/* Minetest Copyright (C) 2016 juhdanad, Daniel Juhasz 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. */ #pragma once #include "voxelalgorithms.h" #include "util/pointedthing.h" //! Sorts PointedThings based on their distance. struct RaycastSort { bool operator() (const PointedThing &pt1, const PointedThing &pt2) const; }; //! Describes the state of a raycast. class RaycastState { public: /*! * Creates a raycast. * @param objects_pointable if false, only nodes will be found * @param liquids pointable if false, liquid nodes won't be found */ RaycastState(const core::line3d &shootline, bool objects_pointable, bool liquids_pointable, const std::optional &pointabilities); //! Shootline of the raycast. core::line3d m_shootline; //! Iterator to store the progress of the raycast. voxalgo::VoxelLineIterator m_iterator; //! Previous tested node during the raycast. v3s16 m_previous_node; /*! * This priority queue stores the found pointed things * waiting to be returned. */ std::priority_queue, RaycastSort> m_found; bool m_objects_pointable; bool m_liquids_pointable; const std::optional m_pointabilities; //! The code needs to search these nodes around the center node. core::aabbox3d m_search_range { 0, 0, 0, 0, 0, 0 }; //! If true, the Environment will initialize this state. bool m_initialization_needed = true; }; /*! * Checks if a line and a box intersects. * @param[in] box box to test collision * @param[in] start starting point of the line * @param[in] dir direction and length of the line * @param[out] collision_point first point of the collision * @param[out] collision_normal normal vector at the collision, points * outwards of the surface. If start is in the box, zero vector. * @returns true if a collision point was found */ bool boxLineCollision(const aabb3f &box, v3f start, v3f dir, v3f *collision_point, v3f *collision_normal); bool boxLineCollision(const aabb3f &box, v3f box_rotation, v3f start, v3f dir, v3f *collision_point, v3f *collision_normal, v3f *raw_collision_normal);