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Line_of_sight: Improve using VoxelLineIterator

This commit rewrites line_of_sight with VoxelLineIterator.
Stepsize is no longer needed, the results will be always accurate.
This commit is contained in:
Dániel Juhász 2016-12-01 20:15:37 +01:00 committed by paramat
parent ca64f564cd
commit 2153965cf9
5 changed files with 27 additions and 35 deletions

View file

@ -489,30 +489,21 @@ bool ServerEnvironment::removePlayerFromDatabase(const std::string &name)
return m_player_database->removePlayer(name);
}
bool ServerEnvironment::line_of_sight(v3f pos1, v3f pos2, float stepsize, v3s16 *p)
bool ServerEnvironment::line_of_sight(v3f pos1, v3f pos2, v3s16 *p)
{
float distance = pos1.getDistanceFrom(pos2);
// Iterate trough nodes on the line
voxalgo::VoxelLineIterator iterator(pos1 / BS, (pos2 - pos1) / BS);
do {
MapNode n = getMap().getNodeNoEx(iterator.m_current_node_pos);
//calculate normalized direction vector
v3f normalized_vector = v3f((pos2.X - pos1.X)/distance,
(pos2.Y - pos1.Y)/distance,
(pos2.Z - pos1.Z)/distance);
//find out if there's a node on path between pos1 and pos2
for (float i = 1; i < distance; i += stepsize) {
v3s16 pos = floatToInt(v3f(normalized_vector.X * i,
normalized_vector.Y * i,
normalized_vector.Z * i) +pos1,BS);
MapNode n = getMap().getNodeNoEx(pos);
if(n.param0 != CONTENT_AIR) {
if (p) {
*p = pos;
}
// Return non-air
if (n.param0 != CONTENT_AIR) {
if (p)
*p = iterator.m_current_node_pos;
return false;
}
}
iterator.next();
} while (iterator.m_current_index <= iterator.m_last_index);
return true;
}