forked from Mirrorlandia_minetest/minetest
82 lines
2.7 KiB
C++
82 lines
2.7 KiB
C++
/*
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Minetest
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Copyright (C) 2016 juhdanad, Daniel Juhasz <juhdanad@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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#pragma once
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#include "voxelalgorithms.h"
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#include "util/pointedthing.h"
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//! Sorts PointedThings based on their distance.
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struct RaycastSort
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{
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bool operator() (const PointedThing &pt1, const PointedThing &pt2) const;
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};
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//! Describes the state of a raycast.
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class RaycastState
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{
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public:
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/*!
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* Creates a raycast.
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* @param objects_pointable if false, only nodes will be found
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* @param liquids pointable if false, liquid nodes won't be found
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*/
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RaycastState(const core::line3d<f32> &shootline, bool objects_pointable,
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bool liquids_pointable);
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//! Shootline of the raycast.
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core::line3d<f32> m_shootline;
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//! Iterator to store the progress of the raycast.
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voxalgo::VoxelLineIterator m_iterator;
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//! Previous tested node during the raycast.
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v3s16 m_previous_node;
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/*!
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* This priority queue stores the found pointed things
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* waiting to be returned.
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*/
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std::priority_queue<PointedThing, std::vector<PointedThing>, RaycastSort> m_found;
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bool m_objects_pointable;
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bool m_liquids_pointable;
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//! The code needs to search these nodes around the center node.
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core::aabbox3d<s16> m_search_range { 0, 0, 0, 0, 0, 0 };
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//! If true, the Environment will initialize this state.
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bool m_initialization_needed = true;
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};
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/*!
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* Checks if a line and a box intersects.
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* @param[in] box box to test collision
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* @param[in] start starting point of the line
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* @param[in] dir direction and length of the line
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* @param[out] collision_point first point of the collision
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* @param[out] collision_normal normal vector at the collision, points
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* outwards of the surface. If start is in the box, zero vector.
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* @returns true if a collision point was found
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*/
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bool boxLineCollision(const aabb3f &box, const v3f &start, const v3f &dir,
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v3f *collision_point, v3f *collision_normal);
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bool boxLineCollision(const aabb3f &box, const v3f &box_rotation,
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const v3f &start, const v3f &dir,
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v3f *collision_point, v3f *collision_normal, v3f *raw_collision_normal);
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