mirror of
https://github.com/luanti-org/luanti.git
synced 2025-08-11 17:51:04 +00:00
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:
parent
8aadc62856
commit
3f8261830e
20 changed files with 1046 additions and 433 deletions
|
@ -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
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue