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322c8cf270
* refactoring(StaticObjectList): don't expose m_active and m_stored anymore This prevents our old crap code where anyone can access to StaticObjectList. use proper modifiers. It also permits to do a short cleanup on MapBlock using a helper * refactoring(MapBlock): reduce a bit exposed m_active_blocks variable * refactoring: MapBlock::m_node_timers is now private We already had various helpers to perform this privatization, just use it. Also factorize the MapBlock stepping code for timers using already existing code and importing them from ServerEnvironment to MapBlock. It's currently done pretty straight forward without any inheritance as MapBlock is just used everywhere, maybe in a future we'll have ServerMapBlock over MapBlock. Currently for a simple function let's just use proper objects and add a comment warning * refactoring(Server): fix duplicated function for add/remove node * refactoring(guiFormSpecMenu): add removeAll function to prevent duplicated code * refactoring(ShadowRenderer) + perf: code quality + increase performance * All callers are already using the point and we should never test a function with nullptr node, it's a bug. Removed workaround which was hacky and fix the bug * Drop clientmap lookup from shadowrendered, just use directly its pointer and forbid to push it in the generic list * Reduce memory pressure on the renderShadowObject by preventing deallocating and reallocating multiple vectors on each node * refactoring(MapBlock): reduce exposure of MapBlock::m_static_objects It's not complete as some parts of the code are pretty nested, but it's better than before :) * fix: better working on new functions & drop unwanted 2 lines Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com> Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com>
326 lines
9.5 KiB
C++
326 lines
9.5 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(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(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(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(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(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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