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-rw-r--r--src/clientenvironment.cpp239
1 files changed, 15 insertions, 224 deletions
diff --git a/src/clientenvironment.cpp b/src/clientenvironment.cpp
index 791b61531..9abb6a23d 100644
--- a/src/clientenvironment.cpp
+++ b/src/clientenvironment.cpp
@@ -604,240 +604,31 @@ ClientEnvEvent ClientEnvironment::getClientEnvEvent()
return event;
}
-ClientActiveObject * ClientEnvironment::getSelectedActiveObject(
- const core::line3d<f32> &shootline_on_map, v3f *intersection_point,
- v3s16 *intersection_normal)
+void ClientEnvironment::getSelectedActiveObjects(
+ const core::line3d<f32> &shootline_on_map,
+ std::vector<PointedThing> &objects)
{
- std::vector<DistanceSortedActiveObject> objects;
+ std::vector<DistanceSortedActiveObject> allObjects;
getActiveObjects(shootline_on_map.start,
- shootline_on_map.getLength() + 3, objects);
+ shootline_on_map.getLength() + 10.0f, allObjects);
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)
+ for (u32 i = 0; i < allObjects.size(); i++) {
+ ClientActiveObject *obj = allObjects[i].obj;
+ aabb3f selection_box;
+ if (!obj->getSelectionBox(&selection_box))
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;
- }
+ aabb3f offsetted_box(selection_box.MinEdge + pos,
+ selection_box.MaxEdge + pos);
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();
+ &current_intersection, &current_normal)) {
+ objects.push_back(PointedThing(
+ (s16) obj->getId(), current_intersection, current_normal,
+ (current_intersection - shootline_on_map.start).getLengthSQ()));
}
}
-
- // 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;
}