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