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authorMattes D <github@xoft.cz>2020-04-03 14:50:08 +0200
committerGitHub <noreply@github.com>2020-04-03 14:50:08 +0200
commita765e71325c640ab47c60a41b950b446c5901d37 (patch)
treeb245017dea46da13e5646a7a34dcde90d4b2680c /src/Tracer.cpp
parentPulled the BlockID and BlockInfo headers from Globals.h. (#4591) (diff)
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Diffstat (limited to 'src/Tracer.cpp')
-rw-r--r--src/Tracer.cpp452
1 files changed, 0 insertions, 452 deletions
diff --git a/src/Tracer.cpp b/src/Tracer.cpp
deleted file mode 100644
index dd4cde479..000000000
--- a/src/Tracer.cpp
+++ /dev/null
@@ -1,452 +0,0 @@
-
-#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
-
-#include "Tracer.h"
-#include "BlockInfo.h"
-#include "World.h"
-
-#include "Entities/Entity.h"
-
-#ifndef _WIN32
- #include <stdlib.h>
-#endif
-
-
-
-const float FLOAT_EPSILON = 0.0001f; // TODO: Stash this in some header where it can be reused
-
-
-const std::array<const Vector3f, 6>& cTracer::m_NormalTable(void)
-{
- static std::array<const Vector3f, 6>* table =
- new std::array<const Vector3f, 6>
- {
- {
- Vector3f(-1, 0, 0), // 1: -x
- Vector3f( 0, 0, -1), // 2: -z
- Vector3f( 1, 0, 0), // 3: +x
- Vector3f( 0, 0, 1), // 4: +z
- Vector3f( 0, 1, 0), // 5: +y
- Vector3f( 0, -1, 0) // 6: -y
- }
- };
-
- return *table;
-};
-
-
-
-cTracer::cTracer(cWorld * a_World):
- m_World(a_World)
-{
-}
-
-
-
-
-
-cTracer::~cTracer()
-{
-}
-
-
-
-
-
-int cTracer::SigNum(float a_Num)
-{
- if (a_Num < 0.f)
- {
- return -1;
- }
- if (a_Num > 0.f)
- {
- return 1;
- }
- return 0;
-}
-
-
-
-
-
-void cTracer::SetValues(const Vector3f & a_Start, const Vector3f & a_Direction)
-{
- // Since this method should only be called by Trace, zero length vectors should already have been taken care of
- ASSERT(a_Direction.HasNonZeroLength());
-
- // calculate the direction of the ray (linear algebra)
- m_Dir = a_Direction;
-
- // decide which direction to start walking in
- m_Step.x = SigNum(m_Dir.x);
- m_Step.y = SigNum(m_Dir.y);
- m_Step.z = SigNum(m_Dir.z);
-
-
- // normalize the direction vector
- m_Dir.Normalize();
-
-
- // how far we must move in the ray direction before
- // we encounter a new voxel in x-direction
- // same but y-direction
- if (m_Dir.x != 0.f)
- {
- m_tDelta.x = 1 / std::abs(m_Dir.x);
- }
- else
- {
- m_tDelta.x = 0;
- }
- if (m_Dir.y != 0.f)
- {
- m_tDelta.y = 1 / std::abs(m_Dir.y);
- }
- else
- {
- m_tDelta.y = 0;
- }
- if (m_Dir.z != 0.f)
- {
- m_tDelta.z = 1 / std::abs(m_Dir.z);
- }
- else
- {
- m_tDelta.z = 0;
- }
-
-
- // start voxel coordinates
- m_Pos.x = static_cast<int>(floorf(a_Start.x));
- m_Pos.y = static_cast<int>(floorf(a_Start.y));
- m_Pos.z = static_cast<int>(floorf(a_Start.z));
-
- // calculate distance to first intersection in the voxel we start from
- if (m_Dir.x < 0)
- {
- m_tMax.x = (static_cast<float>(m_Pos.x) - a_Start.x) / m_Dir.x;
- }
- else
- {
- m_tMax.x = (static_cast<float>(m_Pos.x + 1) - a_Start.x) / m_Dir.x; // TODO: Possible division by zero
- }
-
- if (m_Dir.y < 0)
- {
- m_tMax.y = (static_cast<float>(m_Pos.y) - a_Start.y) / m_Dir.y;
- }
- else
- {
- m_tMax.y = (static_cast<float>(m_Pos.y + 1) - a_Start.y) / m_Dir.y; // TODO: Possible division by zero
- }
-
- if (m_Dir.z < 0)
- {
- m_tMax.z = (static_cast<float>(m_Pos.z) - a_Start.z) / m_Dir.z;
- }
- else
- {
- m_tMax.z = (static_cast<float>(m_Pos.z + 1) - a_Start.z) / m_Dir.z; // TODO: Possible division by zero
- }
-}
-
-
-
-
-
-bool cTracer::Trace(const Vector3f & a_Start, const Vector3f & a_Direction, int a_Distance, bool a_LineOfSight)
-{
- if (!a_Direction.HasNonZeroLength())
- {
- return false;
- }
-
- if ((a_Start.y < 0) || (a_Start.y >= cChunkDef::Height))
- {
- LOGD("%s: Start Y is outside the world (%.2f), not tracing.", __FUNCTION__, a_Start.y);
- return false;
- }
-
- SetValues(a_Start, a_Direction);
-
- Vector3f End = a_Start + (m_Dir * static_cast<float>(a_Distance));
-
- if (End.y < 0)
- {
- float dist = -a_Start.y / m_Dir.y; // No division by 0 possible
- End = a_Start + (m_Dir * dist);
- }
-
- // end voxel coordinates
- m_End1.x = static_cast<int>(floorf(End.x));
- m_End1.y = static_cast<int>(floorf(End.y));
- m_End1.z = static_cast<int>(floorf(End.z));
-
- // check if first is occupied
- if (m_Pos.Equals(m_End1))
- {
- return false;
- }
-
- bool reachedX = false, reachedY = false, reachedZ = false;
-
- int Iterations = 0;
- while (Iterations < a_Distance)
- {
- Iterations++;
- if ((m_tMax.x < m_tMax.y) && (m_tMax.x < m_tMax.z))
- {
- m_tMax.x += m_tDelta.x;
- m_Pos.x += m_Step.x;
- }
- else if (m_tMax.y < m_tMax.z)
- {
- m_tMax.y += m_tDelta.y;
- m_Pos.y += m_Step.y;
- }
- else
- {
- m_tMax.z += m_tDelta.z;
- m_Pos.z += m_Step.z;
- }
-
- if (m_Step.x > 0.0f)
- {
- if (m_Pos.x >= m_End1.x)
- {
- reachedX = true;
- }
- }
- else if (m_Pos.x <= m_End1.x)
- {
- reachedX = true;
- }
-
- if (m_Step.y > 0.0f)
- {
- if (m_Pos.y >= m_End1.y)
- {
- reachedY = true;
- }
- }
- else if (m_Pos.y <= m_End1.y)
- {
- reachedY = true;
- }
-
- if (m_Step.z > 0.0f)
- {
- if (m_Pos.z >= m_End1.z)
- {
- reachedZ = true;
- }
- }
- else if (m_Pos.z <= m_End1.z)
- {
- reachedZ = true;
- }
-
- if (reachedX && reachedY && reachedZ)
- {
- return false;
- }
-
- if ((m_Pos.y < 0) || (m_Pos.y >= cChunkDef::Height))
- {
- return false;
- }
- BLOCKTYPE BlockID = m_World->GetBlock(m_Pos);
- // Block is counted as a collision if we are not doing a line of sight and it is solid,
- // or if the block is not air and not water. That way mobs can still see underwater.
- if ((!a_LineOfSight && cBlockInfo::IsSolid(BlockID)) || (a_LineOfSight && (BlockID != E_BLOCK_AIR) && !IsBlockWater(BlockID)))
- {
- BlockHitPosition = m_Pos;
- int Normal = GetHitNormal(a_Start, End, m_Pos);
- if (Normal > 0)
- {
- HitNormal = m_NormalTable()[static_cast<size_t>(Normal - 1)];
- }
- return true;
- }
- }
- return false;
-}
-
-
-
-
-
-// return 1 = hit, other is not hit
-static int LinesCross(float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3)
-{
- // float linx, liny;
-
- float d = (x1 - x0) * (y3 - y2) - (y1 - y0) * (x3 - x2);
- if (std::abs(d) < 0.001)
- {
- return 0;
- }
-
- float AB = ((y0 - y2) * (x3 - x2) - (x0 - x2) * (y3 - y2)) / d;
- if ((AB >= 0.0) && (AB <= 1.0))
- {
- float CD = ((y0 - y2) * (x1 - x0) - (x0 - x2) * (y1 - y0)) / d;
- if ((CD >= 0.0) && (CD <= 1.0))
- {
- // linx = x0 + AB * (x1 - x0);
- // liny = y0 + AB * (y1 - y0);
- return 1;
- }
- }
- return 0;
-}
-
-
-
-
-
-// intersect3D_SegmentPlane(): intersect a segment and a plane
-// Input: a_Ray = a segment, and a_Plane = a plane = {Point V0; Vector n;}
-// Output: *I0 = the intersect point (when it exists)
-// Return: 0 = disjoint (no intersection)
-// 1 = intersection in the unique point *I0
-// 2 = the segment lies in the plane
-int cTracer::intersect3D_SegmentPlane(const Vector3f & a_Origin, const Vector3f & a_End, const Vector3f & a_PlanePos, const Vector3f & a_PlaneNormal)
-{
- Vector3f u = a_End - a_Origin; // a_Ray.P1 - S.P0;
- Vector3f w = a_Origin - a_PlanePos; // S.P0 - Pn.V0;
-
- float D = a_PlaneNormal.Dot(u); // dot(Pn.n, u);
- float N = -(a_PlaneNormal.Dot(w)); // -dot(a_Plane.n, w);
-
- if (std::abs(D) < FLOAT_EPSILON)
- {
- // segment is parallel to plane
- if (N == 0.0)
- {
- // segment lies in plane
- return 2;
- }
- return 0; // no intersection
- }
-
- // they are not parallel
- // compute intersect param
- float sI = N / D;
- if ((sI < 0) || (sI > 1))
- {
- return 0; // no intersection
- }
-
- // Vector3f I (a_Ray->GetOrigin() + sI * u);// S.P0 + sI * u; // compute segment intersect point
- RealHit = a_Origin + u * sI;
- return 1;
-}
-
-
-
-
-
-int cTracer::GetHitNormal(const Vector3f & a_Start, const Vector3f & a_End, const Vector3i & a_BlockPos)
-{
- Vector3i SmallBlockPos = a_BlockPos;
- BLOCKTYPE BlockID = static_cast<BLOCKTYPE>(m_World->GetBlock(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z));
-
- if ((BlockID == E_BLOCK_AIR) || IsBlockWater(BlockID))
- {
- return 0;
- }
-
- Vector3f BlockPos;
- BlockPos = Vector3f(SmallBlockPos);
-
- Vector3f Look = (a_End - a_Start);
- Look.Normalize();
-
- float dot = Look.Dot(Vector3f(-1, 0, 0)); // first face normal is x -1
- if (dot < 0)
- {
- int Lines = LinesCross(a_Start.x, a_Start.y, a_End.x, a_End.y, BlockPos.x, BlockPos.y, BlockPos.x, BlockPos.y + 1);
- if (Lines == 1)
- {
- Lines = LinesCross(a_Start.x, a_Start.z, a_End.x, a_End.z, BlockPos.x, BlockPos.z, BlockPos.x, BlockPos.z + 1);
- if (Lines == 1)
- {
- intersect3D_SegmentPlane(a_Start, a_End, BlockPos, Vector3f(-1, 0, 0));
- return 1;
- }
- }
- }
- dot = Look.Dot(Vector3f(0, 0, -1)); // second face normal is z -1
- if (dot < 0)
- {
- int Lines = LinesCross(a_Start.z, a_Start.y, a_End.z, a_End.y, BlockPos.z, BlockPos.y, BlockPos.z, BlockPos.y + 1);
- if (Lines == 1)
- {
- Lines = LinesCross(a_Start.z, a_Start.x, a_End.z, a_End.x, BlockPos.z, BlockPos.x, BlockPos.z, BlockPos.x + 1);
- if (Lines == 1)
- {
- intersect3D_SegmentPlane(a_Start, a_End, BlockPos, Vector3f(0, 0, -1));
- return 2;
- }
- }
- }
- dot = Look.Dot(Vector3f(1, 0, 0)); // third face normal is x 1
- if (dot < 0)
- {
- int Lines = LinesCross(a_Start.x, a_Start.y, a_End.x, a_End.y, BlockPos.x + 1, BlockPos.y, BlockPos.x + 1, BlockPos.y + 1);
- if (Lines == 1)
- {
- Lines = LinesCross(a_Start.x, a_Start.z, a_End.x, a_End.z, BlockPos.x + 1, BlockPos.z, BlockPos.x + 1, BlockPos.z + 1);
- if (Lines == 1)
- {
- intersect3D_SegmentPlane(a_Start, a_End, BlockPos + Vector3f(1, 0, 0), Vector3f(1, 0, 0));
- return 3;
- }
- }
- }
- dot = Look.Dot(Vector3f(0, 0, 1)); // fourth face normal is z 1
- if (dot < 0)
- {
- int Lines = LinesCross(a_Start.z, a_Start.y, a_End.z, a_End.y, BlockPos.z + 1, BlockPos.y, BlockPos.z + 1, BlockPos.y + 1);
- if (Lines == 1)
- {
- Lines = LinesCross(a_Start.z, a_Start.x, a_End.z, a_End.x, BlockPos.z + 1, BlockPos.x, BlockPos.z + 1, BlockPos.x + 1);
- if (Lines == 1)
- {
- intersect3D_SegmentPlane(a_Start, a_End, BlockPos + Vector3f(0, 0, 1), Vector3f(0, 0, 1));
- return 4;
- }
- }
- }
- dot = Look.Dot(Vector3f(0, 1, 0)); // fifth face normal is y 1
- if (dot < 0)
- {
- int Lines = LinesCross(a_Start.y, a_Start.x, a_End.y, a_End.x, BlockPos.y + 1, BlockPos.x, BlockPos.y + 1, BlockPos.x + 1);
- if (Lines == 1)
- {
- Lines = LinesCross(a_Start.y, a_Start.z, a_End.y, a_End.z, BlockPos.y + 1, BlockPos.z, BlockPos.y + 1, BlockPos.z + 1);
- if (Lines == 1)
- {
- intersect3D_SegmentPlane(a_Start, a_End, BlockPos + Vector3f(0, 1, 0), Vector3f(0, 1, 0));
- return 5;
- }
- }
- }
- dot = Look.Dot(Vector3f(0, -1, 0)); // sixth face normal is y -1
- if (dot < 0)
- {
- int Lines = LinesCross(a_Start.y, a_Start.x, a_End.y, a_End.x, BlockPos.y, BlockPos.x, BlockPos.y, BlockPos.x + 1);
- if (Lines == 1)
- {
- Lines = LinesCross(a_Start.y, a_Start.z, a_End.y, a_End.z, BlockPos.y, BlockPos.z, BlockPos.y, BlockPos.z + 1);
- if (Lines == 1)
- {
- intersect3D_SegmentPlane(a_Start, a_End, BlockPos, Vector3f(0, -1, 0));
- return 6;
- }
- }
- }
- return 0;
-}