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Improve getPointedThing() (#4346)
* 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()).
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8aadc62856
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20 changed files with 1046 additions and 433 deletions
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@ -53,6 +53,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "database-sqlite3.h"
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#include "serialization.h"
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#include "guiscalingfilter.h"
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#include "raycast.h"
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extern gui::IGUIEnvironment* guienv;
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@ -1500,44 +1501,6 @@ void Client::inventoryAction(InventoryAction *a)
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delete a;
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}
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ClientActiveObject * Client::getSelectedActiveObject(
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f32 max_d,
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v3f from_pos_f_on_map,
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core::line3d<f32> shootline_on_map
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)
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{
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std::vector<DistanceSortedActiveObject> objects;
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m_env.getActiveObjects(from_pos_f_on_map, max_d, objects);
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// Sort them.
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// After this, the closest object is the first in the array.
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std::sort(objects.begin(), objects.end());
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for(unsigned int i=0; i<objects.size(); i++)
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{
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ClientActiveObject *obj = objects[i].obj;
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aabb3f *selection_box = obj->getSelectionBox();
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if(selection_box == NULL)
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continue;
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v3f pos = obj->getPosition();
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aabb3f offsetted_box(
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selection_box->MinEdge + pos,
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selection_box->MaxEdge + pos
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);
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if(offsetted_box.intersectsWithLine(shootline_on_map))
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{
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return obj;
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}
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}
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return NULL;
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}
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float Client::getAnimationTime()
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{
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return m_animation_time;
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