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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()).
This commit is contained in:
Dániel Juhász 2017-01-04 19:18:40 +01:00 committed by est31
parent 8aadc62856
commit 3f8261830e
20 changed files with 1046 additions and 433 deletions

View file

@ -747,5 +747,73 @@ void update_lighting_nodes(Map *map, INodeDefManager *ndef,
}
}
VoxelLineIterator::VoxelLineIterator(
const v3f &start_position,
const v3f &line_vector) :
m_start_position(start_position),
m_line_vector(line_vector),
m_next_intersection_multi(10000.0f, 10000.0f, 10000.0f),
m_intersection_multi_inc(10000.0f, 10000.0f, 10000.0f),
m_step_directions(1.0f, 1.0f, 1.0f)
{
m_current_node_pos = floatToInt(m_start_position, 1);
if (m_line_vector.X > 0) {
m_next_intersection_multi.X = (floorf(m_start_position.X - 0.5) + 1.5
- m_start_position.X) / m_line_vector.X;
m_intersection_multi_inc.X = 1 / m_line_vector.X;
} else if (m_line_vector.X < 0) {
m_next_intersection_multi.X = (floorf(m_start_position.X - 0.5)
- m_start_position.X + 0.5) / m_line_vector.X;
m_intersection_multi_inc.X = -1 / m_line_vector.X;
m_step_directions.X = -1;
}
if (m_line_vector.Y > 0) {
m_next_intersection_multi.Y = (floorf(m_start_position.Y - 0.5) + 1.5
- m_start_position.Y) / m_line_vector.Y;
m_intersection_multi_inc.Y = 1 / m_line_vector.Y;
} else if (m_line_vector.Y < 0) {
m_next_intersection_multi.Y = (floorf(m_start_position.Y - 0.5)
- m_start_position.Y + 0.5) / m_line_vector.Y;
m_intersection_multi_inc.Y = -1 / m_line_vector.Y;
m_step_directions.Y = -1;
}
if (m_line_vector.Z > 0) {
m_next_intersection_multi.Z = (floorf(m_start_position.Z - 0.5) + 1.5
- m_start_position.Z) / m_line_vector.Z;
m_intersection_multi_inc.Z = 1 / m_line_vector.Z;
} else if (m_line_vector.Z < 0) {
m_next_intersection_multi.Z = (floorf(m_start_position.Z - 0.5)
- m_start_position.Z + 0.5) / m_line_vector.Z;
m_intersection_multi_inc.Z = -1 / m_line_vector.Z;
m_step_directions.Z = -1;
}
m_has_next = (m_next_intersection_multi.X <= 1)
|| (m_next_intersection_multi.Y <= 1)
|| (m_next_intersection_multi.Z <= 1);
}
void VoxelLineIterator::next()
{
if ((m_next_intersection_multi.X < m_next_intersection_multi.Y)
&& (m_next_intersection_multi.X < m_next_intersection_multi.Z)) {
m_next_intersection_multi.X += m_intersection_multi_inc.X;
m_current_node_pos.X += m_step_directions.X;
} else if ((m_next_intersection_multi.Y < m_next_intersection_multi.Z)) {
m_next_intersection_multi.Y += m_intersection_multi_inc.Y;
m_current_node_pos.Y += m_step_directions.Y;
} else {
m_next_intersection_multi.Z += m_intersection_multi_inc.Z;
m_current_node_pos.Z += m_step_directions.Z;
}
m_has_next = (m_next_intersection_multi.X <= 1)
|| (m_next_intersection_multi.Y <= 1)
|| (m_next_intersection_multi.Z <= 1);
}
} // namespace voxalgo