// LineBlockTracer.cpp
// Implements the cLineBlockTracer class representing a cBlockTracer that traces along a straight line between two points
#include "Globals.h"
#include "LineBlockTracer.h"
#include "Vector3.h"
#include "World.h"
#include "Chunk.h"
#include "BoundingBox.h"
cLineBlockTracer::cLineBlockTracer(cWorld & a_World, cCallbacks & a_Callbacks) :
super(a_World, a_Callbacks),
m_StartX(0.0),
m_StartY(0.0),
m_StartZ(0.0),
m_EndX(0.0),
m_EndY(0.0),
m_EndZ(0.0),
m_DiffX(0.0),
m_DiffY(0.0),
m_DiffZ(0.0),
m_DirX(0),
m_DirY(0),
m_DirZ(0),
m_CurrentX(0),
m_CurrentY(0),
m_CurrentZ(0),
m_CurrentFace(BLOCK_FACE_NONE)
{
}
bool cLineBlockTracer::Trace(cWorld & a_World, cBlockTracer::cCallbacks & a_Callbacks, const Vector3d & a_Start, const Vector3d & a_End)
{
cLineBlockTracer Tracer(a_World, a_Callbacks);
return Tracer.Trace(a_Start.x, a_Start.y, a_Start.z, a_End.x, a_End.y, a_End.z);
}
bool cLineBlockTracer::LineOfSightTrace(cWorld & a_World, const Vector3d & a_Start, const Vector3d & a_End, int a_Sight)
{
static class LineOfSightCallbacks:
public cLineBlockTracer::cCallbacks
{
bool m_IsAirOpaque;
bool m_IsWaterOpaque;
bool m_IsLavaOpaque;
public:
LineOfSightCallbacks(bool a_IsAirOpaque, bool a_IsWaterOpaque, bool a_IsLavaOpaque):
m_IsAirOpaque(a_IsAirOpaque),
m_IsWaterOpaque(a_IsWaterOpaque),
m_IsLavaOpaque(a_IsLavaOpaque)
{}
virtual bool OnNextBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, eBlockFace a_EntryFace) override
{
switch (a_BlockType)
{
case E_BLOCK_AIR: return m_IsAirOpaque;
case E_BLOCK_LAVA: return m_IsLavaOpaque;
case E_BLOCK_STATIONARY_LAVA: return m_IsLavaOpaque;
case E_BLOCK_STATIONARY_WATER: return m_IsWaterOpaque;
case E_BLOCK_WATER: return m_IsWaterOpaque;
default: return true;
}
}
} callbacks(
(a_Sight & losAir) == 0,
(a_Sight & losWater) == 0,
(a_Sight & losLava) == 0
);
return Trace(a_World, callbacks, a_Start, a_End);
}
bool cLineBlockTracer::FirstSolidHitTrace(
cWorld & a_World,
const Vector3d & a_Start, const Vector3d & a_End,
Vector3d & a_HitCoords,
Vector3i & a_HitBlockCoords, eBlockFace & a_HitBlockFace
)
{
class cSolidHitCallbacks:
public cCallbacks
{
public:
cSolidHitCallbacks(const Vector3d & a_CBStart, const Vector3d & a_CBEnd, Vector3d & a_CBHitCoords, Vector3i & a_CBHitBlockCoords, eBlockFace & a_CBHitBlockFace):
m_Start(a_CBStart),
m_End(a_CBEnd),
m_HitCoords(a_CBHitCoords),
m_HitBlockCoords(a_CBHitBlockCoords),
m_HitBlockFace(a_CBHitBlockFace)
{
}
virtual bool OnNextBlock(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, eBlockFace a_EntryFace) override
{
if (!cBlockInfo::IsSolid(a_BlockType))
{
return false;
}
// We hit a solid block, calculate the exact hit coords and abort trace:
m_HitBlockCoords.Set(a_BlockX, a_BlockY, a_BlockZ);
m_HitBlockFace = a_EntryFace;
cBoundingBox bb(a_BlockX, a_BlockX + 1, a_BlockY, a_BlockY + 1, a_BlockZ, a_BlockZ + 1); // Bounding box of the block hit
double LineCoeff = 0; // Used to calculate where along the line an intersection with the bounding box occurs
eBlockFace Face; // Face hit
VERIFY(bb.CalcLineIntersection(m_Start, m_End, LineCoeff, Face));
m_HitCoords = m_Start + (m_End - m_Start) * LineCoeff; // Point where projectile goes into the hit block
return true;
}
protected:
const Vector3d & m_Start;
const Vector3d & m_End;
Vector3d & m_HitCoords;
Vector3i & m_HitBlockCoords;
eBlockFace & m_HitBlockFace;
} callbacks(a_Start, a_End, a_HitCoords, a_HitBlockCoords, a_HitBlockFace);
return !Trace(a_World, callbacks, a_Start, a_End);
}
bool cLineBlockTracer::Trace(cWorld & a_World, cBlockTracer::cCallbacks &a_Callbacks, double a_StartX, double a_StartY, double a_StartZ, double a_EndX, double a_EndY, double a_EndZ)
{
cLineBlockTracer Tracer(a_World, a_Callbacks);
return Tracer.Trace(a_StartX, a_StartY, a_StartZ, a_EndX, a_EndY, a_EndZ);
}
bool cLineBlockTracer::Trace(double a_StartX, double a_StartY, double a_StartZ, double a_EndX, double a_EndY, double a_EndZ)
{
// Initialize the member veriables:
m_StartX = a_StartX;
m_StartY = a_StartY;
m_StartZ = a_StartZ;
m_EndX = a_EndX;
m_EndY = a_EndY;
m_EndZ = a_EndZ;
m_DirX = (m_StartX < m_EndX) ? 1 : -1;
m_DirY = (m_StartY < m_EndY) ? 1 : -1;
m_DirZ = (m_StartZ < m_EndZ) ? 1 : -1;
m_CurrentFace = BLOCK_FACE_NONE;
// Check the start coords, adjust into the world:
if (m_StartY < 0)
{
if (m_EndY < 0)
{
// Nothing to trace
m_Callbacks->OnNoMoreHits();
return true;
}
FixStartBelowWorld();
m_Callbacks->OnIntoWorld(m_StartX, m_StartY, m_StartZ);
}
else if (m_StartY >= cChunkDef::Height)
{
if (m_EndY >= cChunkDef::Height)
{
m_Callbacks->OnNoMoreHits();
return true;
}
FixStartAboveWorld();
m_Callbacks->OnIntoWorld(m_StartX, m_StartY, m_StartZ);
}
m_CurrentX = FloorC(m_StartX);
m_CurrentY = FloorC(m_StartY);
m_CurrentZ = FloorC(m_StartZ);
m_DiffX = m_EndX - m_StartX;
m_DiffY = m_EndY - m_StartY;
m_DiffZ = m_EndZ - m_StartZ;
// The actual trace is handled with ChunkMapCS locked by calling our Item() for the specified chunk
int BlockX = FloorC(m_StartX);
int BlockZ = FloorC(m_StartZ);
int ChunkX, ChunkZ;
cChunkDef::BlockToChunk(BlockX, BlockZ, ChunkX, ChunkZ);
return m_World->DoWithChunk(ChunkX, ChunkZ, *this);
}
void cLineBlockTracer::FixStartAboveWorld(void)
{
// We must set the start Y to less than cChunkDef::Height so that it is considered inside the world later on
// Therefore we use an EPS-offset from the height, as small as reasonably possible.
const double Height = static_cast<double>(cChunkDef::Height) - 0.00001;
CalcXZIntersection(Height, m_StartX, m_StartZ);
m_StartY = Height;
}
void cLineBlockTracer::FixStartBelowWorld(void)
{
CalcXZIntersection(0, m_StartX, m_StartZ);
m_StartY = 0;
}
void cLineBlockTracer::CalcXZIntersection(double a_Y, double & a_IntersectX, double & a_IntersectZ)
{
double Ratio = (m_StartY - a_Y) / (m_StartY - m_EndY);
a_IntersectX = m_StartX + (m_EndX - m_StartX) * Ratio;
a_IntersectZ = m_StartZ + (m_EndZ - m_StartZ) * Ratio;
}
bool cLineBlockTracer::MoveToNextBlock(void)
{
// Find out which of the current block's walls gets hit by the path:
static const double EPS = 0.00001;
enum
{
dirNONE,
dirX,
dirY,
dirZ,
} Direction = dirNONE;
// Calculate the next YZ wall hit:
double Coeff = 1;
if (std::abs(m_DiffX) > EPS)
{
double DestX = (m_DirX > 0) ? (m_CurrentX + 1) : m_CurrentX;
double CoeffX = (DestX - m_StartX) / m_DiffX;
if (CoeffX <= 1) // We need to include equality for the last block in the trace
{
Coeff = CoeffX;
Direction = dirX;
}
}
// If the next XZ wall hit is closer, use it instead:
if (std::abs(m_DiffY) > EPS)
{
double DestY = (m_DirY > 0) ? (m_CurrentY + 1) : m_CurrentY;
double CoeffY = (DestY - m_StartY) / m_DiffY;
if (CoeffY <= Coeff) // We need to include equality for the last block in the trace
{
Coeff = CoeffY;
Direction = dirY;
}
}
// If the next XY wall hit is closer, use it instead:
if (std::abs(m_DiffZ) > EPS)
{
double DestZ = (m_DirZ > 0) ? (m_CurrentZ + 1) : m_CurrentZ;
double CoeffZ = (DestZ - m_StartZ) / m_DiffZ;
if (CoeffZ <= Coeff) // We need to include equality for the last block in the trace
{
Direction = dirZ;
}
}
// Based on the wall hit, adjust the current coords
switch (Direction)
{
case dirX: m_CurrentX += m_DirX; m_CurrentFace = (m_DirX > 0) ? BLOCK_FACE_XM : BLOCK_FACE_XP; break;
case dirY: m_CurrentY += m_DirY; m_CurrentFace = (m_DirY > 0) ? BLOCK_FACE_YM : BLOCK_FACE_YP; break;
case dirZ: m_CurrentZ += m_DirZ; m_CurrentFace = (m_DirZ > 0) ? BLOCK_FACE_ZM : BLOCK_FACE_ZP; break;
case dirNONE: return false;
}
return true;
}
bool cLineBlockTracer::Item(cChunk * a_Chunk)
{
ASSERT((m_CurrentY >= 0) && (m_CurrentY < cChunkDef::Height)); // This should be provided by FixStartAboveWorld() / FixStartBelowWorld()
// This is the actual line tracing loop.
for (;;)
{
// Report the current block through the callbacks:
if (a_Chunk == nullptr)
{
m_Callbacks->OnNoChunk();
return false;
}
// Move to next block
if (!MoveToNextBlock())
{
// We've reached the end
m_Callbacks->OnNoMoreHits();
return true;
}
if ((m_CurrentY < 0) || (m_CurrentY >= cChunkDef::Height))
{
// We've gone out of the world, that's the end of this trace
double IntersectX, IntersectZ;
CalcXZIntersection(m_CurrentY, IntersectX, IntersectZ);
if (m_Callbacks->OnOutOfWorld(IntersectX, m_CurrentY, IntersectZ))
{
// The callback terminated the trace
return false;
}
m_Callbacks->OnNoMoreHits();
return true;
}
// Update the current chunk
a_Chunk = a_Chunk->GetNeighborChunk(m_CurrentX, m_CurrentZ);
if (a_Chunk == nullptr)
{
m_Callbacks->OnNoChunk();
return false;
}
if (a_Chunk->IsValid())
{
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
int RelX = m_CurrentX - a_Chunk->GetPosX() * cChunkDef::Width;
int RelZ = m_CurrentZ - a_Chunk->GetPosZ() * cChunkDef::Width;
a_Chunk->GetBlockTypeMeta(RelX, m_CurrentY, RelZ, BlockType, BlockMeta);
if (m_Callbacks->OnNextBlock(m_CurrentX, m_CurrentY, m_CurrentZ, BlockType, BlockMeta, m_CurrentFace))
{
// The callback terminated the trace
return false;
}
}
else if (m_Callbacks->OnNextBlockNoData(m_CurrentX, m_CurrentY, m_CurrentZ, m_CurrentFace))
{
// The callback terminated the trace
return false;
}
}
}