forked from Mirrorlandia_minetest/minetest
76be103a91
* C++11 patchset 9: move hardcoded init parameters to class definitions C++11 introduced the possibility to define the default values directly in class definitions, do it on current code Also remove some unused attributes * CollisionInfo::bouncy * collisionMoveResult::collides_xy * collisionMoveResult::standing_on_unloaded * Clouds::speed * More constructor cleanups + some variables removal * remove only write guiFormSpecMenu::m_old_tooltip * move header included inside defintions in genericobject.h * remove some unused since years exception classes * remove unused & empty debug_stacks_init * remove unused & empty content_nodemeta_serialize_legacy * remove forgotten useless bool (bouncy) in collision.cpp code
846 lines
22 KiB
C++
846 lines
22 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2017 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "util/serialize.h"
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#include "util/pointedthing.h"
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#include "clientenvironment.h"
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#include "clientsimpleobject.h"
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#include "clientmap.h"
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#include "scripting_client.h"
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#include "mapblock_mesh.h"
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#include "event.h"
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#include "collision.h"
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#include "profiler.h"
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#include "raycast.h"
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#include "voxelalgorithms.h"
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#include "settings.h"
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#include <algorithm>
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/*
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ClientEnvironment
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*/
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ClientEnvironment::ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
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ITextureSource *texturesource, Client *client,
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IrrlichtDevice *irr):
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Environment(client),
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m_map(map),
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m_smgr(smgr),
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m_texturesource(texturesource),
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m_client(client),
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m_irr(irr)
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{
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char zero = 0;
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memset(attachement_parent_ids, zero, sizeof(attachement_parent_ids));
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}
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ClientEnvironment::~ClientEnvironment()
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{
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// delete active objects
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for (ClientActiveObjectMap::iterator i = m_active_objects.begin();
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i != m_active_objects.end(); ++i) {
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delete i->second;
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}
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for(std::vector<ClientSimpleObject*>::iterator
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i = m_simple_objects.begin(); i != m_simple_objects.end(); ++i) {
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delete *i;
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}
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// Drop/delete map
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m_map->drop();
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delete m_local_player;
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}
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Map & ClientEnvironment::getMap()
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{
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return *m_map;
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}
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ClientMap & ClientEnvironment::getClientMap()
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{
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return *m_map;
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}
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void ClientEnvironment::setLocalPlayer(LocalPlayer *player)
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{
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DSTACK(FUNCTION_NAME);
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/*
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It is a failure if already is a local player
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*/
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FATAL_ERROR_IF(m_local_player != NULL,
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"Local player already allocated");
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m_local_player = player;
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}
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void ClientEnvironment::step(float dtime)
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{
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DSTACK(FUNCTION_NAME);
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/* Step time of day */
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stepTimeOfDay(dtime);
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// Get some settings
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bool fly_allowed = m_client->checkLocalPrivilege("fly");
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bool free_move = fly_allowed && g_settings->getBool("free_move");
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// Get local player
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LocalPlayer *lplayer = getLocalPlayer();
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assert(lplayer);
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// collision info queue
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std::vector<CollisionInfo> player_collisions;
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/*
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Get the speed the player is going
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*/
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bool is_climbing = lplayer->is_climbing;
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f32 player_speed = lplayer->getSpeed().getLength();
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/*
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Maximum position increment
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*/
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//f32 position_max_increment = 0.05*BS;
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f32 position_max_increment = 0.1*BS;
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// Maximum time increment (for collision detection etc)
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// time = distance / speed
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f32 dtime_max_increment = 1;
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if(player_speed > 0.001)
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dtime_max_increment = position_max_increment / player_speed;
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// Maximum time increment is 10ms or lower
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if(dtime_max_increment > 0.01)
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dtime_max_increment = 0.01;
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// Don't allow overly huge dtime
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if(dtime > 0.5)
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dtime = 0.5;
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f32 dtime_downcount = dtime;
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/*
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Stuff that has a maximum time increment
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*/
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u32 loopcount = 0;
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do
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{
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loopcount++;
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f32 dtime_part;
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if(dtime_downcount > dtime_max_increment)
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{
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dtime_part = dtime_max_increment;
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dtime_downcount -= dtime_part;
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}
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else
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{
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dtime_part = dtime_downcount;
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/*
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Setting this to 0 (no -=dtime_part) disables an infinite loop
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when dtime_part is so small that dtime_downcount -= dtime_part
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does nothing
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*/
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dtime_downcount = 0;
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}
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/*
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Handle local player
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*/
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{
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// Apply physics
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if(!free_move && !is_climbing)
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{
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// Gravity
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v3f speed = lplayer->getSpeed();
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if(!lplayer->in_liquid)
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speed.Y -= lplayer->movement_gravity * lplayer->physics_override_gravity * dtime_part * 2;
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// Liquid floating / sinking
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if(lplayer->in_liquid && !lplayer->swimming_vertical)
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speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2;
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// Liquid resistance
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if(lplayer->in_liquid_stable || lplayer->in_liquid)
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{
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// How much the node's viscosity blocks movement, ranges between 0 and 1
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// Should match the scale at which viscosity increase affects other liquid attributes
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const f32 viscosity_factor = 0.3;
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v3f d_wanted = -speed / lplayer->movement_liquid_fluidity;
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f32 dl = d_wanted.getLength();
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if(dl > lplayer->movement_liquid_fluidity_smooth)
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dl = lplayer->movement_liquid_fluidity_smooth;
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dl *= (lplayer->liquid_viscosity * viscosity_factor) + (1 - viscosity_factor);
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v3f d = d_wanted.normalize() * dl;
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speed += d;
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}
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lplayer->setSpeed(speed);
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}
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/*
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Move the lplayer.
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This also does collision detection.
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*/
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lplayer->move(dtime_part, this, position_max_increment,
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&player_collisions);
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}
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}
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while(dtime_downcount > 0.001);
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//std::cout<<"Looped "<<loopcount<<" times."<<std::endl;
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for(std::vector<CollisionInfo>::iterator i = player_collisions.begin();
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i != player_collisions.end(); ++i) {
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CollisionInfo &info = *i;
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v3f speed_diff = info.new_speed - info.old_speed;;
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// Handle only fall damage
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// (because otherwise walking against something in fast_move kills you)
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if(speed_diff.Y < 0 || info.old_speed.Y >= 0)
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continue;
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// Get rid of other components
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speed_diff.X = 0;
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speed_diff.Z = 0;
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f32 pre_factor = 1; // 1 hp per node/s
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f32 tolerance = BS*14; // 5 without damage
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f32 post_factor = 1; // 1 hp per node/s
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if(info.type == COLLISION_NODE)
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{
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const ContentFeatures &f = m_client->ndef()->
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get(m_map->getNodeNoEx(info.node_p));
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// Determine fall damage multiplier
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int addp = itemgroup_get(f.groups, "fall_damage_add_percent");
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pre_factor = 1.0 + (float)addp/100.0;
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}
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float speed = pre_factor * speed_diff.getLength();
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if (speed > tolerance) {
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f32 damage_f = (speed - tolerance) / BS * post_factor;
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u8 damage = (u8)MYMIN(damage_f + 0.5, 255);
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if (damage != 0) {
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damageLocalPlayer(damage, true);
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MtEvent *e = new SimpleTriggerEvent("PlayerFallingDamage");
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m_client->event()->put(e);
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}
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}
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}
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if (m_client->moddingEnabled()) {
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m_script->environment_step(dtime);
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}
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// Protocol v29 make this behaviour obsolete
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if (getGameDef()->getProtoVersion() < 29) {
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if (m_lava_hurt_interval.step(dtime, 1.0)) {
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v3f pf = lplayer->getPosition();
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// Feet, middle and head
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v3s16 p1 = floatToInt(pf + v3f(0, BS * 0.1, 0), BS);
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MapNode n1 = m_map->getNodeNoEx(p1);
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v3s16 p2 = floatToInt(pf + v3f(0, BS * 0.8, 0), BS);
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MapNode n2 = m_map->getNodeNoEx(p2);
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v3s16 p3 = floatToInt(pf + v3f(0, BS * 1.6, 0), BS);
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MapNode n3 = m_map->getNodeNoEx(p3);
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u32 damage_per_second = 0;
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damage_per_second = MYMAX(damage_per_second,
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m_client->ndef()->get(n1).damage_per_second);
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damage_per_second = MYMAX(damage_per_second,
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m_client->ndef()->get(n2).damage_per_second);
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damage_per_second = MYMAX(damage_per_second,
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m_client->ndef()->get(n3).damage_per_second);
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if (damage_per_second != 0)
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damageLocalPlayer(damage_per_second, true);
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}
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/*
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Drowning
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*/
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if (m_drowning_interval.step(dtime, 2.0)) {
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v3f pf = lplayer->getPosition();
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// head
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v3s16 p = floatToInt(pf + v3f(0, BS * 1.6, 0), BS);
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MapNode n = m_map->getNodeNoEx(p);
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ContentFeatures c = m_client->ndef()->get(n);
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u8 drowning_damage = c.drowning;
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if (drowning_damage > 0 && lplayer->hp > 0) {
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u16 breath = lplayer->getBreath();
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if (breath > 10) {
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breath = 11;
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}
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if (breath > 0) {
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breath -= 1;
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}
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lplayer->setBreath(breath);
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updateLocalPlayerBreath(breath);
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}
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if (lplayer->getBreath() == 0 && drowning_damage > 0) {
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damageLocalPlayer(drowning_damage, true);
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}
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}
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if (m_breathing_interval.step(dtime, 0.5)) {
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v3f pf = lplayer->getPosition();
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// head
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v3s16 p = floatToInt(pf + v3f(0, BS * 1.6, 0), BS);
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MapNode n = m_map->getNodeNoEx(p);
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ContentFeatures c = m_client->ndef()->get(n);
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if (!lplayer->hp) {
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lplayer->setBreath(11);
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} else if (c.drowning == 0) {
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u16 breath = lplayer->getBreath();
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if (breath <= 10) {
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breath += 1;
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lplayer->setBreath(breath);
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updateLocalPlayerBreath(breath);
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}
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}
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}
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}
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// Update lighting on local player (used for wield item)
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u32 day_night_ratio = getDayNightRatio();
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{
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// Get node at head
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// On InvalidPositionException, use this as default
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// (day: LIGHT_SUN, night: 0)
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MapNode node_at_lplayer(CONTENT_AIR, 0x0f, 0);
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v3s16 p = lplayer->getLightPosition();
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node_at_lplayer = m_map->getNodeNoEx(p);
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u16 light = getInteriorLight(node_at_lplayer, 0, m_client->ndef());
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final_color_blend(&lplayer->light_color, light, day_night_ratio);
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}
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/*
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Step active objects and update lighting of them
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*/
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g_profiler->avg("CEnv: num of objects", m_active_objects.size());
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bool update_lighting = m_active_object_light_update_interval.step(dtime, 0.21);
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for (ClientActiveObjectMap::iterator i = m_active_objects.begin();
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i != m_active_objects.end(); ++i) {
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ClientActiveObject* obj = i->second;
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// Step object
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obj->step(dtime, this);
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if(update_lighting)
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{
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// Update lighting
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u8 light = 0;
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bool pos_ok;
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// Get node at head
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v3s16 p = obj->getLightPosition();
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MapNode n = m_map->getNodeNoEx(p, &pos_ok);
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if (pos_ok)
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light = n.getLightBlend(day_night_ratio, m_client->ndef());
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else
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light = blend_light(day_night_ratio, LIGHT_SUN, 0);
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obj->updateLight(light);
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}
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}
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/*
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Step and handle simple objects
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*/
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g_profiler->avg("CEnv: num of simple objects", m_simple_objects.size());
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for(std::vector<ClientSimpleObject*>::iterator
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i = m_simple_objects.begin(); i != m_simple_objects.end();) {
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std::vector<ClientSimpleObject*>::iterator cur = i;
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ClientSimpleObject *simple = *cur;
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simple->step(dtime);
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if(simple->m_to_be_removed) {
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delete simple;
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i = m_simple_objects.erase(cur);
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}
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else {
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++i;
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}
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}
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}
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void ClientEnvironment::addSimpleObject(ClientSimpleObject *simple)
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{
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m_simple_objects.push_back(simple);
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}
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GenericCAO* ClientEnvironment::getGenericCAO(u16 id)
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{
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ClientActiveObject *obj = getActiveObject(id);
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if (obj && obj->getType() == ACTIVEOBJECT_TYPE_GENERIC)
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return (GenericCAO*) obj;
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else
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return NULL;
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}
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ClientActiveObject* ClientEnvironment::getActiveObject(u16 id)
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{
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ClientActiveObjectMap::iterator n = m_active_objects.find(id);
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if (n == m_active_objects.end())
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return NULL;
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return n->second;
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}
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bool isFreeClientActiveObjectId(const u16 id,
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ClientActiveObjectMap &objects)
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{
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if(id == 0)
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return false;
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return objects.find(id) == objects.end();
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}
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u16 getFreeClientActiveObjectId(ClientActiveObjectMap &objects)
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{
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//try to reuse id's as late as possible
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static u16 last_used_id = 0;
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u16 startid = last_used_id;
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for(;;) {
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last_used_id ++;
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if (isFreeClientActiveObjectId(last_used_id, objects))
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return last_used_id;
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if (last_used_id == startid)
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return 0;
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}
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}
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u16 ClientEnvironment::addActiveObject(ClientActiveObject *object)
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{
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assert(object); // Pre-condition
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if(object->getId() == 0)
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{
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u16 new_id = getFreeClientActiveObjectId(m_active_objects);
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if(new_id == 0)
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{
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infostream<<"ClientEnvironment::addActiveObject(): "
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<<"no free ids available"<<std::endl;
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delete object;
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return 0;
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}
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object->setId(new_id);
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}
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if (!isFreeClientActiveObjectId(object->getId(), m_active_objects)) {
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infostream<<"ClientEnvironment::addActiveObject(): "
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<<"id is not free ("<<object->getId()<<")"<<std::endl;
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delete object;
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return 0;
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}
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infostream<<"ClientEnvironment::addActiveObject(): "
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<<"added (id="<<object->getId()<<")"<<std::endl;
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m_active_objects[object->getId()] = object;
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object->addToScene(m_smgr, m_texturesource, m_irr);
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{ // Update lighting immediately
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u8 light = 0;
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bool pos_ok;
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// Get node at head
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v3s16 p = object->getLightPosition();
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MapNode n = m_map->getNodeNoEx(p, &pos_ok);
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if (pos_ok)
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light = n.getLightBlend(getDayNightRatio(), m_client->ndef());
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else
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light = blend_light(getDayNightRatio(), LIGHT_SUN, 0);
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object->updateLight(light);
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}
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return object->getId();
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}
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void ClientEnvironment::addActiveObject(u16 id, u8 type,
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const std::string &init_data)
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{
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ClientActiveObject* obj =
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ClientActiveObject::create((ActiveObjectType) type, m_client, this);
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if(obj == NULL)
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{
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infostream<<"ClientEnvironment::addActiveObject(): "
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<<"id="<<id<<" type="<<type<<": Couldn't create object"
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<<std::endl;
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return;
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}
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obj->setId(id);
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try
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{
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obj->initialize(init_data);
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}
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catch(SerializationError &e)
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{
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errorstream<<"ClientEnvironment::addActiveObject():"
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<<" id="<<id<<" type="<<type
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<<": SerializationError in initialize(): "
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<<e.what()
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<<": init_data="<<serializeJsonString(init_data)
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<<std::endl;
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}
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addActiveObject(obj);
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}
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void ClientEnvironment::removeActiveObject(u16 id)
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{
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verbosestream<<"ClientEnvironment::removeActiveObject(): "
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<<"id="<<id<<std::endl;
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ClientActiveObject* obj = getActiveObject(id);
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if (obj == NULL) {
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infostream<<"ClientEnvironment::removeActiveObject(): "
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|
<<"id="<<id<<" not found"<<std::endl;
|
|
return;
|
|
}
|
|
obj->removeFromScene(true);
|
|
delete obj;
|
|
m_active_objects.erase(id);
|
|
}
|
|
|
|
void ClientEnvironment::processActiveObjectMessage(u16 id, const std::string &data)
|
|
{
|
|
ClientActiveObject *obj = getActiveObject(id);
|
|
if (obj == NULL) {
|
|
infostream << "ClientEnvironment::processActiveObjectMessage():"
|
|
<< " got message for id=" << id << ", which doesn't exist."
|
|
<< std::endl;
|
|
return;
|
|
}
|
|
|
|
try {
|
|
obj->processMessage(data);
|
|
} catch (SerializationError &e) {
|
|
errorstream<<"ClientEnvironment::processActiveObjectMessage():"
|
|
<< " id=" << id << " type=" << obj->getType()
|
|
<< " SerializationError in processMessage(): " << e.what()
|
|
<< std::endl;
|
|
}
|
|
}
|
|
|
|
/*
|
|
Callbacks for activeobjects
|
|
*/
|
|
|
|
void ClientEnvironment::damageLocalPlayer(u8 damage, bool handle_hp)
|
|
{
|
|
LocalPlayer *lplayer = getLocalPlayer();
|
|
assert(lplayer);
|
|
|
|
if (handle_hp) {
|
|
if (lplayer->hp > damage)
|
|
lplayer->hp -= damage;
|
|
else
|
|
lplayer->hp = 0;
|
|
}
|
|
|
|
ClientEnvEvent event;
|
|
event.type = CEE_PLAYER_DAMAGE;
|
|
event.player_damage.amount = damage;
|
|
event.player_damage.send_to_server = handle_hp;
|
|
m_client_event_queue.push(event);
|
|
}
|
|
|
|
void ClientEnvironment::updateLocalPlayerBreath(u16 breath)
|
|
{
|
|
ClientEnvEvent event;
|
|
event.type = CEE_PLAYER_BREATH;
|
|
event.player_breath.amount = breath;
|
|
m_client_event_queue.push(event);
|
|
}
|
|
|
|
/*
|
|
Client likes to call these
|
|
*/
|
|
|
|
void ClientEnvironment::getActiveObjects(v3f origin, f32 max_d,
|
|
std::vector<DistanceSortedActiveObject> &dest)
|
|
{
|
|
for (ClientActiveObjectMap::iterator i = m_active_objects.begin();
|
|
i != m_active_objects.end(); ++i) {
|
|
ClientActiveObject* obj = i->second;
|
|
|
|
f32 d = (obj->getPosition() - origin).getLength();
|
|
|
|
if(d > max_d)
|
|
continue;
|
|
|
|
DistanceSortedActiveObject dso(obj, d);
|
|
|
|
dest.push_back(dso);
|
|
}
|
|
}
|
|
|
|
ClientEnvEvent ClientEnvironment::getClientEnvEvent()
|
|
{
|
|
FATAL_ERROR_IF(m_client_event_queue.empty(),
|
|
"ClientEnvironment::getClientEnvEvent(): queue is empty");
|
|
|
|
ClientEnvEvent event = m_client_event_queue.front();
|
|
m_client_event_queue.pop();
|
|
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,
|
|
¤t_intersection, ¤t_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;
|
|
}
|