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31e0667a4a
commit
9961185550
136
src/game.cpp
136
src/game.cpp
@ -304,7 +304,7 @@ PointedThing getPointedThing(Client *client, Hud *hud, const v3f &player_positio
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INodeDefManager *nodedef = client->getNodeDefManager();
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ClientMap &map = client->getEnv().getClientMap();
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f32 mindistance = BS * 1001;
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f32 min_distance = BS * 1001;
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// First try to find a pointed at active object
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if (look_for_object) {
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@ -324,7 +324,7 @@ PointedThing getPointedThing(Client *client, Hud *hud, const v3f &player_positio
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hud->setSelectionPos(pos, camera_offset);
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}
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mindistance = (selected_object->getPosition() - camera_position).getLength();
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min_distance = (selected_object->getPosition() - camera_position).getLength();
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result.type = POINTEDTHING_OBJECT;
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result.object_id = selected_object->getId();
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@ -333,14 +333,13 @@ PointedThing getPointedThing(Client *client, Hud *hud, const v3f &player_positio
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// That didn't work, try to find a pointed at node
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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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s16 a = d;
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s16 ystart = pos_i.Y + 0 - (camera_direction.Y < 0 ? a : 1);
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s16 ystart = pos_i.Y - (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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@ -357,24 +356,25 @@ PointedThing getPointedThing(Client *client, Hud *hud, const v3f &player_positio
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if (xend == 32767)
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xend = 32766;
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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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v3s16 pointed_pos(0, 0, 0);
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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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MapNode n;
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bool is_valid_position;
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n = map.getNodeNoEx(v3s16(x, y, z), &is_valid_position);
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if (!is_valid_position)
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if (!is_valid_position) {
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continue;
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if (!isPointableNode(n, client, liquids_pointable))
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}
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if (!isPointableNode(n, client, liquids_pointable)) {
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continue;
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}
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std::vector<aabb3f> boxes = n.getSelectionBoxes(nodedef);
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v3s16 np(x, y, z);
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v3f npf = intToFloat(np, BS);
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for (std::vector<aabb3f>::const_iterator
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i = boxes.begin();
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i != boxes.end(); ++i) {
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@ -382,62 +382,80 @@ PointedThing getPointedThing(Client *client, Hud *hud, const v3f &player_positio
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box.MinEdge += npf;
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box.MaxEdge += npf;
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for (u16 j = 0; j < 6; j++) {
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v3s16 facedir = g_6dirs[j];
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aabb3f facebox = box;
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f32 d = 0.001 * BS;
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if (facedir.X > 0)
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facebox.MinEdge.X = facebox.MaxEdge.X - d;
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else if (facedir.X < 0)
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facebox.MaxEdge.X = facebox.MinEdge.X + d;
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else if (facedir.Y > 0)
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facebox.MinEdge.Y = facebox.MaxEdge.Y - d;
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else if (facedir.Y < 0)
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facebox.MaxEdge.Y = facebox.MinEdge.Y + d;
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else if (facedir.Z > 0)
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facebox.MinEdge.Z = facebox.MaxEdge.Z - d;
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else if (facedir.Z < 0)
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facebox.MaxEdge.Z = facebox.MinEdge.Z + d;
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v3f centerpoint = facebox.getCenter();
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f32 distance = (centerpoint - camera_position).getLength();
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if (distance >= mindistance)
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continue;
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if (!facebox.intersectsWithLine(shootline))
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continue;
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v3s16 np_above = np + facedir;
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result.type = POINTEDTHING_NODE;
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result.node_undersurface = np;
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result.node_abovesurface = np_above;
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mindistance = distance;
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selectionboxes->clear();
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for (std::vector<aabb3f>::const_iterator
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i2 = boxes.begin();
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i2 != boxes.end(); ++i2) {
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aabb3f box = *i2;
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box.MinEdge += v3f(-d, -d, -d);
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box.MaxEdge += v3f(d, d, d);
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selectionboxes->push_back(box);
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}
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hud->setSelectionPos(npf, camera_offset);
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v3f centerpoint = box.getCenter();
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f32 distance = (centerpoint - camera_position).getLength();
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if (distance >= min_distance) {
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continue;
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}
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if (!box.intersectsWithLine(shootline)) {
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continue;
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}
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result.type = POINTEDTHING_NODE;
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min_distance = distance;
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pointed_pos = np;
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}
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} // for coords
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}
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}
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}
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if (result.type == POINTEDTHING_NODE) {
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f32 d = 0.001 * BS;
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MapNode n = map.getNodeNoEx(pointed_pos);
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v3f npf = intToFloat(pointed_pos, BS);
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std::vector<aabb3f> boxes = n.getSelectionBoxes(nodedef);
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f32 face_min_distance = 1000 * BS;
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for (std::vector<aabb3f>::const_iterator
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i = boxes.begin();
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i != boxes.end(); ++i) {
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aabb3f box = *i;
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box.MinEdge += npf;
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box.MaxEdge += npf;
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for (u16 j = 0; j < 6; j++) {
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v3s16 facedir = g_6dirs[j];
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aabb3f facebox = box;
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if (facedir.X > 0) {
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facebox.MinEdge.X = facebox.MaxEdge.X - d;
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} else if (facedir.X < 0) {
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facebox.MaxEdge.X = facebox.MinEdge.X + d;
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} else if (facedir.Y > 0) {
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facebox.MinEdge.Y = facebox.MaxEdge.Y - d;
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} else if (facedir.Y < 0) {
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facebox.MaxEdge.Y = facebox.MinEdge.Y + d;
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} else if (facedir.Z > 0) {
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facebox.MinEdge.Z = facebox.MaxEdge.Z - d;
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} else if (facedir.Z < 0) {
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facebox.MaxEdge.Z = facebox.MinEdge.Z + d;
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}
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v3f centerpoint = facebox.getCenter();
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f32 distance = (centerpoint - camera_position).getLength();
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if (distance >= face_min_distance)
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continue;
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if (!facebox.intersectsWithLine(shootline))
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continue;
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result.node_abovesurface = pointed_pos + facedir;
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face_min_distance = distance;
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}
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}
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selectionboxes->clear();
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for (std::vector<aabb3f>::const_iterator
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i = boxes.begin();
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i != boxes.end(); ++i) {
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aabb3f box = *i;
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box.MinEdge += v3f(-d, -d, -d);
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box.MaxEdge += v3f(d, d, d);
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selectionboxes->push_back(box);
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}
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hud->setSelectionPos(intToFloat(pointed_pos, BS), camera_offset);
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result.node_undersurface = pointed_pos;
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}
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// Update selection mesh light level and vertex colors
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if (selectionboxes->size() > 0) {
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v3f pf = hud->getSelectionPos();
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v3s16 p = floatToInt(pf, BS);
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v3s16 p = floatToInt(pf, BS);
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// Get selection mesh light level
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MapNode n = map.getNodeNoEx(p);
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MapNode n = map.getNodeNoEx(p);
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u16 node_light = getInteriorLight(n, -1, nodedef);
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u16 light_level = node_light;
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