forked from oerkki/voxelands
Merge branch 'master' into 'next'
Faster raycasting I have modified the getPointedNode() function. The new time complexity is O(d) instea of O(d^3). This allows greater building distances to creative players (not implemented, just possibility). I have split the function to Map::raycast() and createHilightbox(). This makes Map::raycast() reusable in hostile creatures' AIs. I have also fixed a bug: active objects can no longer be selected if a node blocks the sight (not perfectly accurate, but it works). See merge request !51
This commit is contained in:
commit
bb3b914747
273
src/game.cpp
273
src/game.cpp
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@ -248,74 +248,21 @@ public:
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};
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/*
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Find what the player is pointing at
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* Creates a hilightbox for the given node
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*/
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void getPointedNode(Client *client, v3f player_position,
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v3f camera_direction, v3f camera_position,
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bool &nodefound, core::line3d<f32> shootline,
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v3s16 &nodepos, v3s16 &neighbourpos, v3s16 camera_offset,
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core::aabbox3d<f32> &nodehilightbox,
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f32 d)
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{
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f32 mindistance = BS * 1001;
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v3s16 pos_i = floatToInt(player_position, BS);
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/*infostream<<"pos_i=("<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z<<")"
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<<std::endl;*/
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//printf("%f,%f,%f - %f,%f,%f\n",shootline.start.X,shootline.start.Y,shootline.start.Z,shootline.end.X,shootline.end.Y,shootline.end.Z);
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s16 a = d;
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s16 ystart = pos_i.Y + 0 - (camera_direction.Y<0 ? a : 1);
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s16 zstart = pos_i.Z - (camera_direction.Z<0 ? a : 1);
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s16 xstart = pos_i.X - (camera_direction.X<0 ? a : 1);
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s16 yend = pos_i.Y + 1 + (camera_direction.Y>0 ? a : 1);
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s16 zend = pos_i.Z + (camera_direction.Z>0 ? a : 1);
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s16 xend = pos_i.X + (camera_direction.X>0 ? a : 1);
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InventoryItem *wield = (InventoryItem*)client->getLocalPlayer()->getWieldItem();
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bool wield_is_hand = (wield == NULL);
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bool wield_is_tool = (wield && wield->getContent()&CONTENT_TOOLITEM_MASK);
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bool wield_is_craft = (wield && wield->getContent()&CONTENT_CRAFTITEM_MASK);
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bool wield_is_material = (!wield_is_hand && !wield_is_tool && !wield_is_craft);
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content_t content = CONTENT_IGNORE;
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for(s16 y = ystart; y <= yend; y++)
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for(s16 z = zstart; z <= zend; z++)
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for(s16 x = xstart; x <= xend; x++)
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{
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//printf("%d,%d,%d\n",x,y,z);
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void createHilightbox(Map *map, v3s16 nodepos,
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v3s16 camera_offset, core::aabbox3d<f32> &nodehilightbox
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){
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MapNode n;
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try
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{
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n = client->getNode(v3s16(x,y,z));
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if (content_features(n.getContent()).pointable == false) {
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if (content_features(n.getContent()).liquid_type != LIQUID_SOURCE)
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continue;
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if (!wield || content_toolitem_features(wield->getContent()).liquids_pointable == false)
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continue;
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}else if (content_features(n.getContent()).material_pointable == false && wield_is_material) {
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continue;
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}
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n = map->getNode(nodepos);
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}
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catch(InvalidPositionException &e)
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{
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continue;
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return;
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}
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v3s16 np(x,y,z);
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v3f npf = intToFloat(np, BS);
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f32 d = 0.01;
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v3s16 dirs[6] = {
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v3s16(0,0,1), // back
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v3s16(0,1,0), // top
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v3s16(1,0,0), // right
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v3s16(0,0,-1), // front
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v3s16(0,-1,0), // bottom
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v3s16(-1,0,0), // left
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};
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v3f npf = intToFloat(nodepos, BS);
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/*
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Meta-objects
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@ -325,10 +272,7 @@ void getPointedNode(Client *client, v3f player_position,
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v3f dir_f = v3f(dir.X, dir.Y, dir.Z);
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dir_f *= BS/2 - BS/6 - BS/20;
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v3f cpf = npf + dir_f;
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f32 distance = (cpf - camera_position).getLength();
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core::aabbox3d<f32> box;
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// bottom
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if(dir == v3s16(0,-1,0))
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{
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@ -353,55 +297,26 @@ void getPointedNode(Client *client, v3f player_position,
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cpf + v3f(BS/6, BS/3, BS/6)
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);
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}
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if(distance < mindistance)
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{
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if(box.intersectsWithLine(shootline))
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{
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nodefound = true;
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nodepos = np;
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content = n.getContent();
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neighbourpos = np;
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mindistance = distance;
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box.MinEdge -= intToFloat(camera_offset,BS);
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box.MaxEdge -= intToFloat(camera_offset,BS);
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nodehilightbox = box;
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}
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}
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}else if(n.getContent() == CONTENT_RAIL) {
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f32 distance = (npf - camera_position).getLength();
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float d = (float)BS/8;
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v3f vertices[4] =
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{
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v3f(BS/2, -BS/2+d, -BS/2),
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v3f(-BS/2, -BS/2, BS/2),
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};
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for(s32 i=0; i<2; i++)
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{
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vertices[i] += npf;
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}
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core::aabbox3d<f32> box;
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box = core::aabbox3d<f32>(vertices[0]);
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box.addInternalPoint(vertices[1]);
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if(distance < mindistance)
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{
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if(box.intersectsWithLine(shootline))
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{
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nodefound = true;
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nodepos = np;
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content = n.getContent();
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neighbourpos = np;
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mindistance = distance;
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box.MinEdge -= intToFloat(camera_offset,BS);
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box.MaxEdge -= intToFloat(camera_offset,BS);
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nodehilightbox = box;
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}
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}
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/*
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Roofs and Node boxes
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*/
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@ -416,16 +331,11 @@ void getPointedNode(Client *client, v3f player_position,
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|| content_features(n).draw_type == CDT_SLABLIKE
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|| content_features(n).draw_type == CDT_FLAGLIKE
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) {
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f32 distance = (npf - camera_position).getLength();
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if (distance < mindistance) {
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aabb3f box;
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aabb3f nhbox(0.5*BS,0.5*BS,0.5*BS,-0.5*BS,-0.5*BS,-0.5*BS);
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bool hit = false;
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std::vector<NodeBox> boxes = content_features(n).getNodeBoxes(n);
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for (std::vector<NodeBox>::iterator b = boxes.begin(); b != boxes.end(); b++) {
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box = b->m_box;
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if (nhbox.MinEdge.X > box.MinEdge.X)
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nhbox.MinEdge.X = box.MinEdge.X;
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if (nhbox.MinEdge.Y > box.MinEdge.Y)
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@ -438,105 +348,18 @@ void getPointedNode(Client *client, v3f player_position,
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nhbox.MaxEdge.Y = box.MaxEdge.Y;
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if (nhbox.MaxEdge.Z < box.MaxEdge.Z)
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nhbox.MaxEdge.Z = box.MaxEdge.Z;
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box.MinEdge += npf;
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box.MaxEdge += npf;
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if (box.intersectsWithLine(shootline)) {
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for(u16 i=0; i<6; i++) {
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v3f dir_f = v3f(dirs[i].X,
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dirs[i].Y, dirs[i].Z);
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v3f centerpoint = npf + dir_f * BS/2;
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f32 distance =
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(centerpoint - camera_position).getLength();
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if(distance < mindistance)
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{
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core::CMatrix4<f32> m;
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m.buildRotateFromTo(v3f(0,0,1), dir_f);
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// This is the back face
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v3f corners[2] = {
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v3f(BS/2, BS/2, BS/2),
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v3f(-BS/2, -BS/2, BS/2+d)
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};
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for(u16 j=0; j<2; j++)
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{
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m.rotateVect(corners[j]);
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corners[j] += npf;
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}
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core::aabbox3d<f32> facebox(corners[0]);
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facebox.addInternalPoint(corners[1]);
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if(facebox.intersectsWithLine(shootline))
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{
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nodefound = true;
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nodepos = np;
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content = n.getContent();
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neighbourpos = np + dirs[i];
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mindistance = distance;
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hit = true;
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}
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} // if distance < mindistance
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} // for dirs
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}
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}
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if (hit) {
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nhbox.MinEdge -= 0.002;
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nhbox.MaxEdge += 0.002;
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v3f nodepos_f = intToFloat(nodepos-camera_offset, BS);
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nhbox.MinEdge += nodepos_f;
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nhbox.MaxEdge += nodepos_f;
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nodehilightbox = nhbox;
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}
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boxes.clear();
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}
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/*
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Regular blocks
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*/
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}else{
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for(u16 i=0; i<6; i++)
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{
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v3f dir_f = v3f(dirs[i].X,
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dirs[i].Y, dirs[i].Z);
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v3f centerpoint = npf + dir_f * BS/2;
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f32 distance =
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(centerpoint - camera_position).getLength();
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//printf("%f %f - %d,%d,%d\n",distance, mindistance,x,y,z);
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if(distance < mindistance)
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{
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core::CMatrix4<f32> m;
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m.buildRotateFromTo(v3f(0,0,1), dir_f);
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// This is the back face
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v3f corners[2] = {
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v3f(BS/2, BS/2, BS/2),
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v3f(-BS/2, -BS/2, BS/2+d)
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};
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for(u16 j=0; j<2; j++)
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{
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m.rotateVect(corners[j]);
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corners[j] += npf;
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}
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core::aabbox3d<f32> facebox(corners[0]);
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facebox.addInternalPoint(corners[1]);
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if(facebox.intersectsWithLine(shootline))
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{
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nodefound = true;
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nodepos = np;
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content = n.getContent();
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neighbourpos = np + dirs[i];
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mindistance = distance;
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//nodehilightbox = facebox;
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const float d = 0.502;
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core::aabbox3d<f32> nodebox
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(-BS*d, -BS*d, -BS*d, BS*d, BS*d, BS*d);
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@ -544,17 +367,7 @@ void getPointedNode(Client *client, v3f player_position,
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nodebox.MinEdge += nodepos_f;
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nodebox.MaxEdge += nodepos_f;
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nodehilightbox = nodebox;
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}
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} // if distance < mindistance
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} // for dirs
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} // regular block
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} // for coords
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if (nodefound) {
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client->setPointedNode(nodepos);
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client->setPointedContent(content);
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}else{
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client->setPointedContent(CONTENT_IGNORE);
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}
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}
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/*
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@ -1569,10 +1382,44 @@ void the_game(
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*/
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f32 d = 4; // max. distance
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core::line3d<f32> shootline(camera_position, camera_position + camera_direction * BS * (d+1));
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core::line3d<f32> shootline(camera_position, camera_position + camera_direction * BS * d);
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//which is closer: the active object or the block?
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ClientActiveObject *selected_active_object = client.getSelectedActiveObject(d*BS, camera_position, shootline);
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f32 active_object_distance=(d+10)*BS;
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if(selected_active_object!=NULL)
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active_object_distance=(selected_active_object->getPosition()-camera_position).getLength();
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//search node
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bool nodefound = false;
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v3s16 nodepos;
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v3s16 neighbourpos;
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core::aabbox3d<f32> nodehilightbox;
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content_t content=CONTENT_IGNORE;
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//inventory test
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InventoryItem *wield = (InventoryItem*)client.getLocalPlayer()->getWieldItem();
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bool wield_is_hand = (wield == NULL);
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bool wield_is_tool = (wield && wield->getContent()&CONTENT_TOOLITEM_MASK);
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bool wield_is_craft = (wield && wield->getContent()&CONTENT_CRAFTITEM_MASK);
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bool wield_is_material = (!wield_is_hand && !wield_is_tool && !wield_is_craft);
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bool ignore_liquids=!wield || content_toolitem_features(wield->getContent()).liquids_pointable == false;
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client.getEnv().getMap().raycast(
|
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camera_direction, camera_position, d,
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ignore_liquids,wield_is_material,
|
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nodefound, nodepos, neighbourpos);
|
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f32 node_distance=(d+10)*BS;
|
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if(nodefound){
|
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node_distance=(intToFloat(nodepos, BS)-camera_position).getLength();
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}
|
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if(active_object_distance<node_distance)
|
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nodefound=false;
|
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else
|
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selected_active_object=NULL;
|
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if(!nodefound){
|
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if (nodepos_old != v3s16(-32768,-32768,-32768)) {
|
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dig_time = 0.0;
|
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nodepos_old = v3s16(-32768,-32768,-32768);
|
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}
|
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has_selected_node = false;
|
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}
|
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if(selected_active_object != NULL) {
|
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has_selected_node = false;
|
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client.setPointedContent(selected_active_object->getContent());
|
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|
@ -1622,29 +1469,14 @@ void the_game(
|
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infostream<<"Right-clicked object"<<std::endl;
|
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client.clickActiveObject(1, selected_active_object->getId(), g_selected_item);
|
||||
}
|
||||
}else{ // selected_object == NULL
|
||||
/*
|
||||
Find out which node we are pointing at
|
||||
*/
|
||||
|
||||
bool nodefound = false;
|
||||
v3s16 nodepos;
|
||||
v3s16 neighbourpos;
|
||||
core::aabbox3d<f32> nodehilightbox;
|
||||
|
||||
getPointedNode(&client, player_position,
|
||||
camera_direction, camera_position,
|
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nodefound, shootline,
|
||||
nodepos, neighbourpos, camera_offset,
|
||||
nodehilightbox, d);
|
||||
|
||||
if (!nodefound) {
|
||||
if (nodepos_old != v3s16(-32768,-32768,-32768)) {
|
||||
dig_time = 0.0;
|
||||
nodepos_old = v3s16(-32768,-32768,-32768);
|
||||
}
|
||||
has_selected_node = false;
|
||||
}else{
|
||||
}else{ // selected_active_object==NULL
|
||||
if(nodefound){
|
||||
content=client.getEnv().getMap().getNode(nodepos).getContent();
|
||||
createHilightbox(&client.getEnv().getMap(),nodepos,
|
||||
camera_offset,nodehilightbox);
|
||||
client.setPointedNode(nodepos);
|
||||
client.setPointedContent(content);
|
||||
has_selected_node = true;
|
||||
if (nodepos != selected_node_pos)
|
||||
selected_node_crack = 0;
|
||||
|
@ -1817,8 +1649,9 @@ void the_game(
|
|||
}
|
||||
|
||||
nodepos_old = nodepos;
|
||||
}else{
|
||||
client.setPointedContent(CONTENT_IGNORE);
|
||||
}
|
||||
|
||||
} // selected_object == NULL
|
||||
}
|
||||
|
||||
|
|
222
src/map.cpp
222
src/map.cpp
|
@ -42,6 +42,7 @@
|
|||
#include "settings.h"
|
||||
#include "log.h"
|
||||
#include "profiler.h"
|
||||
#include <matrix4.h>
|
||||
|
||||
#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
|
||||
|
||||
|
@ -1732,6 +1733,227 @@ void Map::nodeMetadataStep(float dtime, core::map<v3s16, MapBlock*> &changed_blo
|
|||
}
|
||||
}
|
||||
|
||||
void Map::raycast(v3f camera_direction,
|
||||
v3f camera_position, f32 d,
|
||||
bool ignore_liquids, bool ignore_not_material_pointable,
|
||||
bool &nodefound, v3s16 &nodepos, v3s16 &neighbourpos)
|
||||
{
|
||||
//initialize iteration
|
||||
v3s16 cam_i = floatToInt(camera_position, BS);
|
||||
//coordinates of current node
|
||||
s16 x = cam_i.X;
|
||||
s16 y = cam_i.Y;
|
||||
s16 z = cam_i.Z;
|
||||
s16 oldx = x;
|
||||
s16 oldy = y;
|
||||
s16 oldz = z;
|
||||
v3f norm_pos = camera_position / BS;//divide by BS so one node is one unit
|
||||
v3f norm_dir = v3f(camera_direction);
|
||||
norm_dir.normalize();
|
||||
norm_dir *= d;
|
||||
//create shootline
|
||||
core::line3d<f32> shootline(camera_position,
|
||||
camera_position + norm_dir * BS);
|
||||
f32 rx = 2; //ratio by which we multiply norm_dir to hit node (ratio x)
|
||||
f32 rxs = 1;//incrementing rx by rxs gives the next node in x direction (ratio x step)
|
||||
s16 xs = 1; //incrementing rx involves incrementing x by xs (x step)
|
||||
if (norm_dir.X > 0) { //set rx,rxs and xs
|
||||
rx = (floorf(norm_pos.X - 0.5) + 1.5 - norm_pos.X) / norm_dir.X;
|
||||
rxs = 1 / norm_dir.X;
|
||||
} else if (norm_dir.X < 0) {
|
||||
rx = (floorf(norm_pos.X - 0.5) - norm_pos.X + 0.5) / norm_dir.X;
|
||||
rxs = -1 / norm_dir.X;
|
||||
xs = -1;
|
||||
} //other directions
|
||||
f32 rz = 2;
|
||||
f32 rzs = 1;
|
||||
s16 zs = 1;
|
||||
if (norm_dir.Z > 0) {
|
||||
rz = (floorf(norm_pos.Z - 0.5) + 1.5 - norm_pos.Z) / norm_dir.Z;
|
||||
rzs = 1 / norm_dir.Z;
|
||||
} else if (norm_dir.Z < 0) {
|
||||
rz = (floorf(norm_pos.Z - 0.5) - norm_pos.Z + 0.5) / norm_dir.Z;
|
||||
rzs = -1 / norm_dir.Z;
|
||||
zs = -1;
|
||||
}
|
||||
f32 ry = 2;
|
||||
f32 rys = 1;
|
||||
s16 ys = 1;
|
||||
if (norm_dir.Y > 0) {
|
||||
ry = (floorf(norm_pos.Y - 0.5) + 1.5 - norm_pos.Y) / norm_dir.Y;
|
||||
rys = 1 / norm_dir.Y;
|
||||
} else if (norm_dir.Y < 0) {
|
||||
ry = (floorf(norm_pos.Y - 0.5) - norm_pos.Y + 0.5) / norm_dir.Y;
|
||||
rys = -1 / norm_dir.Y;
|
||||
ys = -1;
|
||||
}
|
||||
//now iterate through nodes
|
||||
do {
|
||||
bool testable = true;
|
||||
MapNode n;
|
||||
try {
|
||||
n = getNode(v3s16(x, y, z));
|
||||
if (content_features(n.getContent()).pointable == false) {
|
||||
if (content_features(n.getContent()).liquid_type
|
||||
!= LIQUID_SOURCE)
|
||||
testable = false;
|
||||
if (ignore_liquids)
|
||||
testable = false;
|
||||
} else if (content_features(n.getContent()).material_pointable
|
||||
== false && ignore_not_material_pointable) {
|
||||
testable = false;
|
||||
}
|
||||
} catch (InvalidPositionException &e) {
|
||||
testable = false;
|
||||
}
|
||||
//if node is valid
|
||||
if (testable) {
|
||||
v3s16 np(x, y, z);
|
||||
v3f npf = intToFloat(np, BS);
|
||||
|
||||
f32 d = 0.01;
|
||||
|
||||
v3s16 dirs[6] = { v3s16(0, 0, 1), // back
|
||||
v3s16(0, 1, 0), // top
|
||||
v3s16(1, 0, 0), // right
|
||||
v3s16(0, 0, -1), // front
|
||||
v3s16(0, -1, 0), // bottom
|
||||
v3s16(-1, 0, 0), // left
|
||||
};
|
||||
|
||||
/*
|
||||
Meta-objects
|
||||
*/
|
||||
if (n.getContent() == CONTENT_TORCH) {
|
||||
v3s16 dir = unpackDir(n.param2);
|
||||
v3f dir_f = v3f(dir.X, dir.Y, dir.Z);
|
||||
dir_f *= BS / 2 - BS / 6 - BS / 20;
|
||||
v3f cpf = npf + dir_f;
|
||||
|
||||
core::aabbox3d<f32> box;
|
||||
|
||||
// bottom
|
||||
if (dir == v3s16(0, -1, 0)) {
|
||||
box = core::aabbox3d<f32>(npf - v3f(BS / 6, BS / 2, BS / 6),
|
||||
npf + v3f(BS / 6, -BS / 2 + BS / 3 * 2, BS / 6));
|
||||
}
|
||||
// top
|
||||
else if (dir == v3s16(0, 1, 0)) {
|
||||
box = core::aabbox3d<f32>(
|
||||
npf - v3f(BS / 6, -BS / 2 + BS / 3 * 2, BS / 6),
|
||||
npf + v3f(BS / 6, BS / 2, BS / 6));
|
||||
}
|
||||
// side
|
||||
else {
|
||||
box = core::aabbox3d<f32>(cpf - v3f(BS / 6, BS / 3, BS / 6),
|
||||
cpf + v3f(BS / 6, BS / 3, BS / 6));
|
||||
}
|
||||
if (box.intersectsWithLine(shootline)) {
|
||||
nodefound = true;
|
||||
nodepos = np;
|
||||
neighbourpos = np;
|
||||
}
|
||||
} else if (n.getContent() == CONTENT_RAIL) {
|
||||
float d = (float) BS / 8;
|
||||
v3f vertices[4] = { v3f(BS / 2, -BS / 2 + d, -BS / 2), v3f(
|
||||
-BS / 2, -BS / 2, BS / 2), };
|
||||
|
||||
for (s32 i = 0; i < 2; i++) {
|
||||
vertices[i] += npf;
|
||||
}
|
||||
|
||||
core::aabbox3d<f32> box;
|
||||
|
||||
box = core::aabbox3d<f32>(vertices[0]);
|
||||
box.addInternalPoint(vertices[1]);
|
||||
|
||||
if (box.intersectsWithLine(shootline)) {
|
||||
nodefound = true;
|
||||
nodepos = np;
|
||||
neighbourpos = np;
|
||||
}
|
||||
/*
|
||||
Roofs and Node boxes
|
||||
*/
|
||||
} else if (content_features(n).draw_type == CDT_NODEBOX
|
||||
|| content_features(n).draw_type == CDT_NODEBOX_META
|
||||
|| content_features(n).draw_type == CDT_WIRELIKE
|
||||
|| content_features(n).draw_type == CDT_3DWIRELIKE
|
||||
|| content_features(n).draw_type == CDT_FENCELIKE
|
||||
|| content_features(n).draw_type == CDT_WALLLIKE
|
||||
|| content_features(n).draw_type == CDT_STAIRLIKE
|
||||
|| content_features(n).draw_type == CDT_SLABLIKE
|
||||
|| content_features(n).draw_type == CDT_FLAGLIKE) {
|
||||
aabb3f box;
|
||||
std::vector<NodeBox> boxes = content_features(n).getNodeBoxes(
|
||||
n);
|
||||
for (std::vector<NodeBox>::iterator b = boxes.begin();
|
||||
b != boxes.end(); b++) {
|
||||
box = b->m_box;
|
||||
box.MinEdge += npf;
|
||||
box.MaxEdge += npf;
|
||||
if (box.intersectsWithLine(shootline)) {
|
||||
for (u16 i = 0; i < 6; i++) {
|
||||
v3f dir_f = v3f(dirs[i].X, dirs[i].Y, dirs[i].Z);
|
||||
|
||||
core::CMatrix4<f32> m;
|
||||
m.buildRotateFromTo(v3f(0, 0, 1), dir_f);
|
||||
|
||||
// This is the back face
|
||||
v3f corners[2] = { v3f(BS / 2, BS / 2, BS / 2), v3f(
|
||||
-BS / 2, -BS / 2, BS / 2 + d) };
|
||||
for (u16 j = 0; j < 2; j++) {
|
||||
m.rotateVect(corners[j]);
|
||||
corners[j] += npf;
|
||||
}
|
||||
core::aabbox3d<f32> facebox(corners[0]);
|
||||
facebox.addInternalPoint(corners[1]);
|
||||
|
||||
if (facebox.intersectsWithLine(shootline)) {
|
||||
nodefound = true;
|
||||
nodepos = np;
|
||||
neighbourpos = np + dirs[i];
|
||||
}
|
||||
} // for dirs
|
||||
}
|
||||
}
|
||||
boxes.clear();
|
||||
|
||||
/*
|
||||
Regular blocks
|
||||
*/
|
||||
} else {
|
||||
nodefound = true;
|
||||
nodepos = np;
|
||||
neighbourpos.set(oldx, oldy, oldz);
|
||||
const float d = 0.502;
|
||||
core::aabbox3d<f32> nodebox(-BS * d, -BS * d, -BS * d, BS * d,
|
||||
BS * d, BS * d);
|
||||
} // regular block
|
||||
} //testable
|
||||
//if found node, it is the closest
|
||||
if (nodefound)
|
||||
break;
|
||||
//check if we can step forward
|
||||
if (rx > 1 && ry > 1 && rz > 1)
|
||||
break;
|
||||
//step to next node
|
||||
oldx = x;
|
||||
oldy = y;
|
||||
oldz = z;
|
||||
if ((rx < ry) && (rx < rz)) {
|
||||
rx += rxs;
|
||||
x += xs;
|
||||
} else if (ry < rz) {
|
||||
ry += rys;
|
||||
y += ys;
|
||||
} else {
|
||||
rz += rzs;
|
||||
z += zs;
|
||||
}
|
||||
} while (true);
|
||||
}
|
||||
|
||||
/*
|
||||
ServerMap
|
||||
*/
|
||||
|
|
18
src/map.h
18
src/map.h
|
@ -293,6 +293,24 @@ public:
|
|||
*/
|
||||
core::map<v2s16, MapSector*> *getSectorsPtr(){return &m_sectors;}
|
||||
|
||||
|
||||
//!Finds the nearest node from a position in a given direction.
|
||||
/**
|
||||
*\param camera_direction: direction of ray
|
||||
*\param camera_position: starting point of ray
|
||||
*\param d: maximal distance of the search
|
||||
*\param ignore_liquids: if true, liquids are invisible
|
||||
*\param ignore_not_material_pointable: if true, nodes which are not
|
||||
* material_pointable will be invisible
|
||||
*\param nodefound: true if a node was found
|
||||
*\param nodepos: the integer coordinates of found node
|
||||
*\param neighbourpos: the node in front of the found node
|
||||
*/
|
||||
void raycast(v3f camera_direction,
|
||||
v3f camera_position, f32 d,
|
||||
bool ignore_liquids, bool ignore_not_material_pointable,
|
||||
bool &nodefound, v3s16 &nodepos, v3s16 &neighbourpos);
|
||||
|
||||
/*
|
||||
Variables
|
||||
*/
|
||||
|
|
Loading…
Reference in New Issue