mirror of
https://github.com/minetest/minetest.git
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326 lines
9.6 KiB
C++
326 lines
9.6 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 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 <fstream>
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#include "environment.h"
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#include "collision.h"
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#include "raycast.h"
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#include "scripting_server.h"
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#include "server.h"
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#include "daynightratio.h"
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#include "emerge.h"
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Environment::Environment(IGameDef *gamedef):
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m_time_of_day_speed(0.0f),
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m_day_count(0),
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m_gamedef(gamedef)
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{
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m_cache_enable_shaders = g_settings->getBool("enable_shaders");
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m_cache_active_block_mgmt_interval = g_settings->getFloat("active_block_mgmt_interval");
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m_cache_abm_interval = g_settings->getFloat("abm_interval");
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m_cache_nodetimer_interval = g_settings->getFloat("nodetimer_interval");
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m_cache_abm_time_budget = g_settings->getFloat("abm_time_budget");
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m_time_of_day = g_settings->getU32("world_start_time");
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m_time_of_day_f = (float)m_time_of_day / 24000.0f;
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}
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u32 Environment::getDayNightRatio()
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{
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MutexAutoLock lock(this->m_time_lock);
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if (m_enable_day_night_ratio_override)
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return m_day_night_ratio_override;
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return time_to_daynight_ratio(m_time_of_day_f * 24000, m_cache_enable_shaders);
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}
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void Environment::setTimeOfDaySpeed(float speed)
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{
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m_time_of_day_speed = speed;
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}
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void Environment::setDayNightRatioOverride(bool enable, u32 value)
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{
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MutexAutoLock lock(this->m_time_lock);
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m_enable_day_night_ratio_override = enable;
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m_day_night_ratio_override = value;
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}
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void Environment::setTimeOfDay(u32 time)
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{
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MutexAutoLock lock(this->m_time_lock);
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if (m_time_of_day > time)
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++m_day_count;
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m_time_of_day = time;
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m_time_of_day_f = (float)time / 24000.0;
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}
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u32 Environment::getTimeOfDay()
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{
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MutexAutoLock lock(this->m_time_lock);
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return m_time_of_day;
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}
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float Environment::getTimeOfDayF()
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{
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MutexAutoLock lock(this->m_time_lock);
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return m_time_of_day_f;
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}
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bool Environment::line_of_sight(v3f pos1, v3f pos2, v3s16 *p)
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{
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// Iterate trough nodes on the line
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voxalgo::VoxelLineIterator iterator(pos1 / BS, (pos2 - pos1) / BS);
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do {
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MapNode n = getMap().getNode(iterator.m_current_node_pos);
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// Return non-air
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if (n.param0 != CONTENT_AIR) {
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if (p)
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*p = iterator.m_current_node_pos;
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return false;
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}
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iterator.next();
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} while (iterator.m_current_index <= iterator.m_last_index);
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return true;
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}
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/*
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Check if a node is pointable
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*/
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inline static bool isPointableNode(const MapNode &n,
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const NodeDefManager *nodedef , bool liquids_pointable)
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{
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const ContentFeatures &features = nodedef->get(n);
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return features.pointable ||
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(liquids_pointable && features.isLiquid());
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}
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void Environment::continueRaycast(RaycastState *state, PointedThing *result)
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{
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const NodeDefManager *nodedef = getMap().getNodeDefManager();
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if (state->m_initialization_needed) {
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// Add objects
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if (state->m_objects_pointable) {
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std::vector<PointedThing> found;
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getSelectedActiveObjects(state->m_shootline, found);
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for (const PointedThing &pointed : found) {
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state->m_found.push(pointed);
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}
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}
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// Set search range
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core::aabbox3d<s16> maximal_exceed = nodedef->getSelectionBoxIntUnion();
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state->m_search_range.MinEdge = -maximal_exceed.MaxEdge;
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state->m_search_range.MaxEdge = -maximal_exceed.MinEdge;
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// Setting is done
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state->m_initialization_needed = false;
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}
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// The index of the first pointed thing that was not returned
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// before. The last index which needs to be tested.
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s16 lastIndex = state->m_iterator.m_last_index;
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if (!state->m_found.empty()) {
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lastIndex = state->m_iterator.getIndex(
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floatToInt(state->m_found.top().intersection_point, BS));
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}
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Map &map = getMap();
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// If a node is found, this is the center of the
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// first nodebox the shootline meets.
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v3f found_boxcenter(0, 0, 0);
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// The untested nodes are in this range.
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core::aabbox3d<s16> new_nodes;
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while (state->m_iterator.m_current_index <= lastIndex) {
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// Test the nodes around the current node in search_range.
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new_nodes = state->m_search_range;
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new_nodes.MinEdge += state->m_iterator.m_current_node_pos;
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new_nodes.MaxEdge += state->m_iterator.m_current_node_pos;
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// Only check new nodes
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v3s16 delta = state->m_iterator.m_current_node_pos
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- state->m_previous_node;
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if (delta.X > 0) {
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new_nodes.MinEdge.X = new_nodes.MaxEdge.X;
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} else if (delta.X < 0) {
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new_nodes.MaxEdge.X = new_nodes.MinEdge.X;
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} else if (delta.Y > 0) {
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new_nodes.MinEdge.Y = new_nodes.MaxEdge.Y;
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} else if (delta.Y < 0) {
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new_nodes.MaxEdge.Y = new_nodes.MinEdge.Y;
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} else if (delta.Z > 0) {
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new_nodes.MinEdge.Z = new_nodes.MaxEdge.Z;
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} else if (delta.Z < 0) {
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new_nodes.MaxEdge.Z = new_nodes.MinEdge.Z;
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}
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if (new_nodes.MaxEdge.X == S16_MAX ||
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new_nodes.MaxEdge.Y == S16_MAX ||
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new_nodes.MaxEdge.Z == S16_MAX) {
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break; // About to go out of bounds
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}
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// For each untested node
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for (s16 x = new_nodes.MinEdge.X; x <= new_nodes.MaxEdge.X; x++)
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for (s16 y = new_nodes.MinEdge.Y; y <= new_nodes.MaxEdge.Y; y++)
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for (s16 z = new_nodes.MinEdge.Z; z <= new_nodes.MaxEdge.Z; z++) {
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MapNode n;
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v3s16 np(x, y, z);
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bool is_valid_position;
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n = map.getNode(np, &is_valid_position);
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if (!(is_valid_position && isPointableNode(n, nodedef,
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state->m_liquids_pointable))) {
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continue;
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}
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PointedThing result;
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std::vector<aabb3f> boxes;
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n.getSelectionBoxes(nodedef, &boxes,
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n.getNeighbors(np, &map));
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// Is there a collision with a selection box?
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bool is_colliding = false;
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// Minimal distance of all collisions
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float min_distance_sq = 10000000;
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// ID of the current box (loop counter)
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u16 id = 0;
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// Do calculations relative to the node center
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// to translate the ray rather than the boxes
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v3f npf = intToFloat(np, BS);
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v3f rel_start = state->m_shootline.start - npf;
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for (aabb3f &box : boxes) {
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v3f intersection_point;
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v3f intersection_normal;
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if (!boxLineCollision(box, rel_start,
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state->m_shootline.getVector(), &intersection_point,
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&intersection_normal)) {
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++id;
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continue;
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}
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intersection_point += npf; // translate back to world coords
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f32 distanceSq = (intersection_point
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- state->m_shootline.start).getLengthSQ();
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// If this is the nearest collision, save it
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if (min_distance_sq > distanceSq) {
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min_distance_sq = distanceSq;
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result.intersection_point = intersection_point;
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result.intersection_normal = intersection_normal;
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result.box_id = id;
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found_boxcenter = box.getCenter();
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is_colliding = true;
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}
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++id;
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}
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// If there wasn't a collision, stop
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if (!is_colliding) {
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continue;
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}
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result.type = POINTEDTHING_NODE;
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result.node_undersurface = np;
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result.distanceSq = min_distance_sq;
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// Set undersurface and abovesurface nodes
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f32 d = 0.002 * BS;
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v3f fake_intersection = result.intersection_point;
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found_boxcenter += npf; // translate back to world coords
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// Move intersection towards its source block.
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if (fake_intersection.X < found_boxcenter.X) {
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fake_intersection.X += d;
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} else {
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fake_intersection.X -= d;
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}
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if (fake_intersection.Y < found_boxcenter.Y) {
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fake_intersection.Y += d;
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} else {
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fake_intersection.Y -= d;
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}
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if (fake_intersection.Z < found_boxcenter.Z) {
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fake_intersection.Z += d;
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} else {
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fake_intersection.Z -= d;
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}
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result.node_real_undersurface = floatToInt(
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fake_intersection, BS);
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result.node_abovesurface = result.node_real_undersurface
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+ floatToInt(result.intersection_normal, 1.0f);
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// Push found PointedThing
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state->m_found.push(result);
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// If this is nearer than the old nearest object,
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// the search can be shorter
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s16 newIndex = state->m_iterator.getIndex(
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result.node_real_undersurface);
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if (newIndex < lastIndex) {
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lastIndex = newIndex;
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}
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}
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// Next node
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state->m_previous_node = state->m_iterator.m_current_node_pos;
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state->m_iterator.next();
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}
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// Return empty PointedThing if nothing left on the ray
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if (state->m_found.empty()) {
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result->type = POINTEDTHING_NOTHING;
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} else {
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*result = state->m_found.top();
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state->m_found.pop();
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}
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}
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void Environment::stepTimeOfDay(float dtime)
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{
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MutexAutoLock lock(this->m_time_lock);
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// Cached in order to prevent the two reads we do to give
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// different results (can be written by code not under the lock)
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f32 cached_time_of_day_speed = m_time_of_day_speed;
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f32 speed = cached_time_of_day_speed * 24000. / (24. * 3600);
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m_time_conversion_skew += dtime;
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u32 units = (u32)(m_time_conversion_skew * speed);
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bool sync_f = false;
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if (units > 0) {
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// Sync at overflow
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if (m_time_of_day + units >= 24000) {
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sync_f = true;
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++m_day_count;
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}
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m_time_of_day = (m_time_of_day + units) % 24000;
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if (sync_f)
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m_time_of_day_f = (float)m_time_of_day / 24000.0;
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}
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if (speed > 0) {
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m_time_conversion_skew -= (f32)units / speed;
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}
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if (!sync_f) {
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m_time_of_day_f += cached_time_of_day_speed / 24 / 3600 * dtime;
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if (m_time_of_day_f > 1.0)
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m_time_of_day_f -= 1.0;
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if (m_time_of_day_f < 0.0)
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m_time_of_day_f += 1.0;
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}
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}
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u32 Environment::getDayCount()
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{
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// Atomic<u32> counter
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return m_day_count;
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}
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