Fix connected nodes' selection boxes.

This allows the player to more easily target and punch connected
nodeboxes, especially if they have a fixed nodebox that is very
small, like technic cabling, or xpanes. Tried it on fences and
my xpane conversion, and happy with the result.
This commit is contained in:
Auke Kok 2016-03-14 23:20:56 -07:00 committed by paramat
parent 493a298c0c
commit 80cec4702d
3 changed files with 50 additions and 6 deletions

@ -273,6 +273,49 @@ inline bool isPointableNode(const MapNode &n,
(liquids_pointable && features.isLiquid()); (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 Find what the player is pointing at
*/ */
@ -350,8 +393,9 @@ PointedThing getPointedThing(Client *client, Hud *hud, const v3f &player_positio
for (s16 x = xstart; x <= xend; x++) { for (s16 x = xstart; x <= xend; x++) {
MapNode n; MapNode n;
bool is_valid_position; bool is_valid_position;
v3s16 p(x, y, z);
n = map.getNodeNoEx(v3s16(x, y, z), &is_valid_position); n = map.getNodeNoEx(p, &is_valid_position);
if (!is_valid_position) { if (!is_valid_position) {
continue; continue;
} }
@ -360,7 +404,7 @@ PointedThing getPointedThing(Client *client, Hud *hud, const v3f &player_positio
} }
std::vector<aabb3f> boxes; std::vector<aabb3f> boxes;
n.getSelectionBoxes(nodedef, &boxes); n.getSelectionBoxes(nodedef, &boxes, getNeighbors(p, nodedef, &map, n));
v3s16 np(x, y, z); v3s16 np(x, y, z);
v3f npf = intToFloat(np, BS); v3f npf = intToFloat(np, BS);
@ -392,7 +436,7 @@ PointedThing getPointedThing(Client *client, Hud *hud, const v3f &player_positio
MapNode n = map.getNodeNoEx(pointed_pos); MapNode n = map.getNodeNoEx(pointed_pos);
v3f npf = intToFloat(pointed_pos, BS); v3f npf = intToFloat(pointed_pos, BS);
std::vector<aabb3f> boxes; std::vector<aabb3f> boxes;
n.getSelectionBoxes(nodedef, &boxes); n.getSelectionBoxes(nodedef, &boxes, getNeighbors(pointed_pos, nodedef, &map, n));
f32 face_min_distance = 1000 * BS; f32 face_min_distance = 1000 * BS;
for (std::vector<aabb3f>::const_iterator for (std::vector<aabb3f>::const_iterator
i = boxes.begin(); i = boxes.begin();

@ -456,10 +456,10 @@ void MapNode::getCollisionBoxes(INodeDefManager *nodemgr, std::vector<aabb3f> *b
transformNodeBox(*this, f.collision_box, nodemgr, boxes, neighbors); transformNodeBox(*this, f.collision_box, nodemgr, boxes, neighbors);
} }
void MapNode::getSelectionBoxes(INodeDefManager *nodemgr, std::vector<aabb3f> *boxes) void MapNode::getSelectionBoxes(INodeDefManager *nodemgr, std::vector<aabb3f> *boxes, u8 neighbors)
{ {
const ContentFeatures &f = nodemgr->get(*this); const ContentFeatures &f = nodemgr->get(*this);
transformNodeBox(*this, f.selection_box, nodemgr, boxes); transformNodeBox(*this, f.selection_box, nodemgr, boxes, neighbors);
} }
u8 MapNode::getMaxLevel(INodeDefManager *nodemgr) const u8 MapNode::getMaxLevel(INodeDefManager *nodemgr) const

@ -245,7 +245,7 @@ struct MapNode
/* /*
Gets list of selection boxes Gets list of selection boxes
*/ */
void getSelectionBoxes(INodeDefManager *nodemg, std::vector<aabb3f> *boxes); void getSelectionBoxes(INodeDefManager *nodemg, std::vector<aabb3f> *boxes, u8 neighbors = 0);
/* /*
Gets list of collision boxes Gets list of collision boxes