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-rw-r--r--src/Physics/Tracers/LineBlockTracer.cpp346
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diff --git a/src/Physics/Tracers/LineBlockTracer.cpp b/src/Physics/Tracers/LineBlockTracer.cpp
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+++ b/src/Physics/Tracers/LineBlockTracer.cpp
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+
+// 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 "BlockInfo.h"
+#include "World.h"
+#include "Chunk.h"
+#include "BoundingBox.h"
+
+
+
+
+
+cLineBlockTracer::cLineBlockTracer(cWorld & a_World, cCallbacks & a_Callbacks) :
+ Super(a_World, a_Callbacks),
+ m_Start(),
+ m_End(),
+ m_Diff(),
+ m_Dir(),
+ m_Current(),
+ 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, a_End);
+}
+
+
+
+
+
+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(Vector3i a_BlockPos, 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(Vector3i a_BlockPos, 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 = a_BlockPos;
+ m_HitBlockFace = a_EntryFace;
+ cBoundingBox bb(a_BlockPos, a_BlockPos + Vector3i(1, 1, 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
+ if (!bb.CalcLineIntersection(m_Start, m_End, LineCoeff, Face))
+ {
+ // Math rounding errors have caused the calculation to miss the block completely, assume immediate hit
+ LineCoeff = 0;
+ }
+ 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(const Vector3d a_Start, const Vector3d a_End)
+{
+ // Initialize the member veriables:
+ m_Start = a_Start;
+ m_End = a_End;
+ m_Dir.x = (m_Start.x < m_End.x) ? 1 : -1;
+ m_Dir.y = (m_Start.y < m_End.y) ? 1 : -1;
+ m_Dir.z = (m_Start.z < m_End.z) ? 1 : -1;
+ m_CurrentFace = BLOCK_FACE_NONE;
+
+ // Check the start coords, adjust into the world:
+ if (m_Start.y < 0)
+ {
+ if (m_End.y < 0)
+ {
+ // Nothing to trace
+ m_Callbacks->OnNoMoreHits();
+ return true;
+ }
+ FixStartBelowWorld();
+ m_Callbacks->OnIntoWorld(m_Start);
+ }
+ else if (m_Start.y >= cChunkDef::Height)
+ {
+ if (m_End.y >= cChunkDef::Height)
+ {
+ m_Callbacks->OnNoMoreHits();
+ return true;
+ }
+ FixStartAboveWorld();
+ m_Callbacks->OnIntoWorld(m_Start);
+ }
+
+ m_Current = m_Start.Floor();
+
+ m_Diff = m_End - m_Start;
+
+ // The actual trace is handled with ChunkMapCS locked by calling our ChunkCallback for the specified chunk
+ int BlockX = FloorC(m_Start.x);
+ int BlockZ = FloorC(m_Start.z);
+ int ChunkX, ChunkZ;
+ cChunkDef::BlockToChunk(BlockX, BlockZ, ChunkX, ChunkZ);
+ return m_World->DoWithChunk(ChunkX, ChunkZ, [this](cChunk & a_Chunk) { return ChunkCallback(&a_Chunk); });
+}
+
+
+
+
+
+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_Start.x, m_Start.z);
+ m_Start.y = Height;
+}
+
+
+
+
+
+void cLineBlockTracer::FixStartBelowWorld(void)
+{
+ CalcXZIntersection(0, m_Start.x, m_Start.z);
+ m_Start.y = 0;
+}
+
+
+
+
+
+void cLineBlockTracer::CalcXZIntersection(double a_Y, double & a_IntersectX, double & a_IntersectZ)
+{
+ double Ratio = (m_Start.y - a_Y) / (m_Start.y - m_End.y);
+ a_IntersectX = m_Start.x + (m_End.x - m_Start.x) * Ratio;
+ a_IntersectZ = m_Start.z + (m_End.z - m_Start.z) * 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_Diff.x) > EPS)
+ {
+ double DestX = (m_Dir.x > 0) ? (m_Current.x + 1) : m_Current.x;
+ double CoeffX = (DestX - m_Start.x) / m_Diff.x;
+ 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_Diff.y) > EPS)
+ {
+ double DestY = (m_Dir.y > 0) ? (m_Current.y + 1) : m_Current.y;
+ double CoeffY = (DestY - m_Start.y) / m_Diff.y;
+ 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_Diff.z) > EPS)
+ {
+ double DestZ = (m_Dir.z > 0) ? (m_Current.z + 1) : m_Current.z;
+ double CoeffZ = (DestZ - m_Start.z) / m_Diff.z;
+ 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_Current.x += m_Dir.x; m_CurrentFace = (m_Dir.x > 0) ? BLOCK_FACE_XM : BLOCK_FACE_XP; break;
+ case dirY: m_Current.y += m_Dir.y; m_CurrentFace = (m_Dir.y > 0) ? BLOCK_FACE_YM : BLOCK_FACE_YP; break;
+ case dirZ: m_Current.z += m_Dir.z; m_CurrentFace = (m_Dir.z > 0) ? BLOCK_FACE_ZM : BLOCK_FACE_ZP; break;
+ case dirNONE: return false;
+ }
+ return true;
+}
+
+
+
+
+
+bool cLineBlockTracer::ChunkCallback(cChunk * a_Chunk)
+{
+ ASSERT((m_Current.y >= 0) && (m_Current.y < cChunkDef::Height)); // This should be provided by FixStartAboveWorld() / FixStartBelowWorld()
+
+ // This is the actual line tracing loop.
+ for (;;)
+ {
+ // Our caller (DoWithChunk callback) should never give nothing:
+ ASSERT(a_Chunk != nullptr);
+
+ // Move to next block
+ if (!MoveToNextBlock())
+ {
+ // We've reached the end
+ m_Callbacks->OnNoMoreHits();
+ return true;
+ }
+
+ if ((m_Current.y < 0) || (m_Current.y >= cChunkDef::Height))
+ {
+ // We've gone out of the world, that's the end of this trace
+ double IntersectX, IntersectZ;
+ CalcXZIntersection(m_Current.y, IntersectX, IntersectZ);
+ if (m_Callbacks->OnOutOfWorld({IntersectX, double(m_Current.y), IntersectZ}))
+ {
+ // The callback terminated the trace
+ return false;
+ }
+ m_Callbacks->OnNoMoreHits();
+ return true;
+ }
+
+ // Update the current chunk
+ a_Chunk = a_Chunk->GetNeighborChunk(m_Current.x, m_Current.z);
+ if (a_Chunk == nullptr)
+ {
+ m_Callbacks->OnNoChunk();
+ return false;
+ }
+
+ // Report the current block through the callbacks:
+ if (a_Chunk->IsValid())
+ {
+ BLOCKTYPE BlockType;
+ NIBBLETYPE BlockMeta;
+ int RelX = m_Current.x - a_Chunk->GetPosX() * cChunkDef::Width;
+ int RelZ = m_Current.z - a_Chunk->GetPosZ() * cChunkDef::Width;
+ a_Chunk->GetBlockTypeMeta(RelX, m_Current.y, RelZ, BlockType, BlockMeta);
+ if (m_Callbacks->OnNextBlock(m_Current, BlockType, BlockMeta, m_CurrentFace))
+ {
+ // The callback terminated the trace
+ return false;
+ }
+ }
+ else if (m_Callbacks->OnNextBlockNoData(m_Current, m_CurrentFace))
+ {
+ // The callback terminated the trace
+ return false;
+ }
+ }
+}
+
+
+