std::vector<aabb3f> *selectionboxes = hud->getSelectionBoxes();
- selectionboxes->clear();
- static const bool show_entity_selectionbox = g_settings->getBool("show_entity_selectionbox");
-
- selected_object = NULL;
-
- INodeDefManager *nodedef = client->getNodeDefManager();
- ClientMap &map = client->getEnv().getClientMap();
-
- f32 min_distance = BS * 1001;
-
- // First try to find a pointed at active object
- if (look_for_object) {
- selected_object = client->getSelectedActiveObject(d * BS,
- camera_position, shootline);
-
- if (selected_object != NULL) {
- if (show_entity_selectionbox &&
- selected_object->doShowSelectionBox()) {
- aabb3f *selection_box = selected_object->getSelectionBox();
- // Box should exist because object was
- // returned in the first place
- assert(selection_box);
-
- v3f pos = selected_object->getPosition();
- selectionboxes->push_back(aabb3f(
- selection_box->MinEdge, selection_box->MaxEdge));
- hud->setSelectionPos(pos, camera_offset);
- }
-
- min_distance = (selected_object->getPosition() - camera_position).getLength();
-
- hud->setSelectedFaceNormal(v3f(0.0, 0.0, 0.0));
- result.type = POINTEDTHING_OBJECT;
- result.object_id = selected_object->getId();
- }
- }
-
- // That didn't work, try to find a pointed at node
-
- v3s16 pos_i = floatToInt(player_position, BS);
-
- /*infostream<<"pos_i=("<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z<<")"
- <<std::endl;*/
-
- s16 a = d;
- s16 ystart = pos_i.Y - (camera_direction.Y < 0 ? a : 1);
- s16 zstart = pos_i.Z - (camera_direction.Z < 0 ? a : 1);
- s16 xstart = pos_i.X - (camera_direction.X < 0 ? a : 1);
- s16 yend = pos_i.Y + 1 + (camera_direction.Y > 0 ? a : 1);
- s16 zend = pos_i.Z + (camera_direction.Z > 0 ? a : 1);
- s16 xend = pos_i.X + (camera_direction.X > 0 ? a : 1);
-
- // Prevent signed number overflow
- if (yend == 32767)
- yend = 32766;
-
- if (zend == 32767)
- zend = 32766;
-
- if (xend == 32767)
- xend = 32766;
-
- v3s16 pointed_pos(0, 0, 0);
-
- for (s16 y = ystart; y <= yend; y++) {
- for (s16 z = zstart; z <= zend; z++) {
- for (s16 x = xstart; x <= xend; x++) {
- MapNode n;
- bool is_valid_position;
- v3s16 p(x, y, z);
-
- n = map.getNodeNoEx(p, &is_valid_position);
- if (!is_valid_position) {
- continue;
- }
- if (!isPointableNode(n, client, liquids_pointable)) {
- continue;
- }
-
- std::vector<aabb3f> boxes;
- n.getSelectionBoxes(nodedef, &boxes, getNeighbors(p, nodedef, &map, n));
-
- v3s16 np(x, y, z);
- 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 centerpoint = box.getCenter();
- f32 distance = (centerpoint - camera_position).getLength();
- if (distance >= min_distance) {
- continue;
- }
- if (!box.intersectsWithLine(shootline)) {
- continue;
- }
- result.type = POINTEDTHING_NODE;
- min_distance = distance;
- pointed_pos = np;
- }
- }
- }
- }
-
- if (result.type == POINTEDTHING_NODE) {
- f32 d = 0.001 * BS;
- MapNode n = map.getNodeNoEx(pointed_pos);
- v3f npf = intToFloat(pointed_pos, BS);
- std::vector<aabb3f> 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();
- i != boxes.end(); ++i) {
- aabb3f box = *i;
- box.MinEdge += npf;
- box.MaxEdge += npf;
- for (u16 j = 0; j < 6; j++) {
- v3s16 facedir = g_6dirs[j];
- aabb3f facebox = box;
- if (facedir.X > 0) {
- facebox.MinEdge.X = facebox.MaxEdge.X - d;
- } else if (facedir.X < 0) {
- facebox.MaxEdge.X = facebox.MinEdge.X + d;
- } else if (facedir.Y > 0) {
- facebox.MinEdge.Y = facebox.MaxEdge.Y - d;
- } else if (facedir.Y < 0) {
- facebox.MaxEdge.Y = facebox.MinEdge.Y + d;
- } else if (facedir.Z > 0) {
- facebox.MinEdge.Z = facebox.MaxEdge.Z - d;
- } else if (facedir.Z < 0) {
- facebox.MaxEdge.Z = facebox.MinEdge.Z + d;
- }
- v3f centerpoint = facebox.getCenter();
- f32 distance = (centerpoint - camera_position).getLength();
- if (distance >= face_min_distance)
- continue;
- if (!facebox.intersectsWithLine(shootline))
- continue;
- result.node_abovesurface = pointed_pos + facedir;
- hud->setSelectedFaceNormal(v3f(facedir.X, facedir.Y, facedir.Z));
- face_min_distance = distance;
- }
- }
- selectionboxes->clear();
- for (std::vector<aabb3f>::const_iterator
- i = boxes.begin();
- i != boxes.end(); ++i) {
- aabb3f box = *i;
- box.MinEdge += v3f(-d, -d, -d);
- box.MaxEdge += v3f(d, d, d);
- selectionboxes->push_back(box);
- }
- hud->setSelectionPos(intToFloat(pointed_pos, BS), camera_offset);
- result.node_undersurface = pointed_pos;
- }
-
- // Update selection mesh light level and vertex colors
- if (selectionboxes->size() > 0) {
- v3f pf = hud->getSelectionPos();
- v3s16 p = floatToInt(pf, BS);
-
- // Get selection mesh light level
- MapNode n = map.getNodeNoEx(p);
- u16 node_light = getInteriorLight(n, -1, nodedef);
- u16 light_level = node_light;
-
- for (u8 i = 0; i < 6; i++) {
- n = map.getNodeNoEx(p + g_6dirs[i]);
- node_light = getInteriorLight(n, -1, nodedef);
- if (node_light > light_level)
- light_level = node_light;
- }
-
- video::SColor c = MapBlock_LightColor(255, light_level, 0);
- u8 day = c.getRed();
- u8 night = c.getGreen();
- u32 daynight_ratio = client->getEnv().getDayNightRatio();
- finalColorBlend(c, day, night, daynight_ratio);
-
- // Modify final color a bit with time
- u32 timer = porting::getTimeMs() % 5000;
- float timerf = (float)(irr::core::PI * ((timer / 2500.0) - 0.5));
- float sin_r = 0.08 * sin(timerf);
- float sin_g = 0.08 * sin(timerf + irr::core::PI * 0.5);
- float sin_b = 0.08 * sin(timerf + irr::core::PI);
- c.setRed(core::clamp(core::round32(c.getRed() * (0.8 + sin_r)), 0, 255));
- c.setGreen(core::clamp(core::round32(c.getGreen() * (0.8 + sin_g)), 0, 255));
- c.setBlue(core::clamp(core::round32(c.getBlue() * (0.8 + sin_b)), 0, 255));
-
- // Set mesh final color
- hud->setSelectionMeshColor(c);
- }
- return result;
-}
-
/* Profiler display */
void update_profiler_gui(gui::IGUIStaticText *guitext_profiler, FontEngine *fe,
@@ -1668,6 +1403,23 @@ protected:
void updateSound(f32 dtime);
void processPlayerInteraction(GameRunData *runData, f32 dtime, bool show_hud,
bool show_debug);
+ /*!
+ * Returns the object or node the player is pointing at.
+ * Also updates the selected thing in the Hud.
+ *
+ * @param[in] shootline the shootline, starting from
+ * the camera position. This also gives the maximal distance
+ * of the search.
+ * @param[in] liquids_pointable if false, liquids are ignored
+ * @param[in] look_for_object if false, objects are ignored
+ * @param[in] camera_offset offset of the camera
+ * @param[out] selected_object the selected object or
+ * NULL if not found
+ */
+ PointedThing updatePointedThing(
+ const core::line3d<f32> &shootline, bool liquids_pointable,
+ bool look_for_object, const v3s16 &camera_offset,
+ ClientActiveObject *&selected_object);
void handlePointingAtNothing(GameRunData *runData, const ItemStack &playerItem);
void handlePointingAtNode(GameRunData *runData,
const PointedThing &pointed, const ItemDefinition &playeritem_def,
@@ -3823,14 +3575,11 @@ void Game::processPlayerInteraction(GameRunData *runData,
core::line3d<f32> shootline;
if (camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT) {
-
shootline = core::line3d<f32>(camera_position,
- camera_position + camera_direction * BS * (d + 1));
-
+ camera_position + camera_direction * BS * d);
} else {
// prevent player pointing anything in front-view
- if (camera->getCameraMode() == CAMERA_MODE_THIRD_FRONT)
- shootline = core::line3d<f32>(0, 0, 0, 0, 0, 0);
+ shootline = core::line3d<f32>(camera_position,camera_position);
}
#ifdef HAVE_TOUCHSCREENGUI
@@ -3843,10 +3592,7 @@ void Game::processPlayerInteraction(GameRunData *runData,
#endif
- PointedThing pointed = getPointedThing(
- // input
- client, hud, player_position, camera_direction,
- camera_position, shootline, d,
+ PointedThing pointed = updatePointedThing(shootline,
playeritem_def.liquids_pointable,
!runData->ldown_for_dig,
camera_offset,
@@ -3940,6 +3686,104 @@ void Game::processPlayerInteraction(GameRunData *runData,
}
+PointedThing Game::updatePointedThing(
+ const core::line3d<f32> &shootline,
+ bool liquids_pointable,
+ bool look_for_object,
+ const v3s16 &camera_offset,
+ ClientActiveObject *&selected_object)
+{
+ std::vector<aabb3f> *selectionboxes = hud->getSelectionBoxes();
+ selectionboxes->clear();
+ static const bool show_entity_selectionbox = g_settings->getBool(
+ "show_entity_selectionbox");
+
+ ClientMap &map = client->getEnv().getClientMap();
+ INodeDefManager *nodedef=client->getNodeDefManager();
+
+ selected_object = NULL;
+
+ PointedThing result=client->getEnv().getPointedThing(
+ shootline, liquids_pointable, look_for_object);
+ if (result.type == POINTEDTHING_OBJECT) {
+ selected_object = client->getEnv().getActiveObject(result.object_id);
+ if (show_entity_selectionbox && selected_object->doShowSelectionBox()) {
+ aabb3f *selection_box = selected_object->getSelectionBox();
+
+ // Box should exist because object was
+ // returned in the first place
+
+ assert(selection_box);
+
+ v3f pos = selected_object->getPosition();
+ selectionboxes->push_back(aabb3f(
+ selection_box->MinEdge, selection_box->MaxEdge));
+ selectionboxes->push_back(
+ aabb3f(selection_box->MinEdge, selection_box->MaxEdge));
+ hud->setSelectionPos(pos, camera_offset);
+ }
+ } else if (result.type == POINTEDTHING_NODE) {
+ // Update selection boxes
+ MapNode n = map.getNodeNoEx(result.node_undersurface);
+ std::vector<aabb3f> boxes;
+ n.getSelectionBoxes(nodedef, &boxes,
+ n.getNeighbors(result.node_undersurface, &map));
+
+ f32 d = 0.002 * BS;
+ for (std::vector<aabb3f>::const_iterator i = boxes.begin();
+ i != boxes.end(); ++i) {
+ aabb3f box = *i;
+ box.MinEdge -= v3f(d, d, d);
+ box.MaxEdge += v3f(d, d, d);
+ selectionboxes->push_back(box);
+ }
+ hud->setSelectionPos(intToFloat(result.node_undersurface, BS),
+ camera_offset);
+ }
+
+ // Update selection mesh light level and vertex colors
+ if (selectionboxes->size() > 0) {
+ v3f pf = hud->getSelectionPos();
+ v3s16 p = floatToInt(pf, BS);
+
+ // Get selection mesh light level
+ MapNode n = map.getNodeNoEx(p);
+ u16 node_light = getInteriorLight(n, -1, nodedef);
+ u16 light_level = node_light;
+
+ for (u8 i = 0; i < 6; i++) {
+ n = map.getNodeNoEx(p + g_6dirs[i]);
+ node_light = getInteriorLight(n, -1, nodedef);
+ if (node_light > light_level)
+ light_level = node_light;
+ }
+
+ video::SColor c = MapBlock_LightColor(255, light_level, 0);
+ u8 day = c.getRed();
+ u8 night = c.getGreen();
+ u32 daynight_ratio = client->getEnv().getDayNightRatio();
+ finalColorBlend(c, day, night, daynight_ratio);
+
+ // Modify final color a bit with time
+ u32 timer = porting::getTimeMs() % 5000;
+ float timerf = (float) (irr::core::PI * ((timer / 2500.0) - 0.5));
+ float sin_r = 0.08 * sin(timerf);
+ float sin_g = 0.08 * sin(timerf + irr::core::PI * 0.5);
+ float sin_b = 0.08 * sin(timerf + irr::core::PI);
+ c.setRed(
+ core::clamp(core::round32(c.getRed() * (0.8 + sin_r)), 0, 255));
+ c.setGreen(
+ core::clamp(core::round32(c.getGreen() * (0.8 + sin_g)), 0, 255));
+ c.setBlue(
+ core::clamp(core::round32(c.getBlue() * (0.8 + sin_b)), 0, 255));
+
+ // Set mesh final color
+ hud->setSelectionMeshColor(c);
+ }
+ return result;
+}
+
+
void Game::handlePointingAtNothing(GameRunData *runData, const ItemStack &playerItem)
{
infostream << "Right Clicked in Air" << std::endl;
diff --git a/src/map.cpp b/src/map.cpp
index c3b62ded0..53657ce6b 100644
--- a/src/map.cpp
+++ b/src/map.cpp
@@ -66,6 +66,7 @@ Map::Map(std::ostream &dout, IGameDef *gamedef):
m_dout(dout),
m_gamedef(gamedef),
m_sector_cache(NULL),
+ m_nodedef(gamedef->ndef()),
m_transforming_liquid_loop_count_multiplier(1.0f),
m_unprocessed_count(0),
m_inc_trending_up_start_time(0),
@@ -227,7 +228,7 @@ void Map::setNode(v3s16 p, MapNode & n)
bool temp_bool;
errorstream<<"Map::setNode(): Not allowing to place CONTENT_IGNORE"
<<" while trying to replace \""
- <<m_gamedef->ndef()->get(block->getNodeNoCheck(relpos, &temp_bool)).name
+ <<m_nodedef->get(block->getNodeNoCheck(relpos, &temp_bool)).name
<<"\" at "<<PP(p)<<" (block "<<PP(blockpos)<<")"<<std::endl;
debug_stacks_print_to(infostream);
return;
@@ -257,8 +258,6 @@ void Map::unspreadLight(enum LightBank bank,
std::set<v3s16> & light_sources,
std::map<v3s16, MapBlock*> & modified_blocks)
{
- INodeDefManager *nodemgr = m_gamedef->ndef();
-
v3s16 dirs[6] = {
v3s16(0,0,1), // back
v3s16(0,1,0), // top
@@ -353,20 +352,20 @@ void Map::unspreadLight(enum LightBank bank,
If the neighbor is dimmer than what was specified
as oldlight (the light of the previous node)
*/
- if(n2.getLight(bank, nodemgr) < oldlight)
+ if(n2.getLight(bank, m_nodedef) < oldlight)
{
/*
And the neighbor is transparent and it has some light
*/
- if(nodemgr->get(n2).light_propagates
- && n2.getLight(bank, nodemgr) != 0)
+ if(m_nodedef->get(n2).light_propagates
+ && n2.getLight(bank, m_nodedef) != 0)
{
/*
Set light to 0 and add to queue
*/
- u8 current_light = n2.getLight(bank, nodemgr);
- n2.setLight(bank, 0, nodemgr);
+ u8 current_light = n2.getLight(bank, m_nodedef);
+ n2.setLight(bank, 0, m_nodedef);
block->setNode(relpos, n2);
unlighted_nodes[n2pos] = current_light;
@@ -421,8 +420,6 @@ void Map::spreadLight(enum LightBank bank,
std::set<v3s16> & from_nodes,
std::map<v3s16, MapBlock*> & modified_blocks)
{
- INodeDefManager *nodemgr = m_gamedef->ndef();
-
const v3s16 dirs[6] = {
v3s16(0,0,1), // back
v3s16(0,1,0), // top
@@ -476,7 +473,7 @@ void Map::spreadLight(enum LightBank bank,
bool is_valid_position;
MapNode n = block->getNode(relpos, &is_valid_position);
- u8 oldlight = is_valid_position ? n.getLight(bank, nodemgr) : 0;
+ u8 oldlight = is_valid_position ? n.getLight(bank, m_nodedef) : 0;
u8 newlight = diminish_light(oldlight);
// Loop through 6 neighbors
@@ -512,7 +509,7 @@ void Map::spreadLight(enum LightBank bank,
If the neighbor is brighter than the current node,
add to list (it will light up this node on its turn)
*/
- if(n2.getLight(bank, nodemgr) > undiminish_light(oldlight))
+ if(n2.getLight(bank, m_nodedef) > undiminish_light(oldlight))
{
lighted_nodes.insert(n2pos);
changed = true;
@@ -521,11 +518,11 @@ void Map::spreadLight(enum LightBank bank,
If the neighbor is dimmer than how much light this node
would spread on it, add to list
*/
- if(n2.getLight(bank, nodemgr) < newlight)
+ if(n2.getLight(bank, m_nodedef) < newlight)
{
- if(nodemgr->get(n2).light_propagates)
+ if(m_nodedef->get(n2).light_propagates)
{
- n2.setLight(bank, newlight, nodemgr);
+ n2.setLight(bank, newlight, m_nodedef);
block->setNode(relpos, n2);
lighted_nodes.insert(n2pos);
changed = true;
@@ -558,8 +555,6 @@ void Map::updateLighting(enum LightBank bank,
std::map<v3s16, MapBlock*> & a_blocks,
std::map<v3s16, MapBlock*> & modified_blocks)
{
- INodeDefManager *nodemgr = m_gamedef->ndef();
-
/*m_dout<<"Map::updateLighting(): "
<<a_blocks.size()<<" blocks."<<std::endl;*/
@@ -614,12 +609,12 @@ void Map::updateLighting(enum LightBank bank,
<<std::endl;
continue;
}
- u8 oldlight = n.getLight(bank, nodemgr);
- n.setLight(bank, 0, nodemgr);
+ u8 oldlight = n.getLight(bank, m_nodedef);
+ n.setLight(bank, 0, m_nodedef);
block->setNode(p, n);
// If node sources light, add to list
- u8 source = nodemgr->get(n).light_source;
+ u8 source = m_nodedef->get(n).light_source;
if(source != 0)
light_sources.insert(p + posnodes);
@@ -810,8 +805,6 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
std::map<v3s16, MapBlock*> &modified_blocks,
bool remove_metadata)
{
- INodeDefManager *ndef = m_gamedef->ndef();
-
// Collect old node for rollback
RollbackNode rollback_oldnode(this, p, m_gamedef);
@@ -825,14 +818,14 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
// Set the node on the map
// Ignore light (because calling voxalgo::update_lighting_nodes)
- n.setLight(LIGHTBANK_DAY, 0, ndef);
- n.setLight(LIGHTBANK_NIGHT, 0, ndef);
+ n.setLight(LIGHTBANK_DAY, 0, m_nodedef);
+ n.setLight(LIGHTBANK_NIGHT, 0, m_nodedef);
setNode(p, n);
// Update lighting
std::vector<std::pair<v3s16, MapNode> > oldnodes;
oldnodes.push_back(std::pair<v3s16, MapNode>(p, oldnode));
- voxalgo::update_lighting_nodes(this, ndef, oldnodes, modified_blocks);
+ voxalgo::update_lighting_nodes(this, m_nodedef, oldnodes, modified_blocks);
for(std::map<v3s16, MapBlock*>::iterator
i = modified_blocks.begin();
@@ -869,11 +862,10 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
bool is_valid_position;
MapNode n2 = getNodeNoEx(p2, &is_valid_position);
- if(is_valid_position
- && (ndef->get(n2).isLiquid() || n2.getContent() == CONTENT_AIR))
- {
+ if(is_valid_position &&
+ (m_nodedef->get(n2).isLiquid() ||
+ n2.getContent() == CONTENT_AIR))
m_transforming_liquid.push_back(p2);
- }
}
}
@@ -1213,9 +1205,6 @@ s32 Map::transforming_liquid_size() {
void Map::transformLiquids(std::map<v3s16, MapBlock*> &modified_blocks)
{
-
- INodeDefManager *nodemgr = m_gamedef->ndef();
-
DSTACK(FUNCTION_NAME);
//TimeTaker timer("transformLiquids()");
@@ -1275,12 +1264,12 @@ void Map::transformLiquids(std::map<v3s16, MapBlock*> &modified_blocks)
// The node which will be placed there if liquid
// can't flow into this node.
content_t floodable_node = CONTENT_AIR;
- const ContentFeatures &cf = nodemgr->get(n0);
+ const ContentFeatures &cf = m_nodedef->get(n0);
LiquidType liquid_type = cf.liquid_type;
switch (liquid_type) {
case LIQUID_SOURCE:
liquid_level = LIQUID_LEVEL_SOURCE;
- liquid_kind = nodemgr->getId(cf.liquid_alternative_flowing);
+ liquid_kind = m_nodedef->getId(cf.liquid_alternative_flowing);
break;
case LIQUID_FLOWING:
liquid_level = (n0.param2 & LIQUID_LEVEL_MASK);
@@ -1322,8 +1311,8 @@ void Map::transformLiquids(std::map<v3s16, MapBlock*> &modified_blocks)
}
v3s16 npos = p0 + dirs[i];
NodeNeighbor nb(getNodeNoEx(npos), nt, npos);
- const ContentFeatures &cfnb = nodemgr->get(nb.n);
- switch (nodemgr->get(nb.n.getContent()).liquid_type) {
+ const ContentFeatures &cfnb = m_nodedef->get(nb.n);
+ switch (m_nodedef->get(nb.n.getContent()).liquid_type) {
case LIQUID_NONE:
if (cfnb.floodable) {
airs[num_airs++] = nb;
@@ -1351,8 +1340,8 @@ void Map::transformLiquids(std::map<v3s16, MapBlock*> &modified_blocks)
case LIQUID_SOURCE:
// if this node is not (yet) of a liquid type, choose the first liquid type we encounter
if (liquid_kind == CONTENT_AIR)
- liquid_kind = nodemgr->getId(cfnb.liquid_alternative_flowing);
- if (nodemgr->getId(cfnb.liquid_alternative_flowing) != liquid_kind) {
+ liquid_kind = m_nodedef->getId(cfnb.liquid_alternative_flowing);
+ if (m_nodedef->getId(cfnb.liquid_alternative_flowing) != liquid_kind) {
neutrals[num_neutrals++] = nb;
} else {
// Do not count bottom source, it will screw things up
@@ -1363,8 +1352,8 @@ void Map::transformLiquids(std::map<v3s16, MapBlock*> &modified_blocks)
case LIQUID_FLOWING:
// if this node is not (yet) of a liquid type, choose the first liquid type we encounter
if (liquid_kind == CONTENT_AIR)
- liquid_kind = nodemgr->getId(cfnb.liquid_alternative_flowing);
- if (nodemgr->getId(cfnb.liquid_alternative_flowing) != liquid_kind) {
+ liquid_kind = m_nodedef->getId(cfnb.liquid_alternative_flowing);
+ if (m_nodedef->getId(cfnb.liquid_alternative_flowing) != liquid_kind) {
neutrals[num_neutrals++] = nb;
} else {
flows[num_flows++] = nb;
@@ -1382,15 +1371,15 @@ void Map::transformLiquids(std::map<v3s16, MapBlock*> &modified_blocks)
s8 new_node_level = -1;
s8 max_node_level = -1;
- u8 range = nodemgr->get(liquid_kind).liquid_range;
+ u8 range = m_nodedef->get(liquid_kind).liquid_range;
if (range > LIQUID_LEVEL_MAX + 1)
range = LIQUID_LEVEL_MAX + 1;
- if ((num_sources >= 2 && nodemgr->get(liquid_kind).liquid_renewable) || liquid_type == LIQUID_SOURCE) {
+ if ((num_sources >= 2 && m_nodedef->get(liquid_kind).liquid_renewable) || liquid_type == LIQUID_SOURCE) {
// liquid_kind will be set to either the flowing alternative of the node (if it's a liquid)
// or the flowing alternative of the first of the surrounding sources (if it's air), so
// it's perfectly safe to use liquid_kind here to determine the new node content.
- new_node_content = nodemgr->getId(nodemgr->get(liquid_kind).liquid_alternative_source);
+ new_node_content = m_nodedef->getId(m_nodedef->get(liquid_kind).liquid_alternative_source);
} else if (num_sources >= 1 && sources[0].t != NEIGHBOR_LOWER) {
// liquid_kind is set properly, see above
max_node_level = new_node_level = LIQUID_LEVEL_MAX;
@@ -1427,7 +1416,7 @@ void Map::transformLiquids(std::map<v3s16, MapBlock*> &modified_blocks)
}
}
- u8 viscosity = nodemgr->get(liquid_kind).liquid_viscosity;
+ u8 viscosity = m_nodedef->get(liquid_kind).liquid_viscosity;
if (viscosity > 1 && max_node_level != liquid_level) {
// amount to gain, limited by viscosity
// must be at least 1 in absolute value
@@ -1455,7 +1444,7 @@ void Map::transformLiquids(std::map<v3s16, MapBlock*> &modified_blocks)
check if anything has changed. if not, just continue with the next node.
*/
if (new_node_content == n0.getContent() &&
- (nodemgr->get(n0.getContent()).liquid_type != LIQUID_FLOWING ||
+ (m_nodedef->get(n0.getContent()).liquid_type != LIQUID_FLOWING ||
((n0.param2 & LIQUID_LEVEL_MASK) == (u8)new_node_level &&
((n0.param2 & LIQUID_FLOW_DOWN_MASK) == LIQUID_FLOW_DOWN_MASK)
== flowing_down)))
@@ -1467,7 +1456,7 @@ void Map::transformLiquids(std::map<v3s16, MapBlock*> &modified_blocks)
*/
MapNode n00 = n0;
//bool flow_down_enabled = (flowing_down && ((n0.param2 & LIQUID_FLOW_DOWN_MASK) != LIQUID_FLOW_DOWN_MASK));
- if (nodemgr->get(new_node_content).liquid_type == LIQUID_FLOWING) {
+ if (m_nodedef->get(new_node_content).liquid_type == LIQUID_FLOWING) {
// set level to last 3 bits, flowing down bit to 4th bit
n0.param2 = (flowing_down ? LIQUID_FLOW_DOWN_MASK : 0x00) | (new_node_level & LIQUID_LEVEL_MASK);
} else {
@@ -1477,8 +1466,8 @@ void Map::transformLiquids(std::map<v3s16, MapBlock*> &modified_blocks)
n0.setContent(new_node_content);
// Ignore light (because calling voxalgo::update_lighting_nodes)
- n0.setLight(LIGHTBANK_DAY, 0, nodemgr);
- n0.setLight(LIGHTBANK_NIGHT, 0, nodemgr);
+ n0.setLight(LIGHTBANK_DAY, 0, m_nodedef);
+ n0.setLight(LIGHTBANK_NIGHT, 0, m_nodedef);
// Find out whether there is a suspect for this action
std::string suspect;
@@ -1512,7 +1501,7 @@ void Map::transformLiquids(std::map<v3s16, MapBlock*> &modified_blocks)
/*
enqueue neighbors for update if neccessary
*/
- switch (nodemgr->get(n0.getContent()).liquid_type) {
+ switch (m_nodedef->get(n0.getContent()).liquid_type) {
case LIQUID_SOURCE:
case LIQUID_FLOWING:
// make sure source flows into all neighboring nodes
@@ -1535,7 +1524,7 @@ void Map::transformLiquids(std::map<v3s16, MapBlock*> &modified_blocks)
for (std::deque<v3s16>::iterator iter = must_reflow.begin(); iter != must_reflow.end(); ++iter)
m_transforming_liquid.push_back(*iter);
- voxalgo::update_lighting_nodes(this, nodemgr, changed_nodes, modified_blocks);
+ voxalgo::update_lighting_nodes(this, m_nodedef, changed_nodes, modified_blocks);
/* ----------------------------------------------------------------------
@@ -1900,7 +1889,7 @@ bool ServerMap::initBlockMake(v3s16 blockpos, BlockMakeData *data)
data->blockpos_min = bpmin;
data->blockpos_max = bpmax;
data->blockpos_requested = blockpos;
- data->nodedef = m_gamedef->ndef();
+ data->nodedef = m_nodedef;
/*
Create the whole area of this and the neighboring blocks
diff --git a/src/map.h b/src/map.h
index e8d40e982..19c94ee80 100644
--- a/src/map.h
+++ b/src/map.h
@@ -193,6 +193,8 @@ public:
virtual MapBlock * emergeBlock(v3s16 p, bool create_blank=true)
{ return getBlockNoCreateNoEx(p); }
+ inline INodeDefManager * getNodeDefManager() { return m_nodedef; }
+
// Returns InvalidPositionException if not found
bool isNodeUnderground(v3s16 p);
@@ -346,6 +348,9 @@ protected:
// Queued transforming water nodes
UniqueQueue<v3s16> m_transforming_liquid;
+ // This stores the properties of the nodes on the map.
+ INodeDefManager *m_nodedef;
+
private:
f32 m_transforming_liquid_loop_count_multiplier;
u32 m_unprocessed_count;
diff --git a/src/mapnode.cpp b/src/mapnode.cpp
index 5efebf3d8..f1a7f3e61 100644
--- a/src/mapnode.cpp
+++ b/src/mapnode.cpp
@@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mapnode.h"
#include "porting.h"
#include "nodedef.h"
+#include "map.h"
#include "content_mapnode.h" // For mapnode_translate_*_internal
#include "serialization.h" // For ser_ver_supported
#include "util/serialize.h"
@@ -453,6 +454,51 @@ void transformNodeBox(const MapNode &n, const NodeBox &nodebox,
}
}
+static inline void getNeighborConnectingFace(
+ v3s16 p, INodeDefManager *nodedef,
+ Map *map, MapNode n, u8 bitmask, u8 *neighbors)
+{
+ MapNode n2 = map->getNodeNoEx(p);
+ if (nodedef->nodeboxConnects(n, n2, bitmask))
+ *neighbors |= bitmask;
+}
+
+u8 MapNode::getNeighbors(v3s16 p, Map *map)
+{
+ INodeDefManager *nodedef=map->getNodeDefManager();
+ u8 neighbors = 0;
+ const ContentFeatures &f = nodedef->get(*this);
+ // 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, *this, 1, &neighbors);
+
+ p2 = p;
+ p2.Y--;
+ getNeighborConnectingFace(p2, nodedef, map, *this, 2, &neighbors);
+
+ p2 = p;
+ p2.Z--;
+ getNeighborConnectingFace(p2, nodedef, map, *this, 4, &neighbors);
+
+ p2 = p;
+ p2.X--;
+ getNeighborConnectingFace(p2, nodedef, map, *this, 8, &neighbors);
+
+ p2 = p;
+ p2.Z++;
+ getNeighborConnectingFace(p2, nodedef, map, *this, 16, &neighbors);
+
+ p2 = p;
+ p2.X++;
+ getNeighborConnectingFace(p2, nodedef, map, *this, 32, &neighbors);
+ }
+
+ return neighbors;
+}
+
void MapNode::getNodeBoxes(INodeDefManager *nodemgr, std::vector<aabb3f> *boxes, u8 neighbors)
{
const ContentFeatures &f = nodemgr->get(*this);
diff --git a/src/mapnode.h b/src/mapnode.h
index 0bd61c554..a3c20e8ff 100644
--- a/src/mapnode.h
+++ b/src/mapnode.h
@@ -28,6 +28,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <vector>
class INodeDefManager;
+class Map;
/*
Naming scheme:
@@ -246,6 +247,13 @@ struct MapNode
void rotateAlongYAxis(INodeDefManager *nodemgr, Rotation rot);
+ /*!
+ * Checks which neighbors does this node connect to.
+ *
+ * \param p coordinates of the node
+ */
+ u8 getNeighbors(v3s16 p, Map *map);
+
/*
Gets list of node boxes (used for rendering (NDT_NODEBOX))
*/
diff --git a/src/nodedef.cpp b/src/nodedef.cpp
index 92cdf738e..dbbdf95d2 100644
--- a/src/nodedef.cpp
+++ b/src/nodedef.cpp
@@ -790,9 +790,18 @@ public:
virtual void resetNodeResolveState();
virtual void mapNodeboxConnections();
virtual bool nodeboxConnects(MapNode from, MapNode to, u8 connect_face);
+ virtual core::aabbox3d<s16> getSelectionBoxIntUnion() const
+ {
+ return m_selection_box_int_union;
+ }
private:
void addNameIdMapping(content_t i, std::string name);
+ /*!
+ * Recalculates m_selection_box_int_union based on
+ * m_selection_box_union.
+ */
+ void fixSelectionBoxIntUnion();
// Features indexed by id
std::vector<ContentFeatures> m_content_features;
@@ -819,6 +828,14 @@ private:
// True when all nodes have been registered
bool m_node_registration_complete;
+
+ //! The union of all nodes' selection boxes.
+ aabb3f m_selection_box_union;
+ /*!
+ * The smallest box in node coordinates that
+ * contains all nodes' selection boxes.
+ */
+ core::aabbox3d<s16> m_selection_box_int_union;
};
@@ -849,6 +866,8 @@ void CNodeDefManager::clear()
m_name_id_mapping_with_aliases.clear();
m_group_to_items.clear();
m_next_id = 0;
+ m_selection_box_union.reset(0,0,0);
+ m_selection_box_int_union.reset(0,0,0);
resetNodeResolveState();
@@ -1007,6 +1026,123 @@ content_t CNodeDefManager::allocateId()
}
+/*!
+ * Returns the smallest box that contains all boxes
+ * in the vector. Box_union is expanded.
+ * @param[in] boxes the vector containing the boxes
+ * @param[in, out] box_union the union of the arguments
+ */
+void boxVectorUnion(const std::vector<aabb3f> &boxes, aabb3f *box_union)
+{
+ for (std::vector<aabb3f>::const_iterator it = boxes.begin();
+ it != boxes.end(); ++it) {
+ box_union->addInternalBox(*it);
+ }
+}
+
+
+/*!
+ * Returns a box that contains the nodebox in every case.
+ * The argument node_union is expanded.
+ * @param[in] nodebox the nodebox to be measured
+ * @param[in] features used to decide whether the nodebox
+ * can be rotated
+ * @param[in, out] box_union the union of the arguments
+ */
+void getNodeBoxUnion(const NodeBox &nodebox, const ContentFeatures &features,
+ aabb3f *box_union)
+{
+ switch(nodebox.type) {
+ case NODEBOX_FIXED:
+ case NODEBOX_LEVELED: {
+ // Raw union
+ aabb3f half_processed(0, 0, 0, 0, 0, 0);
+ boxVectorUnion(nodebox.fixed, &half_processed);
+ // Set leveled boxes to maximal
+ if (nodebox.type == NODEBOX_LEVELED) {
+ half_processed.MaxEdge.Y = +BS / 2;
+ }
+ if (features.param_type_2 == CPT2_FACEDIR) {
+ // Get maximal coordinate
+ f32 coords[] = {
+ fabsf(half_processed.MinEdge.X),
+ fabsf(half_processed.MinEdge.Y),
+ fabsf(half_processed.MinEdge.Z),
+ fabsf(half_processed.MaxEdge.X),
+ fabsf(half_processed.MaxEdge.Y),
+ fabsf(half_processed.MaxEdge.Z) };
+ f32 max = 0;
+ for (int i = 0; i < 6; i++) {
+ if (max < coords[i]) {
+ max = coords[i];
+ }
+ }
+ // Add the union of all possible rotated boxes
+ box_union->addInternalPoint(-max, -max, -max);
+ box_union->addInternalPoint(+max, +max, +max);
+ } else {
+ box_union->addInternalBox(half_processed);
+ }
+ break;
+ }
+ case NODEBOX_WALLMOUNTED: {
+ // Add fix boxes
+ box_union->addInternalBox(nodebox.wall_top);
+ box_union->addInternalBox(nodebox.wall_bottom);
+ // Find maximal coordinate in the X-Z plane
+ f32 coords[] = {
+ fabsf(nodebox.wall_side.MinEdge.X),
+ fabsf(nodebox.wall_side.MinEdge.Z),
+ fabsf(nodebox.wall_side.MaxEdge.X),
+ fabsf(nodebox.wall_side.MaxEdge.Z) };
+ f32 max = 0;
+ for (int i = 0; i < 4; i++) {
+ if (max < coords[i]) {
+ max = coords[i];
+ }
+ }
+ // Add the union of all possible rotated boxes
+ box_union->addInternalPoint(-max, nodebox.wall_side.MinEdge.Y, -max);
+ box_union->addInternalPoint(max, nodebox.wall_side.MaxEdge.Y, max);
+ break;
+ }
+ case NODEBOX_CONNECTED: {
+ // Add all possible connected boxes
+ boxVectorUnion(nodebox.fixed, box_union);
+ boxVectorUnion(nodebox.connect_top, box_union);
+ boxVectorUnion(nodebox.connect_bottom, box_union);
+ boxVectorUnion(nodebox.connect_front, box_union);
+ boxVectorUnion(nodebox.connect_left, box_union);
+ boxVectorUnion(nodebox.connect_back, box_union);
+ boxVectorUnion(nodebox.connect_right, box_union);
+ break;
+ }
+ default: {
+ // NODEBOX_REGULAR
+ box_union->addInternalPoint(-BS / 2, -BS / 2, -BS / 2);
+ box_union->addInternalPoint(+BS / 2, +BS / 2, +BS / 2);
+ }
+ }
+}
+
+
+inline void CNodeDefManager::fixSelectionBoxIntUnion()
+{
+ m_selection_box_int_union.MinEdge.X = floorf(
+ m_selection_box_union.MinEdge.X / BS + 0.5f);
+ m_selection_box_int_union.MinEdge.Y = floorf(
+ m_selection_box_union.MinEdge.Y / BS + 0.5f);
+ m_selection_box_int_union.MinEdge.Z = floorf(
+ m_selection_box_union.MinEdge.Z / BS + 0.5f);
+ m_selection_box_int_union.MaxEdge.X = ceilf(
+ m_selection_box_union.MaxEdge.X / BS - 0.5f);
+ m_selection_box_int_union.MaxEdge.Y = ceilf(
+ m_selection_box_union.MaxEdge.Y / BS - 0.5f);
+ m_selection_box_int_union.MaxEdge.Z = ceilf(
+ m_selection_box_union.MaxEdge.Z / BS - 0.5f);
+}
+
+
// IWritableNodeDefManager
content_t CNodeDefManager::set(const std::string &name, const ContentFeatures &def)
{
@@ -1037,6 +1173,8 @@ content_t CNodeDefManager::set(const std::string &name, const ContentFeatures &d
verbosestream << "NodeDefManager: registering content id \"" << id
<< "\": name=\"" << def.name << "\""<<std::endl;
+ getNodeBoxUnion(def.selection_box, def, &m_selection_box_union);
+ fixSelectionBoxIntUnion();
// Add this content to the list of all groups it belongs to
// FIXME: This should remove a node from groups it no longer
// belongs to when a node is re-registered
@@ -1266,6 +1404,9 @@ void CNodeDefManager::deSerialize(std::istream &is)
m_content_features[i] = f;
addNameIdMapping(i, f.name);
verbosestream << "deserialized " << f.name << std::endl;
+
+ getNodeBoxUnion(f.selection_box, f, &m_selection_box_union);
+ fixSelectionBoxIntUnion();
}
}
diff --git a/src/nodedef.h b/src/nodedef.h
index b5639b516..284c4a198 100644
--- a/src/nodedef.h
+++ b/src/nodedef.h
@@ -349,6 +349,11 @@ public:
virtual void pendNodeResolve(NodeResolver *nr)=0;
virtual bool cancelNodeResolveCallback(NodeResolver *nr)=0;
virtual bool nodeboxConnects(const MapNode from, const MapNode to, u8 connect_face)=0;
+ /*!
+ * Returns the smallest box in node coordinates that
+ * contains all nodes' selection boxes.
+ */
+ virtual core::aabbox3d<s16> getSelectionBoxIntUnion() const=0;
};
class IWritableNodeDefManager : public INodeDefManager {
@@ -406,6 +411,7 @@ public:
virtual void runNodeResolveCallbacks()=0;
virtual void resetNodeResolveState()=0;
virtual void mapNodeboxConnections()=0;
+ virtual core::aabbox3d<s16> getSelectionBoxIntUnion() const=0;
};
IWritableNodeDefManager *createNodeDefManager();
diff --git a/src/raycast.cpp b/src/raycast.cpp
new file mode 100644
index 000000000..58102c993
--- /dev/null
+++ b/src/raycast.cpp
@@ -0,0 +1,89 @@
+/*
+Minetest
+Copyright (C) 2016 juhdanad, Daniel Juhasz <juhdanad@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 "irr_v3d.h"
+#include "irr_aabb3d.h"
+
+bool boxLineCollision(const aabb3f &box, const v3f &start,
+ const v3f &dir, v3f *collision_point, v3s16 *collision_normal) {
+ if (box.isPointInside(start)) {
+ *collision_point = start;
+ collision_normal->set(0, 0, 0);
+ return true;
+ }
+ float m = 0;
+
+ // Test X collision
+ if (dir.X != 0) {
+ if (dir.X > 0)
+ m = (box.MinEdge.X - start.X) / dir.X;
+ else
+ m = (box.MaxEdge.X - start.X) / dir.X;
+
+ if (m >= 0 && m <= 1) {
+ *collision_point = start + dir * m;
+ if ((collision_point->Y >= box.MinEdge.Y)
+ && (collision_point->Y <= box.MaxEdge.Y)
+ && (collision_point->Z >= box.MinEdge.Z)
+ && (collision_point->Z <= box.MaxEdge.Z)) {
+ collision_normal->set((dir.X > 0) ? -1 : 1, 0, 0);
+ return true;
+ }
+ }
+ }
+
+ // Test Y collision
+ if (dir.Y != 0) {
+ if (dir.Y > 0)
+ m = (box.MinEdge.Y - start.Y) / dir.Y;
+ else
+ m = (box.MaxEdge.Y - start.Y) / dir.Y;
+
+ if (m >= 0 && m <= 1) {
+ *collision_point = start + dir * m;
+ if ((collision_point->X >= box.MinEdge.X)
+ && (collision_point->X <= box.MaxEdge.X)
+ && (collision_point->Z >= box.MinEdge.Z)
+ && (collision_point->Z <= box.MaxEdge.Z)) {
+ collision_normal->set(0, (dir.Y > 0) ? -1 : 1, 0);
+ return true;
+ }
+ }
+ }
+
+ // Test Z collision
+ if (dir.Z != 0) {
+ if (dir.Z > 0)
+ m = (box.MinEdge.Z - start.Z) / dir.Z;
+ else
+ m = (box.MaxEdge.Z - start.Z) / dir.Z;
+
+ if (m >= 0 && m <= 1) {
+ *collision_point = start + dir * m;
+ if ((collision_point->X >= box.MinEdge.X)
+ && (collision_point->X <= box.MaxEdge.X)
+ && (collision_point->Y >= box.MinEdge.Y)
+ && (collision_point->Y <= box.MaxEdge.Y)) {
+ collision_normal->set(0, 0, (dir.Z > 0) ? -1 : 1);
+ return true;
+ }
+ }
+ }
+ return false;
+}
diff --git a/src/raycast.h b/src/raycast.h
new file mode 100644
index 000000000..d7ec8c843
--- /dev/null
+++ b/src/raycast.h
@@ -0,0 +1,38 @@
+/*
+Minetest
+Copyright (C) 2016 juhdanad, Daniel Juhasz <juhdanad@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 SRC_RAYCAST_H_
+#define SRC_RAYCAST_H_
+
+
+/*!
+ * Checks if a line and a box intersects.
+ * @param[in] box box to test collision
+ * @param[in] start starting point of the line
+ * @param[in] dir direction and length of the line
+ * @param[out] collision_point first point of the collision
+ * @param[out] collision_normal normal vector at the collision, points
+ * outwards of the surface. If start is in the box, zero vector.
+ * @returns true if a collision point was found
+ */
+bool boxLineCollision(const aabb3f &box, const v3f &start, const v3f &dir,
+ v3f *collision_point, v3s16 *collision_normal);
+
+
+#endif /* SRC_RAYCAST_H_ */
diff --git a/src/unittest/test_voxelalgorithms.cpp b/src/unittest/test_voxelalgorithms.cpp
index 31b9cadd5..fd83844af 100644
--- a/src/unittest/test_voxelalgorithms.cpp
+++ b/src/unittest/test_voxelalgorithms.cpp
@@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "gamedef.h"
#include "voxelalgorithms.h"
+#include "util/numeric.h"
class TestVoxelAlgorithms : public TestBase {
public:
@@ -31,6 +32,7 @@ public:
void testPropogateSunlight(INodeDefManager *ndef);
void testClearLightAndCollectSources(INodeDefManager *ndef);
+ void testVoxelLineIterator(INodeDefManager *ndef);
};
static TestVoxelAlgorithms g_test_instance;
@@ -41,6 +43,7 @@ void TestVoxelAlgorithms::runTests(IGameDef *gamedef)
TEST(testPropogateSunlight, ndef);
TEST(testClearLightAndCollectSources, ndef);
+ TEST(testVoxelLineIterator, ndef);
}
////////////////////////////////////////////////////////////////////////////////
@@ -202,3 +205,59 @@ void TestVoxelAlgorithms::testClearLightAndCollectSources(INodeDefManager *ndef)
UASSERT(unlight_from.size() == 1);
}
}
+
+void TestVoxelAlgorithms::testVoxelLineIterator(INodeDefManager *ndef)
+{
+ // Test some lines
+ // Do not test lines that start or end on the border of
+ // two voxels as rounding errors can make the test fail!
+ std::vector<core::line3d<f32> > lines;
+ for (f32 x = -9.1; x < 9; x += 3.124) {
+ for (f32 y = -9.2; y < 9; y += 3.123) {
+ for (f32 z = -9.3; z < 9; z += 3.122) {
+ lines.push_back(core::line3d<f32>(-x, -y, -z, x, y, z));
+ }
+ }
+ }
+ lines.push_back(core::line3d<f32>(0, 0, 0, 0, 0, 0));
+ // Test every line
+ std::vector<core::line3d<f32> >::iterator it = lines.begin();
+ for (; it < lines.end(); it++) {
+ core::line3d<f32> l = *it;
+
+ // Initialize test
+ voxalgo::VoxelLineIterator iterator(l.start, l.getVector());
+
+ //Test the first voxel
+ v3s16 start_voxel = floatToInt(l.start, 1);
+ UASSERT(iterator.m_current_node_pos == start_voxel);
+
+ // Values for testing
+ v3s16 end_voxel = floatToInt(l.end, 1);
+ v3s16 voxel_vector = end_voxel - start_voxel;
+ int nodecount = abs(voxel_vector.X) + abs(voxel_vector.Y)
+ + abs(voxel_vector.Z);
+ int actual_nodecount = 0;
+ v3s16 old_voxel = iterator.m_current_node_pos;
+
+ while (iterator.hasNext()) {
+ iterator.next();
+ actual_nodecount++;
+ v3s16 new_voxel = iterator.m_current_node_pos;
+ // This must be a neighbor of the old voxel
+ UASSERTEQ(f32, (new_voxel - old_voxel).getLengthSQ(), 1);
+ // The line must intersect with the voxel
+ v3f voxel_center = intToFloat(iterator.m_current_node_pos, 1);
+ aabb3f box(voxel_center - v3f(0.5, 0.5, 0.5),
+ voxel_center + v3f(0.5, 0.5, 0.5));
+ UASSERT(box.intersectsWithLine(l));
+ // Update old voxel
+ old_voxel = new_voxel;
+ }
+
+ // Test last node
+ UASSERT(iterator.m_current_node_pos == end_voxel);
+ // Test node count
+ UASSERTEQ(int, actual_nodecount, nodecount);
+ }
+}
diff --git a/src/util/pointedthing.cpp b/src/util/pointedthing.cpp
index cd13000b5..ed3d4bb67 100644
--- a/src/util/pointedthing.cpp
+++ b/src/util/pointedthing.cpp
@@ -27,29 +27,25 @@ PointedThing::PointedThing():
type(POINTEDTHING_NOTHING),
node_undersurface(0,0,0),
node_abovesurface(0,0,0),
+ node_real_undersurface(0,0,0),
+ intersection_point(0,0,0),
+ intersection_normal(0,0,0),
object_id(-1)
{}
std::string PointedThing::dump() const
{
std::ostringstream os(std::ios::binary);
- if(type == POINTEDTHING_NOTHING)
- {
+ if (type == POINTEDTHING_NOTHING) {
os<<"[nothing]";
- }
- else if(type == POINTEDTHING_NODE)
- {
+ } else if (type == POINTEDTHING_NODE) {
const v3s16 &u = node_undersurface;
const v3s16 &a = node_abovesurface;
os<<"[node under="<<u.X<<","<<u.Y<<","<<u.Z
<< " above="<<a.X<<","<<a.Y<<","<<a.Z<<"]";
- }
- else if(type == POINTEDTHING_OBJECT)
- {
+ } else if (type == POINTEDTHING_OBJECT) {
os<<"[object "<<object_id<<"]";
- }
- else
- {
+ } else {
os<<"[unknown PointedThing]";
}
return os.str();
@@ -59,61 +55,56 @@ void PointedThing::serialize(std::ostream &os) const
{
writeU8(os, 0); // version
writeU8(os, (u8)type);
- if(type == POINTEDTHING_NOTHING)
- {
- // nothing
- }
- else if(type == POINTEDTHING_NODE)
- {
+ switch (type) {
+ case POINTEDTHING_NOTHING:
+ break;
+ case POINTEDTHING_NODE:
writeV3S16(os, node_undersurface);
writeV3S16(os, node_abovesurface);
- }
- else if(type == POINTEDTHING_OBJECT)
- {
+ break;
+ case POINTEDTHING_OBJECT:
writeS16(os, object_id);
+ break;
}
}
void PointedThing::deSerialize(std::istream &is)
{
int version = readU8(is);
- if(version != 0) throw SerializationError(
+ if (version != 0) throw SerializationError(
"unsupported PointedThing version");
type = (PointedThingType) readU8(is);
- if(type == POINTEDTHING_NOTHING)
- {
- // nothing
- }
- else if(type == POINTEDTHING_NODE)
- {
+ switch (type) {
+ case POINTEDTHING_NOTHING:
+ break;
+ case POINTEDTHING_NODE:
node_undersurface = readV3S16(is);
node_abovesurface = readV3S16(is);
- }
- else if(type == POINTEDTHING_OBJECT)
- {
+ break;
+ case POINTEDTHING_OBJECT:
object_id = readS16(is);
- }
- else
- {
- throw SerializationError(
- "unsupported PointedThingType");
+ break;
+ default:
+ throw SerializationError("unsupported PointedThingType");
}
}
bool PointedThing::operator==(const PointedThing &pt2) const
{
- if(type != pt2.type)
+ if (type != pt2.type)
+ {
return false;
- if(type == POINTEDTHING_NODE)
+ }
+ if (type == POINTEDTHING_NODE)
{
- if(node_undersurface != pt2.node_undersurface)
- return false;
- if(node_abovesurface != pt2.node_abovesurface)
+ if ((node_undersurface != pt2.node_undersurface)
+ || (node_abovesurface != pt2.node_abovesurface)
+ || (node_real_undersurface != pt2.node_real_undersurface))
return false;
}
- else if(type == POINTEDTHING_OBJECT)
+ else if (type == POINTEDTHING_OBJECT)
{
- if(object_id != pt2.object_id)
+ if (object_id != pt2.object_id)
return false;
}
return true;
diff --git a/src/util/pointedthing.h b/src/util/pointedthing.h
index 2b2703e98..f695a4ebd 100644
--- a/src/util/pointedthing.h
+++ b/src/util/pointedthing.h
@@ -32,17 +32,57 @@ enum PointedThingType
POINTEDTHING_OBJECT
};
+//! An active object or node which is selected by a ray on the map.
struct PointedThing
{
+ //! The type of the pointed object.
PointedThingType type;
+ /*!
+ * Only valid if type is POINTEDTHING_NODE.
+ * The coordinates of the node which owns the
+ * nodebox that the ray hits first.
+ * This may differ from node_real_undersurface if
+ * a nodebox exceeds the limits of its node.
+ */
v3s16 node_undersurface;
+ /*!
+ * Only valid if type is POINTEDTHING_NODE.
+ * The coordinates of the last node the ray intersects
+ * before node_undersurface. Same as node_undersurface
+ * if the ray starts in a nodebox.
+ */
v3s16 node_abovesurface;
+ /*!
+ * Only valid if type is POINTEDTHING_NODE.
+ * The coordinates of the node which contains the
+ * point of the collision and the nodebox of the node.
+ */
+ v3s16 node_real_undersurface;
+ /*!
+ * Only valid if type isn't POINTEDTHING_NONE.
+ * First intersection point of the ray and the nodebox.
+ */
+ v3f intersection_point;
+ /*!
+ * Only valid if type isn't POINTEDTHING_NONE.
+ * Normal vector of the intersection.
+ * This is perpendicular to the face the ray hits,
+ * points outside of the box and it's length is 1.
+ */
+ v3s16 intersection_normal;
+ /*!
+ * Only valid if type is POINTEDTHING_OBJECT.
+ * The ID of the object the ray hit.
+ */
s16 object_id;
PointedThing();
std::string dump() const;
void serialize(std::ostream &os) const;
void deSerialize(std::istream &is);
+ /*!
+ * This function ignores the intersection point and normal.
+ */
bool operator==(const PointedThing &pt2) const;
bool operator!=(const PointedThing &pt2) const;
};
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
diff --git a/src/voxelalgorithms.h b/src/voxelalgorithms.h
index 3632546dd..5eff8f7ac 100644
--- a/src/voxelalgorithms.h
+++ b/src/voxelalgorithms.h
@@ -73,7 +73,68 @@ void update_lighting_nodes(
std::vector<std::pair<v3s16, MapNode> > &oldnodes,
std::map<v3s16, MapBlock*> &modified_blocks);
+/*!
+ * This class iterates trough voxels that intersect with
+ * a line. The collision detection does not see nodeboxes,
+ * every voxel is a cube and is returned.
+ * This iterator steps to all nodes exactly once.
+ */
+struct VoxelLineIterator
+{
+public:
+ //! Starting position of the line in world coordinates.
+ v3f m_start_position;
+ //! Direction and length of the line in world coordinates.
+ v3f m_line_vector;
+ /*!
+ * Each component stores the next smallest positive number, by
+ * which multiplying the line's vector gives a vector that ends
+ * on the intersection of two nodes.
+ */
+ v3f m_next_intersection_multi;
+ /*!
+ * Each component stores the smallest positive number, by which
+ * m_next_intersection_multi's components can be increased.
+ */
+ v3f m_intersection_multi_inc;
+ /*!
+ * Direction of the line. Each component can be -1 or 1 (if a
+ * component of the line's vector is 0, then there will be 1).
+ */
+ v3s16 m_step_directions;
+ //! Position of the current node.
+ v3s16 m_current_node_pos;
+ //! If true, the next node will intersect the line, too.
+ bool m_has_next;
+
+ /*!
+ * Creates a voxel line iterator with the given line.
+ * @param start_position starting point of the line
+ * in voxel coordinates
+ * @param line_vector length and direction of the
+ * line in voxel coordinates. start_position+line_vector
+ * is the end of the line
+ */
+ VoxelLineIterator(const v3f &start_position,const v3f &line_vector);
+
+ /*!
+ * Steps to the next voxel.
+ * Updates m_current_node_pos and
+ * m_previous_node_pos.
+ * Note that it works even if hasNext() is false,
+ * continuing the line as a ray.
+ */
+ void next();
+
+ /*!
+ * Returns true if the next voxel intersects the given line.
+ */
+ inline bool hasNext() const { return m_has_next; }
+};
+
} // namespace voxalgo
+
+
#endif