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https://github.com/minetest/minetest.git
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3f8261830e
* Improved getPointedThing() The new algorithm checks every node exactly once. Now the point and normal vector of the collision is also returned in the PointedThing (currently they are not used outside of the function). Now the CNodeDefManager keeps the union of all possible nodeboxes, so the raycast won't miss any nodes. Also if there are only small nodeboxes, getPointedThing() is exceptionally fast. Also adds unit test for VoxelLineIterator. * Cleanup, code move This commit moves getPointedThing() and Client::getSelectedActiveObject() to ClientEnvironment. The map nodes now can decide which neighbors they are connecting to (MapNode::getNeighbors()).
90 lines
2.5 KiB
C++
90 lines
2.5 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 "irr_v3d.h"
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#include "irr_aabb3d.h"
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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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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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