Add trace_node_ray_fat and use it for mining lasers

This function includes more nodes, so laser tunnels
aren't always only one node wide.
This commit is contained in:
ShadowNinja 2016-03-21 21:24:26 -04:00 committed by ShadowNinja
parent e501c4622b
commit 1475ee6e40
2 changed files with 80 additions and 1 deletions

@ -110,3 +110,82 @@ function technic.trace_node_ray(pos, dir, range)
end, vector.round(pos) end, vector.round(pos)
end end
--- Like trace_node_ray, but includes extra positions close to the ray.
function technic.trace_node_ray_fat(pos, dir, range)
local x_step = dir.x > 0 and 1 or -1
local y_step = dir.y > 0 and 1 or -1
local z_step = dir.z > 0 and 1 or -1
local next_poses = {}
local i = 1
return function(p)
local ni, np = next(next_poses)
if np then
next_poses[ni] = nil
return np
end
-- Approximation of where we should be if we weren't rounding
-- to nodes. This moves forward a bit faster then we do.
-- A correction is done below.
local real_x = pos.x + (dir.x * i)
local real_y = pos.y + (dir.y * i)
local real_z = pos.z + (dir.z * i)
-- How far off we've gotten from where we should be.
local dx = math.abs(real_x - p.x)
local dy = math.abs(real_y - p.y)
local dz = math.abs(real_z - p.z)
-- If the real position moves ahead too fast, stop it so we
-- can catch up. If it gets too far ahead it will smooth
-- out our movement too much and we won't turn fast enough.
if dx + dy + dz < 2 then
i = i + 1
end
-- Step in whichever direction we're most off course in.
local sx, sy, sz -- Whether we've already stepped along each axis
if dx > dy then
if dx > dz then
sx = true
p.x = p.x + x_step
else
sz = true
p.z = p.z + z_step
end
elseif dy > dz then
sy = true
p.y = p.y + y_step
else
sz = true
p.z = p.z + z_step
end
if vector.distance(pos, p) > range then
return nil
end
-- Add other positions that we're significantly off on.
-- We can just use fixed integer keys here because the
-- table will be completely cleared before we reach this
-- code block again.
local dlen = math.sqrt(dx*dx + dy*dy + dz*dz)
-- Normalized axis deltas
local dxn, dyn, dzn = dx / dlen, dy / dlen, dz / dlen
if not sx and dxn > 0.5 then
next_poses[1] = vector.new(p.x + x_step, p.y, p.z)
end
if not sy and dyn > 0.5 then
next_poses[2] = vector.new(p.x, p.y + y_step, p.z)
end
if not sz and dzn > 0.5 then
next_poses[3] = vector.new(p.x, p.y, p.z + z_step)
end
return p
end, vector.round(pos)
end

@ -71,7 +71,7 @@ local function laser_shoot(player, range, particle_texture, sound)
texture = particle_texture .. "^[transform" .. math.random(0, 7), texture = particle_texture .. "^[transform" .. math.random(0, 7),
}) })
minetest.sound_play(sound, {pos = player_pos, max_hear_distance = range}) minetest.sound_play(sound, {pos = player_pos, max_hear_distance = range})
for pos in technic.trace_node_ray(start_pos, dir, range) do for pos in technic.trace_node_ray_fat(start_pos, dir, range) do
if minetest.is_protected(pos, player_name) then if minetest.is_protected(pos, player_name) then
minetest.record_protection_violation(pos, player_name) minetest.record_protection_violation(pos, player_name)
break break