minetest/src/environment.cpp

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/*
2013-02-24 18:40:43 +01:00
Minetest
2013-02-24 19:38:45 +01:00
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include <fstream>
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#include "environment.h"
#include "collision.h"
#include "raycast.h"
#include "scripting_server.h"
#include "server.h"
#include "daynightratio.h"
#include "emerge.h"
Environment::Environment(IGameDef *gamedef):
m_time_of_day_speed(0.0f),
m_day_count(0),
m_gamedef(gamedef)
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{
m_cache_enable_shaders = g_settings->getBool("enable_shaders");
m_cache_active_block_mgmt_interval = g_settings->getFloat("active_block_mgmt_interval");
m_cache_abm_interval = g_settings->getFloat("abm_interval");
m_cache_nodetimer_interval = g_settings->getFloat("nodetimer_interval");
m_cache_abm_time_budget = g_settings->getFloat("abm_time_budget");
m_time_of_day = g_settings->getU32("world_start_time");
m_time_of_day_f = (float)m_time_of_day / 24000.0f;
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}
u32 Environment::getDayNightRatio()
{
Reduce exposure of various internals (#12885) * refactoring(StaticObjectList): don't expose m_active and m_stored anymore This prevents our old crap code where anyone can access to StaticObjectList. use proper modifiers. It also permits to do a short cleanup on MapBlock using a helper * refactoring(MapBlock): reduce a bit exposed m_active_blocks variable * refactoring: MapBlock::m_node_timers is now private We already had various helpers to perform this privatization, just use it. Also factorize the MapBlock stepping code for timers using already existing code and importing them from ServerEnvironment to MapBlock. It's currently done pretty straight forward without any inheritance as MapBlock is just used everywhere, maybe in a future we'll have ServerMapBlock over MapBlock. Currently for a simple function let's just use proper objects and add a comment warning * refactoring(Server): fix duplicated function for add/remove node * refactoring(guiFormSpecMenu): add removeAll function to prevent duplicated code * refactoring(ShadowRenderer) + perf: code quality + increase performance * All callers are already using the point and we should never test a function with nullptr node, it's a bug. Removed workaround which was hacky and fix the bug * Drop clientmap lookup from shadowrendered, just use directly its pointer and forbid to push it in the generic list * Reduce memory pressure on the renderShadowObject by preventing deallocating and reallocating multiple vectors on each node * refactoring(MapBlock): reduce exposure of MapBlock::m_static_objects It's not complete as some parts of the code are pretty nested, but it's better than before :) * fix: better working on new functions & drop unwanted 2 lines Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com> Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com>
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MutexAutoLock lock(m_time_lock);
if (m_enable_day_night_ratio_override)
return m_day_night_ratio_override;
return time_to_daynight_ratio(m_time_of_day_f * 24000, m_cache_enable_shaders);
}
void Environment::setTimeOfDaySpeed(float speed)
{
m_time_of_day_speed = speed;
}
void Environment::setDayNightRatioOverride(bool enable, u32 value)
{
Reduce exposure of various internals (#12885) * refactoring(StaticObjectList): don't expose m_active and m_stored anymore This prevents our old crap code where anyone can access to StaticObjectList. use proper modifiers. It also permits to do a short cleanup on MapBlock using a helper * refactoring(MapBlock): reduce a bit exposed m_active_blocks variable * refactoring: MapBlock::m_node_timers is now private We already had various helpers to perform this privatization, just use it. Also factorize the MapBlock stepping code for timers using already existing code and importing them from ServerEnvironment to MapBlock. It's currently done pretty straight forward without any inheritance as MapBlock is just used everywhere, maybe in a future we'll have ServerMapBlock over MapBlock. Currently for a simple function let's just use proper objects and add a comment warning * refactoring(Server): fix duplicated function for add/remove node * refactoring(guiFormSpecMenu): add removeAll function to prevent duplicated code * refactoring(ShadowRenderer) + perf: code quality + increase performance * All callers are already using the point and we should never test a function with nullptr node, it's a bug. Removed workaround which was hacky and fix the bug * Drop clientmap lookup from shadowrendered, just use directly its pointer and forbid to push it in the generic list * Reduce memory pressure on the renderShadowObject by preventing deallocating and reallocating multiple vectors on each node * refactoring(MapBlock): reduce exposure of MapBlock::m_static_objects It's not complete as some parts of the code are pretty nested, but it's better than before :) * fix: better working on new functions & drop unwanted 2 lines Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com> Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com>
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MutexAutoLock lock(m_time_lock);
m_enable_day_night_ratio_override = enable;
m_day_night_ratio_override = value;
}
void Environment::setTimeOfDay(u32 time)
{
Reduce exposure of various internals (#12885) * refactoring(StaticObjectList): don't expose m_active and m_stored anymore This prevents our old crap code where anyone can access to StaticObjectList. use proper modifiers. It also permits to do a short cleanup on MapBlock using a helper * refactoring(MapBlock): reduce a bit exposed m_active_blocks variable * refactoring: MapBlock::m_node_timers is now private We already had various helpers to perform this privatization, just use it. Also factorize the MapBlock stepping code for timers using already existing code and importing them from ServerEnvironment to MapBlock. It's currently done pretty straight forward without any inheritance as MapBlock is just used everywhere, maybe in a future we'll have ServerMapBlock over MapBlock. Currently for a simple function let's just use proper objects and add a comment warning * refactoring(Server): fix duplicated function for add/remove node * refactoring(guiFormSpecMenu): add removeAll function to prevent duplicated code * refactoring(ShadowRenderer) + perf: code quality + increase performance * All callers are already using the point and we should never test a function with nullptr node, it's a bug. Removed workaround which was hacky and fix the bug * Drop clientmap lookup from shadowrendered, just use directly its pointer and forbid to push it in the generic list * Reduce memory pressure on the renderShadowObject by preventing deallocating and reallocating multiple vectors on each node * refactoring(MapBlock): reduce exposure of MapBlock::m_static_objects It's not complete as some parts of the code are pretty nested, but it's better than before :) * fix: better working on new functions & drop unwanted 2 lines Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com> Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com>
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MutexAutoLock lock(m_time_lock);
if (m_time_of_day > time)
++m_day_count;
m_time_of_day = time;
m_time_of_day_f = (float)time / 24000.0;
}
u32 Environment::getTimeOfDay()
{
Reduce exposure of various internals (#12885) * refactoring(StaticObjectList): don't expose m_active and m_stored anymore This prevents our old crap code where anyone can access to StaticObjectList. use proper modifiers. It also permits to do a short cleanup on MapBlock using a helper * refactoring(MapBlock): reduce a bit exposed m_active_blocks variable * refactoring: MapBlock::m_node_timers is now private We already had various helpers to perform this privatization, just use it. Also factorize the MapBlock stepping code for timers using already existing code and importing them from ServerEnvironment to MapBlock. It's currently done pretty straight forward without any inheritance as MapBlock is just used everywhere, maybe in a future we'll have ServerMapBlock over MapBlock. Currently for a simple function let's just use proper objects and add a comment warning * refactoring(Server): fix duplicated function for add/remove node * refactoring(guiFormSpecMenu): add removeAll function to prevent duplicated code * refactoring(ShadowRenderer) + perf: code quality + increase performance * All callers are already using the point and we should never test a function with nullptr node, it's a bug. Removed workaround which was hacky and fix the bug * Drop clientmap lookup from shadowrendered, just use directly its pointer and forbid to push it in the generic list * Reduce memory pressure on the renderShadowObject by preventing deallocating and reallocating multiple vectors on each node * refactoring(MapBlock): reduce exposure of MapBlock::m_static_objects It's not complete as some parts of the code are pretty nested, but it's better than before :) * fix: better working on new functions & drop unwanted 2 lines Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com> Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com>
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MutexAutoLock lock(m_time_lock);
return m_time_of_day;
}
float Environment::getTimeOfDayF()
{
Reduce exposure of various internals (#12885) * refactoring(StaticObjectList): don't expose m_active and m_stored anymore This prevents our old crap code where anyone can access to StaticObjectList. use proper modifiers. It also permits to do a short cleanup on MapBlock using a helper * refactoring(MapBlock): reduce a bit exposed m_active_blocks variable * refactoring: MapBlock::m_node_timers is now private We already had various helpers to perform this privatization, just use it. Also factorize the MapBlock stepping code for timers using already existing code and importing them from ServerEnvironment to MapBlock. It's currently done pretty straight forward without any inheritance as MapBlock is just used everywhere, maybe in a future we'll have ServerMapBlock over MapBlock. Currently for a simple function let's just use proper objects and add a comment warning * refactoring(Server): fix duplicated function for add/remove node * refactoring(guiFormSpecMenu): add removeAll function to prevent duplicated code * refactoring(ShadowRenderer) + perf: code quality + increase performance * All callers are already using the point and we should never test a function with nullptr node, it's a bug. Removed workaround which was hacky and fix the bug * Drop clientmap lookup from shadowrendered, just use directly its pointer and forbid to push it in the generic list * Reduce memory pressure on the renderShadowObject by preventing deallocating and reallocating multiple vectors on each node * refactoring(MapBlock): reduce exposure of MapBlock::m_static_objects It's not complete as some parts of the code are pretty nested, but it's better than before :) * fix: better working on new functions & drop unwanted 2 lines Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com> Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com>
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MutexAutoLock lock(m_time_lock);
return m_time_of_day_f;
}
bool Environment::line_of_sight(v3f pos1, v3f pos2, v3s16 *p)
{
// Iterate trough nodes on the line
voxalgo::VoxelLineIterator iterator(pos1 / BS, (pos2 - pos1) / BS);
do {
MapNode n = getMap().getNode(iterator.m_current_node_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;
}
/*
Check how a node can be pointed at
*/
inline static PointabilityType isPointableNode(const MapNode &n,
const NodeDefManager *nodedef, bool liquids_pointable,
const std::optional<Pointabilities> &pointabilities)
{
const ContentFeatures &features = nodedef->get(n);
if (pointabilities) {
std::optional<PointabilityType> match =
pointabilities->matchNode(features.name, features.groups);
if (match)
return match.value();
}
if (features.isLiquid() && liquids_pointable)
return PointabilityType::POINTABLE;
return features.pointable;
}
void Environment::continueRaycast(RaycastState *state, PointedThing *result_p)
{
const NodeDefManager *nodedef = getMap().getNodeDefManager();
if (state->m_initialization_needed) {
// Add objects
if (state->m_objects_pointable) {
std::vector<PointedThing> found;
getSelectedActiveObjects(state->m_shootline, found, state->m_pointabilities);
for (auto &pointed : found)
state->m_found.push(std::move(pointed));
}
// Set search range
core::aabbox3d<s16> maximal_exceed = nodedef->getSelectionBoxIntUnion();
state->m_search_range.MinEdge = -maximal_exceed.MaxEdge;
state->m_search_range.MaxEdge = -maximal_exceed.MinEdge;
// Setting is done
state->m_initialization_needed = false;
}
// The index of the first pointed thing that was not returned
// before. The last index which needs to be tested.
s16 lastIndex = state->m_iterator.m_last_index;
if (!state->m_found.empty()) {
lastIndex = state->m_iterator.getIndex(
floatToInt(state->m_found.top().intersection_point, BS));
}
Map &map = getMap();
std::vector<aabb3f> boxes;
while (state->m_iterator.m_current_index <= lastIndex) {
// Test the nodes around the current node in search_range.
core::aabbox3d<s16> new_nodes = state->m_search_range;
new_nodes.MinEdge += state->m_iterator.m_current_node_pos;
new_nodes.MaxEdge += state->m_iterator.m_current_node_pos;
// Only check new nodes
v3s16 delta = state->m_iterator.m_current_node_pos
- state->m_previous_node;
if (delta.X > 0) {
new_nodes.MinEdge.X = new_nodes.MaxEdge.X;
} else if (delta.X < 0) {
new_nodes.MaxEdge.X = new_nodes.MinEdge.X;
} else if (delta.Y > 0) {
new_nodes.MinEdge.Y = new_nodes.MaxEdge.Y;
} else if (delta.Y < 0) {
new_nodes.MaxEdge.Y = new_nodes.MinEdge.Y;
} else if (delta.Z > 0) {
new_nodes.MinEdge.Z = new_nodes.MaxEdge.Z;
} else if (delta.Z < 0) {
new_nodes.MaxEdge.Z = new_nodes.MinEdge.Z;
}
if (new_nodes.MaxEdge.X == S16_MAX ||
new_nodes.MaxEdge.Y == S16_MAX ||
new_nodes.MaxEdge.Z == S16_MAX) {
break; // About to go out of bounds
}
// For each untested node
for (s16 z = new_nodes.MinEdge.Z; z <= new_nodes.MaxEdge.Z; z++)
for (s16 y = new_nodes.MinEdge.Y; y <= new_nodes.MaxEdge.Y; y++)
for (s16 x = new_nodes.MinEdge.X; x <= new_nodes.MaxEdge.X; x++) {
MapNode n;
v3s16 np(x, y, z);
bool is_valid_position;
n = map.getNode(np, &is_valid_position);
if (!is_valid_position)
continue;
PointabilityType pointable = isPointableNode(n, nodedef,
state->m_liquids_pointable,
state->m_pointabilities);
// If it can be pointed through skip
if (pointable == PointabilityType::POINTABLE_NOT)
continue;
PointedThing result;
boxes.clear();
n.getSelectionBoxes(nodedef, &boxes,
n.getNeighbors(np, &map));
// Is there a collision with a selection box?
bool is_colliding = false;
// Minimal distance of all collisions
float min_distance_sq = 10000000;
// ID of the current box (loop counter)
u16 id = 0;
// If a node is found, this is the center of the
// first nodebox the shootline meets.
v3f found_boxcenter(0, 0, 0);
// Do calculations relative to the node center
// to translate the ray rather than the boxes
v3f npf = intToFloat(np, BS);
v3f rel_start = state->m_shootline.start - npf;
for (aabb3f &box : boxes) {
v3f intersection_point;
v3f intersection_normal;
if (!boxLineCollision(box, rel_start,
state->m_shootline.getVector(), &intersection_point,
&intersection_normal)) {
++id;
continue;
}
intersection_point += npf; // translate back to world coords
f32 distanceSq = (intersection_point
- state->m_shootline.start).getLengthSQ();
// If this is the nearest collision, save it
if (min_distance_sq > distanceSq) {
min_distance_sq = distanceSq;
result.intersection_point = intersection_point;
result.intersection_normal = intersection_normal;
result.box_id = id;
found_boxcenter = box.getCenter();
is_colliding = true;
}
++id;
}
// If there wasn't a collision, stop
if (!is_colliding) {
continue;
}
result.pointability = pointable;
result.type = POINTEDTHING_NODE;
result.node_undersurface = np;
result.distanceSq = min_distance_sq;
// Set undersurface and abovesurface nodes
const f32 d = 0.002 * BS;
v3f fake_intersection = result.intersection_point;
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found_boxcenter += npf; // translate back to world coords
// Move intersection towards its source block.
if (fake_intersection.X < found_boxcenter.X) {
fake_intersection.X += d;
} else {
fake_intersection.X -= d;
}
if (fake_intersection.Y < found_boxcenter.Y) {
fake_intersection.Y += d;
} else {
fake_intersection.Y -= d;
}
if (fake_intersection.Z < found_boxcenter.Z) {
fake_intersection.Z += d;
} else {
fake_intersection.Z -= d;
}
result.node_real_undersurface = floatToInt(
fake_intersection, BS);
result.node_abovesurface = result.node_real_undersurface
+ floatToInt(result.intersection_normal, 1.0f);
// Push found PointedThing
state->m_found.push(std::move(result));
// If this is nearer than the old nearest object,
// the search can be shorter
s16 newIndex = state->m_iterator.getIndex(
result.node_real_undersurface);
if (newIndex < lastIndex) {
lastIndex = newIndex;
}
}
// Next node
state->m_previous_node = state->m_iterator.m_current_node_pos;
state->m_iterator.next();
}
// Return empty PointedThing if nothing left on the ray or it is blocking pointable
if (state->m_found.empty()) {
result_p->type = POINTEDTHING_NOTHING;
} else {
*result_p = state->m_found.top();
state->m_found.pop();
if (result_p->pointability == PointabilityType::POINTABLE_BLOCKING)
result_p->type = POINTEDTHING_NOTHING;
}
}
void Environment::stepTimeOfDay(float dtime)
{
MutexAutoLock lock(this->m_time_lock);
// Cached in order to prevent the two reads we do to give
// different results (can be written by code not under the lock)
f32 cached_time_of_day_speed = m_time_of_day_speed;
f32 speed = cached_time_of_day_speed * 24000. / (24. * 3600);
m_time_conversion_skew += dtime;
u32 units = (u32)(m_time_conversion_skew * speed);
bool sync_f = false;
if (units > 0) {
// Sync at overflow
if (m_time_of_day + units >= 24000) {
sync_f = true;
++m_day_count;
}
m_time_of_day = (m_time_of_day + units) % 24000;
if (sync_f)
m_time_of_day_f = (float)m_time_of_day / 24000.0;
}
if (speed > 0) {
m_time_conversion_skew -= (f32)units / speed;
}
if (!sync_f) {
m_time_of_day_f += cached_time_of_day_speed / 24 / 3600 * dtime;
if (m_time_of_day_f > 1.0)
m_time_of_day_f -= 1.0;
if (m_time_of_day_f < 0.0)
m_time_of_day_f += 1.0;
}
}
u32 Environment::getDayCount()
{
// Atomic<u32> counter
return m_day_count;
}