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https://github.com/minetest/minetest.git
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3caad3f3c9
This commit introduces Raycast, a Lua user object, which can be used to perform a raycast on the map. The ray is continuable, so one can also get hidden nodes (for example to see trough glass).
126 lines
3.5 KiB
C++
126 lines
3.5 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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#include "raycast.h"
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#include "irr_v3d.h"
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#include "irr_aabb3d.h"
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#include "constants.h"
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bool RaycastSort::operator() (const PointedThing &pt1,
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const PointedThing &pt2) const
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{
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// "nothing" can not be sorted
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assert(pt1.type != POINTEDTHING_NOTHING);
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assert(pt2.type != POINTEDTHING_NOTHING);
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// returns false if pt1 is nearer than pt2
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if (pt1.distanceSq < pt2.distanceSq) {
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return false;
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} else if (pt1.distanceSq == pt2.distanceSq) {
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// Sort them to allow only one order
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if (pt1.type == POINTEDTHING_OBJECT)
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return (pt2.type == POINTEDTHING_OBJECT
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&& pt1.object_id < pt2.object_id);
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else
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return (pt2.type == POINTEDTHING_OBJECT
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|| pt1.node_undersurface < pt2.node_undersurface);
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}
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return true;
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}
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RaycastState::RaycastState(const core::line3d<f32> &shootline,
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bool objects_pointable, bool liquids_pointable) :
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m_shootline(shootline),
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m_iterator(shootline.start / BS, shootline.getVector() / BS),
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m_previous_node(m_iterator.m_current_node_pos),
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m_objects_pointable(objects_pointable),
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m_liquids_pointable(liquids_pointable)
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{
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}
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bool boxLineCollision(const aabb3f &box, const v3f &start,
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const v3f &dir, v3f *collision_point, v3s16 *collision_normal)
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{
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if (box.isPointInside(start)) {
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*collision_point = start;
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collision_normal->set(0, 0, 0);
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return true;
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}
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float m = 0;
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// Test X collision
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if (dir.X != 0) {
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if (dir.X > 0)
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m = (box.MinEdge.X - start.X) / dir.X;
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else
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m = (box.MaxEdge.X - start.X) / dir.X;
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if (m >= 0 && m <= 1) {
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*collision_point = start + dir * m;
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if ((collision_point->Y >= box.MinEdge.Y)
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&& (collision_point->Y <= box.MaxEdge.Y)
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&& (collision_point->Z >= box.MinEdge.Z)
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&& (collision_point->Z <= box.MaxEdge.Z)) {
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collision_normal->set((dir.X > 0) ? -1 : 1, 0, 0);
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return true;
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}
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}
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}
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// Test Y collision
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if (dir.Y != 0) {
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if (dir.Y > 0)
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m = (box.MinEdge.Y - start.Y) / dir.Y;
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else
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m = (box.MaxEdge.Y - start.Y) / dir.Y;
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if (m >= 0 && m <= 1) {
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*collision_point = start + dir * m;
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if ((collision_point->X >= box.MinEdge.X)
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&& (collision_point->X <= box.MaxEdge.X)
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&& (collision_point->Z >= box.MinEdge.Z)
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&& (collision_point->Z <= box.MaxEdge.Z)) {
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collision_normal->set(0, (dir.Y > 0) ? -1 : 1, 0);
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return true;
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}
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}
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}
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// Test Z collision
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if (dir.Z != 0) {
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if (dir.Z > 0)
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m = (box.MinEdge.Z - start.Z) / dir.Z;
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else
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m = (box.MaxEdge.Z - start.Z) / dir.Z;
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if (m >= 0 && m <= 1) {
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*collision_point = start + dir * m;
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if ((collision_point->X >= box.MinEdge.X)
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&& (collision_point->X <= box.MaxEdge.X)
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&& (collision_point->Y >= box.MinEdge.Y)
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&& (collision_point->Y <= box.MaxEdge.Y)) {
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collision_normal->set(0, 0, (dir.Z > 0) ? -1 : 1);
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return true;
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}
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}
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}
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return false;
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}
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