diff options
Diffstat (limited to 'src/Physics')
-rw-r--r-- | src/Physics/Explodinator.cpp | 159 | ||||
-rw-r--r-- | src/Physics/Tracers/BlockTracer.h | 133 | ||||
-rw-r--r-- | src/Physics/Tracers/LineBlockTracer.cpp | 402 | ||||
-rw-r--r-- | src/Physics/Tracers/LineBlockTracer.h | 78 |
4 files changed, 299 insertions, 473 deletions
diff --git a/src/Physics/Explodinator.cpp b/src/Physics/Explodinator.cpp index ba1a8cbcf..058078cdc 100644 --- a/src/Physics/Explodinator.cpp +++ b/src/Physics/Explodinator.cpp @@ -7,7 +7,7 @@ #include "Chunk.h" #include "ClientHandle.h" #include "Entities/FallingBlock.h" -#include "LineBlockTracer.h" +#include "Physics/Tracers/LineBlockTracer.h" #include "Simulator/SandSimulator.h" @@ -22,27 +22,10 @@ namespace Explodinator static const auto TraceCubeSideLength = 16U; static const auto BoundingBoxStepUnit = 0.5; - /** Converts an absolute floating-point Position into a Chunk-relative one. */ - static Vector3f AbsoluteToRelative(const Vector3f a_Position, const cChunkCoords a_ChunkPosition) - { - return { a_Position.x - a_ChunkPosition.m_ChunkX * cChunkDef::Width, a_Position.y, a_Position.z - a_ChunkPosition.m_ChunkZ * cChunkDef::Width }; - } - - /** Make a From Chunk-relative Position into a To Chunk-relative position. */ - static Vector3f RebaseRelativePosition(const cChunkCoords a_From, const cChunkCoords a_To, const Vector3f a_Position) - { - return - { - a_Position.x + (a_From.m_ChunkX - a_To.m_ChunkX) * cChunkDef::Width, - a_Position.y, - a_Position.z + (a_From.m_ChunkZ - a_To.m_ChunkZ) * cChunkDef::Width - }; - } - /** Returns how much of an explosion Destruction Lazor's (tm) intensity the given block attenuates. Values are scaled as 0.3 * (0.3 + Wiki) since some compilers miss the constant folding optimisation. Wiki values are https://minecraft.gamepedia.com/Explosion#Blast_resistance as of 2021-02-06. */ - static float GetExplosionAbsorption(const BLOCKTYPE Block) + static constexpr float GetExplosionAbsorption(const BLOCKTYPE Block) { switch (Block) { @@ -162,7 +145,7 @@ namespace Explodinator /** Calculates the approximate percentage of an Entity's bounding box that is exposed to an explosion centred at Position. */ static float CalculateEntityExposure(const cChunk & a_Chunk, const cEntity & a_Entity, const Vector3f a_Position, const int a_SquareRadius) { - class LineOfSightCallbacks final : public cLineBlockTracer::cCallbacks + class LineOfSightCallbacks final : public BlockTracerCallbacks { virtual bool OnNextBlock(Vector3i a_BlockPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, eBlockFace a_EntryFace) override { @@ -173,7 +156,6 @@ namespace Explodinator const Vector3d Position = a_Position; unsigned Unobstructed = 0, Total = 0; const auto Box = a_Entity.GetBoundingBox(); - cLineBlockTracer Tracer(*a_Chunk.GetWorld(), Callback); for (double X = Box.GetMinX(); X < Box.GetMaxX(); X += BoundingBoxStepUnit) { @@ -182,6 +164,7 @@ namespace Explodinator for (double Z = Box.GetMinZ(); Z < Box.GetMaxZ(); Z += BoundingBoxStepUnit) { const Vector3d Destination{X, Y, Z}; + if ((Destination - Position).SqrLength() > a_SquareRadius) { // Don't bother with points outside our designated area-of-effect @@ -189,7 +172,7 @@ namespace Explodinator continue; } - if (Tracer.Trace(a_Position, Destination)) + if (LineBlockTracer::Trace(a_Chunk, Callback, Position, Destination)) { Unobstructed++; } @@ -257,134 +240,146 @@ namespace Explodinator } /** Sets the block at the given position, updating surroundings. */ - static void SetBlock(cWorld & a_World, cChunk & a_Chunk, const Vector3i a_AbsolutePosition, const Vector3i a_RelativePosition, const BLOCKTYPE a_DestroyedBlock, const BLOCKTYPE a_NewBlock, const cEntity * const a_ExplodingEntity) + static void SetBlock(cChunk & a_Chunk, const Vector3i a_AbsolutePosition, const Vector3i a_RelativePosition, const BLOCKTYPE a_CurrentBlock, const NIBBLETYPE a_CurrentMeta, const BLOCKTYPE a_NewBlock, const cEntity * const a_ExplodingEntity) { - const auto DestroyedMeta = a_Chunk.GetMeta(a_RelativePosition); - // SetBlock wakes up all simulators for the area, so that water and lava flows and sand falls into the blasted holes // It also is responsible for calling cBlockHandler::OnNeighborChanged to pop off blocks that fail CanBeAt // An explicit call to cBlockHandler::OnBroken handles the destruction of multiblock structures // References at (FS #391, GH #4418): a_Chunk.SetBlock(a_RelativePosition, a_NewBlock, 0); - cChunkInterface Interface(a_World.GetChunkMap()); - cBlockHandler::For(a_DestroyedBlock).OnBroken(Interface, a_World, a_AbsolutePosition, a_DestroyedBlock, DestroyedMeta, a_ExplodingEntity); + auto & World = *a_Chunk.GetWorld(); + cChunkInterface Interface(World.GetChunkMap()); + cBlockHandler::For(a_CurrentBlock).OnBroken(Interface, World, a_AbsolutePosition, a_CurrentBlock, a_CurrentMeta, a_ExplodingEntity); } /** Work out what should happen when an explosion destroys the given block. Tasks include lighting TNT, dropping pickups, setting fire and flinging shrapnel according to Minecraft rules. OK, _mostly_ Minecraft rules. */ - static void DestroyBlock(cChunk & a_Chunk, const Vector3i a_Position, const int a_Power, const bool a_Fiery, const cEntity * const a_ExplodingEntity) + static void DestroyBlock(MTRand & a_Random, cChunk & a_Chunk, const Vector3i a_AbsolutePosition, const Vector3i a_RelativePosition, const BLOCKTYPE a_CurrentBlock, const NIBBLETYPE a_CurrentMeta, const cBoundingBox a_ExplosionBounds, const int a_Power, const bool a_Fiery, const cEntity * const a_ExplodingEntity) { - const auto DestroyedBlock = a_Chunk.GetBlock(a_Position); - if (DestroyedBlock == E_BLOCK_AIR) - { - // There's nothing left for us here, but a barren and empty land - // Let's go. - return; - } - auto & World = *a_Chunk.GetWorld(); - auto & Random = GetRandomProvider(); - const auto Absolute = cChunkDef::RelativeToAbsolute(a_Position, a_Chunk.GetPos()); - if (DestroyedBlock == E_BLOCK_TNT) // If the block is TNT we should set it off + if (a_CurrentBlock == E_BLOCK_TNT) // If the block is TNT we should set it off { // Random fuse between 10 to 30 game ticks. - const int FuseTime = Random.RandInt(10, 30); + const int FuseTime = a_Random.RandInt(10, 30); // Activate the TNT, with initial velocity and no fuse sound: - World.SpawnPrimedTNT(Vector3d(0.5, 0, 0.5) + Absolute, FuseTime, 1, false); + World.SpawnPrimedTNT(Vector3d(0.5, 0, 0.5) + a_AbsolutePosition, FuseTime, 1, false); } - else if ((a_ExplodingEntity != nullptr) && (a_ExplodingEntity->IsTNT() || BlockAlwaysDrops(DestroyedBlock) || Random.RandBool(1.f / a_Power))) // For TNT explosions, destroying a block that always drops, or if RandBool, drop pickups + else if ((a_ExplodingEntity != nullptr) && (a_ExplodingEntity->IsTNT() || BlockAlwaysDrops(a_CurrentBlock) || a_Random.RandBool(1.f / a_Power))) // For TNT explosions, destroying a block that always drops, or if RandBool, drop pickups { - const auto DestroyedMeta = a_Chunk.GetMeta(a_Position); - a_Chunk.GetWorld()->SpawnItemPickups(cBlockHandler::For(DestroyedBlock).ConvertToPickups(DestroyedMeta), Absolute); + for (auto & Item : cBlockHandler::For(a_CurrentBlock).ConvertToPickups(a_CurrentMeta)) + { + World.SpawnItemPickup(Vector3d(0.5, 0, 0.5) + a_AbsolutePosition, std::move(Item), Vector3d(), a_ExplosionBounds); + } } - else if (a_Fiery && Random.RandBool(1 / 3.0)) // 33% chance of starting fires if it can start fires + else if (a_Fiery && a_Random.RandBool(1 / 3.0)) // 33% chance of starting fires if it can start fires { - const auto Below = a_Position.addedY(-1); + const auto Below = a_AbsolutePosition.addedY(-1); if ((Below.y >= 0) && cBlockInfo::FullyOccupiesVoxel(a_Chunk.GetBlock(Below))) { // Start a fire: - SetBlock(World, a_Chunk, Absolute, a_Position, DestroyedBlock, E_BLOCK_FIRE, a_ExplodingEntity); + SetBlock(a_Chunk, a_AbsolutePosition, a_RelativePosition, a_CurrentBlock, a_CurrentMeta, E_BLOCK_FIRE, a_ExplodingEntity); return; } } - else if (const auto Shrapnel = World.GetTNTShrapnelLevel(); (Shrapnel > slNone) && Random.RandBool(0)) // Currently 0% chance of flinging stuff around + else if (const auto Shrapnel = World.GetTNTShrapnelLevel(); (Shrapnel > slNone) && a_Random.RandBool(0)) // Currently 0% chance of flinging stuff around { // If the block is shrapnel-able, make a falling block entity out of it: if ( - ((Shrapnel == slAll) && cBlockInfo::FullyOccupiesVoxel(DestroyedBlock)) || - ((Shrapnel == slGravityAffectedOnly) && cSandSimulator::IsAllowedBlock(DestroyedBlock)) + ((Shrapnel == slAll) && cBlockInfo::FullyOccupiesVoxel(a_CurrentBlock)) || + ((Shrapnel == slGravityAffectedOnly) && cSandSimulator::IsAllowedBlock(a_CurrentBlock)) ) { - const auto DestroyedMeta = a_Chunk.GetMeta(a_Position); - auto FallingBlock = std::make_unique<cFallingBlock>(Vector3d(0.5, 0, 0.5) + Absolute, DestroyedBlock, DestroyedMeta); + auto FallingBlock = std::make_unique<cFallingBlock>(Vector3d(0.5, 0, 0.5) + a_AbsolutePosition, a_CurrentBlock, a_CurrentMeta); // TODO: correct velocity FallingBlock->SetSpeedY(40); FallingBlock->Initialize(std::move(FallingBlock), World); } } - SetBlock(World, a_Chunk, Absolute, a_Position, DestroyedBlock, E_BLOCK_AIR, a_ExplodingEntity); + SetBlock(a_Chunk, a_AbsolutePosition, a_RelativePosition, a_CurrentBlock, a_CurrentMeta, E_BLOCK_AIR, a_ExplodingEntity); } - /** Traces the path taken by one Explosion Lazor (tm) with given direction and intensity, that will destroy blocks until it is exhausted. */ - static void DestructionTrace(cChunk * a_Chunk, Vector3f a_Origin, const Vector3f a_Direction, const int a_Power, const bool a_Fiery, float a_Intensity, const cEntity * const a_ExplodingEntity) + /** Returns a random intensity for an Explosion Lazor (tm) as a function of the explosion's power. */ + static float RandomIntensity(MTRand & a_Random, const int a_Power) + { + return a_Power * (0.7f + a_Random.RandReal(0.6f)); + } + + /** Traces the path taken by one Explosion Lazor (tm) with given direction and random intensity, that will destroy blocks until it is exhausted. */ + static void DestructionTrace(MTRand & a_Random, cChunk * a_Chunk, Vector3f a_Origin, const Vector3f a_Direction, const cBoundingBox a_ExplosionBounds, const int a_Power, const bool a_Fiery, const cEntity * const a_ExplodingEntity) { // The current position the ray is at. auto Checkpoint = a_Origin; + auto Position = Checkpoint.Floor(); + + auto Intensity = RandomIntensity(a_Random, a_Power); + // The displacement that the ray in one iteration step should travel. const auto Step = a_Direction.NormalizeCopy() * StepUnit; // Loop until intensity runs out: - while (a_Intensity > 0) + while (Intensity > 0) { - auto Position = Checkpoint.Floor(); if (!cChunkDef::IsValidHeight(Position)) { break; } - const auto Neighbour = a_Chunk->GetRelNeighborChunkAdjustCoords(Position); - if ((Neighbour == nullptr) || !Neighbour->IsValid()) + Vector3i RelativePosition; + + if (!a_Chunk->GetChunkAndRelByAbsolute(Position, &a_Chunk, RelativePosition)) { break; } - a_Intensity -= GetExplosionAbsorption(Neighbour->GetBlock(Position)); - if (a_Intensity <= 0) + BLOCKTYPE CurrentBlock; + NIBBLETYPE CurrentMeta; + a_Chunk->GetBlockTypeMeta(RelativePosition, CurrentBlock, CurrentMeta); + + Intensity -= GetExplosionAbsorption(CurrentBlock); + if (Intensity <= 0) { // The ray is exhausted: break; } - DestroyBlock(*Neighbour, Position, a_Power, a_Fiery, a_ExplodingEntity); - - // Adjust coordinates to be relative to the neighbour chunk: - Checkpoint = RebaseRelativePosition(a_Chunk->GetPos(), Neighbour->GetPos(), Checkpoint); - a_Origin = RebaseRelativePosition(a_Chunk->GetPos(), Neighbour->GetPos(), a_Origin); - a_Chunk = Neighbour; + if (CurrentBlock != E_BLOCK_AIR) + { + DestroyBlock(a_Random, *a_Chunk, Position, RelativePosition, CurrentBlock, CurrentMeta, a_ExplosionBounds, a_Power, a_Fiery, a_ExplodingEntity); + } // Increment the simulation, weaken the ray: Checkpoint += Step; - a_Intensity -= StepAttenuation; - } - } + Intensity -= StepAttenuation; - /** Returns a random intensity for an Explosion Lazor (tm) as a function of the explosion's power. */ - static float RandomIntensity(MTRand & a_Random, const int a_Power) - { - return a_Power * (0.7f + a_Random.RandReal(0.6f)); + for (int i = 0; i != 2; i++) + { + const auto PreviousPosition = Position; + Position = Checkpoint.Floor(); + + if (Position != PreviousPosition) + { + break; + } + + Checkpoint += Step; + Intensity -= StepAttenuation + GetExplosionAbsorption(E_BLOCK_AIR); + } + } } /** Sends out Explosion Lazors (tm) originating from the given position that destroy blocks. */ static void DamageBlocks(cChunk & a_Chunk, const Vector3f a_Position, const int a_Power, const bool a_Fiery, const cEntity * const a_ExplodingEntity) { // Oh boy... Better hope you have a hot cache, 'cos this little manoeuvre's gonna cost us 1352 raytraces in one tick... - const int HalfSide = TraceCubeSideLength / 2; + auto & Random = GetRandomProvider(); + const int HalfSide = TraceCubeSideLength / 2; + const cBoundingBox ExplosionBounds(a_Position, TraceCubeSideLength); // The following loops implement the tracing algorithm described in http://minecraft.gamepedia.com/Explosion @@ -394,8 +389,8 @@ namespace Explodinator { for (float OffsetZ = -HalfSide; OffsetZ < HalfSide; OffsetZ++) { - DestructionTrace(&a_Chunk, a_Position, Vector3f(OffsetX, +HalfSide, OffsetZ), a_Power, a_Fiery, RandomIntensity(Random, a_Power), a_ExplodingEntity); - DestructionTrace(&a_Chunk, a_Position, Vector3f(OffsetX, -HalfSide, OffsetZ), a_Power, a_Fiery, RandomIntensity(Random, a_Power), a_ExplodingEntity); + DestructionTrace(Random, &a_Chunk, a_Position, Vector3f(OffsetX, +HalfSide, OffsetZ), ExplosionBounds, a_Power, a_Fiery, a_ExplodingEntity); + DestructionTrace(Random, &a_Chunk, a_Position, Vector3f(OffsetX, -HalfSide, OffsetZ), ExplosionBounds, a_Power, a_Fiery, a_ExplodingEntity); } } @@ -404,8 +399,8 @@ namespace Explodinator { for (float OffsetY = -HalfSide + 1; OffsetY < HalfSide - 1; OffsetY++) { - DestructionTrace(&a_Chunk, a_Position, Vector3f(OffsetX, OffsetY, +HalfSide), a_Power, a_Fiery, RandomIntensity(Random, a_Power), a_ExplodingEntity); - DestructionTrace(&a_Chunk, a_Position, Vector3f(OffsetX, OffsetY, -HalfSide), a_Power, a_Fiery, RandomIntensity(Random, a_Power), a_ExplodingEntity); + DestructionTrace(Random, &a_Chunk, a_Position, Vector3f(OffsetX, OffsetY, +HalfSide), ExplosionBounds, a_Power, a_Fiery, a_ExplodingEntity); + DestructionTrace(Random, &a_Chunk, a_Position, Vector3f(OffsetX, OffsetY, -HalfSide), ExplosionBounds, a_Power, a_Fiery, a_ExplodingEntity); } } @@ -414,8 +409,8 @@ namespace Explodinator { for (float OffsetY = -HalfSide + 1; OffsetY < HalfSide - 1; OffsetY++) { - DestructionTrace(&a_Chunk, a_Position, Vector3f(+HalfSide, OffsetY, OffsetZ), a_Power, a_Fiery, RandomIntensity(Random, a_Power), a_ExplodingEntity); - DestructionTrace(&a_Chunk, a_Position, Vector3f(-HalfSide, OffsetY, OffsetZ), a_Power, a_Fiery, RandomIntensity(Random, a_Power), a_ExplodingEntity); + DestructionTrace(Random, &a_Chunk, a_Position, Vector3f(+HalfSide, OffsetY, OffsetZ), ExplosionBounds, a_Power, a_Fiery, a_ExplodingEntity); + DestructionTrace(Random, &a_Chunk, a_Position, Vector3f(-HalfSide, OffsetY, OffsetZ), ExplosionBounds, a_Power, a_Fiery, a_ExplodingEntity); } } } @@ -435,7 +430,7 @@ namespace Explodinator { LagTheClient(a_Chunk, a_Position, a_Power); DamageEntities(a_Chunk, a_Position, a_Power); - DamageBlocks(a_Chunk, AbsoluteToRelative(a_Position, a_Chunk.GetPos()), a_Power, a_Fiery, a_ExplodingEntity); + DamageBlocks(a_Chunk, a_Position, a_Power, a_Fiery, a_ExplodingEntity); return false; }); diff --git a/src/Physics/Tracers/BlockTracer.h b/src/Physics/Tracers/BlockTracer.h index 62ae1636e..e32ef3b21 100644 --- a/src/Physics/Tracers/BlockTracer.h +++ b/src/Physics/Tracers/BlockTracer.h @@ -1,7 +1,7 @@ // BlockTracer.h -// Declares the classes common for all blocktracers +// Declares the callback common to all blocktracers @@ -9,118 +9,61 @@ #pragma once - - - - #include "Defines.h" #include "ChunkDef.h" -// fwd: World.h -class cWorld; - +/** The callback class is used to notify the caller of individual events that are being traced. */ +class BlockTracerCallbacks abstract +{ +public: + // Force a virtual destructor in descendants: + virtual ~BlockTracerCallbacks() {} + /** Called on each block encountered along the path, including the first block (path start) + When this callback returns true, the tracing is aborted. */ + virtual bool OnNextBlock(Vector3i a_BlockPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, eBlockFace a_EntryFace) = 0; -class cBlockTracer abstract -{ -public: - /** The callback class is used to notify the caller of individual events that are being traced. - */ - class cCallbacks abstract - { - public: - // Force a virtual destructor in descendants: - virtual ~cCallbacks() {} - - /** Called on each block encountered along the path, including the first block (path start) - When this callback returns true, the tracing is aborted. - */ - virtual bool OnNextBlock(Vector3i a_BlockPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, eBlockFace a_EntryFace) = 0; - - /** Called on each block encountered along the path, including the first block (path start), if chunk data is not loaded - When this callback returns true, the tracing is aborted. - */ - virtual bool OnNextBlockNoData(Vector3i a_BlockPos, eBlockFace a_EntryFace) - { - UNUSED(a_BlockPos); - UNUSED(a_EntryFace); - return false; - } - - /** Called when the path goes out of world, either below (a_BlockPos.y < 0) or above (a_BlockPos.y >= cChunkDef::Height) - The coords specify the exact point at which the path exited the world. - If this callback returns true, the tracing is aborted. - Note that some paths can go out of the world and come back again (parabola), - in such a case this callback is followed by OnIntoWorld() and further OnNextBlock() calls - */ - virtual bool OnOutOfWorld(Vector3d a_BlockPos) - { - UNUSED(a_BlockPos); - return false; - } - - /** Called when the path goes into the world, from either below (a_BlockPos.y < 0) or above (a_BlockPos.y >= cChunkDef::Height) - The coords specify the exact point at which the path entered the world. - If this callback returns true, the tracing is aborted. - Note that some paths can go out of the world and come back again (parabola), - in such a case this callback is followed by further OnNextBlock() calls - */ - virtual bool OnIntoWorld(Vector3d a_BlockPos) - { - UNUSED(a_BlockPos); - return false; - } - - /** Called when the path is sure not to hit any more blocks. - Note that for some shapes this might never happen (line with constant Y) - */ - virtual void OnNoMoreHits(void) {} - - /** Called when the block tracing walks into a chunk that is not allocated. - This usually means that the tracing is aborted. - */ - virtual void OnNoChunk(void) {} - } ; - - - /** Creates the BlockTracer parent with the specified callbacks */ - cBlockTracer(cWorld & a_World, cCallbacks & a_Callbacks) : - m_World(&a_World), - m_Callbacks(&a_Callbacks) + /** Called on each block encountered along the path, including the first block (path start), if chunk data is not loaded + When this callback returns true, the tracing is aborted. */ + virtual bool OnNextBlockNoData(Vector3i a_BlockPos, eBlockFace a_EntryFace) { + UNUSED(a_BlockPos); + UNUSED(a_EntryFace); + return false; } - - /** Sets new world, returns the old one. Note that both need to be valid */ - cWorld & SetWorld(cWorld & a_World) + /** Called when the path goes out of world, either below (a_BlockPos.y < 0) or above (a_BlockPos.y >= cChunkDef::Height) + The coords specify the exact point at which the path exited the world. + If this callback returns true, the tracing is aborted. + Note that some paths can go out of the world and come back again (parabola), + in such a case this callback is followed by OnIntoWorld() and further OnNextBlock() calls. */ + virtual bool OnOutOfWorld(Vector3d a_BlockPos) { - cWorld & Old = *m_World; - m_World = &a_World; - return Old; + UNUSED(a_BlockPos); + return false; } - - /** Sets new callbacks, returns the old ones. Note that both need to be valid */ - cCallbacks & SetCallbacks(cCallbacks & a_NewCallbacks) + /** Called when the path goes into the world, from either below (a_BlockPos.y < 0) or above (a_BlockPos.y >= cChunkDef::Height) + The coords specify the exact point at which the path entered the world. + If this callback returns true, the tracing is aborted. + Note that some paths can go out of the world and come back again (parabola), + in such a case this callback is followed by further OnNextBlock() calls. */ + virtual bool OnIntoWorld(Vector3d a_BlockPos) { - cCallbacks & Old = *m_Callbacks; - m_Callbacks = &a_NewCallbacks; - return Old; + UNUSED(a_BlockPos); + return false; } -protected: - /** The world upon which to operate */ - cWorld * m_World; + /** Called when the path is sure not to hit any more blocks. + Note that for some shapes this might never happen (line with constant Y). */ + virtual void OnNoMoreHits(void) {} - /** The callback to use for reporting */ - cCallbacks * m_Callbacks; + /** Called when the block tracing walks into a chunk that is not allocated. + This usually means that the tracing is aborted. */ + virtual void OnNoChunk(void) {} } ; - - - - diff --git a/src/Physics/Tracers/LineBlockTracer.cpp b/src/Physics/Tracers/LineBlockTracer.cpp index 49eba9ac8..265d97dab 100644 --- a/src/Physics/Tracers/LineBlockTracer.cpp +++ b/src/Physics/Tracers/LineBlockTracer.cpp @@ -14,35 +14,186 @@ -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) +static Vector3d CalcXZIntersection(double a_Y, const Vector3d a_Start, const Vector3d a_End) { + const double Ratio = (a_Start.y - a_Y) / (a_Start.y - a_End.y); + return { a_Start.x + (a_End.x - a_Start.x) * Ratio, a_Y, a_Start.z + (a_End.z - a_Start.z) * Ratio }; } -bool cLineBlockTracer::Trace(cWorld & a_World, cBlockTracer::cCallbacks & a_Callbacks, const Vector3d a_Start, const Vector3d a_End) +static Vector3d FixStartAboveWorld(const Vector3d a_Start, const Vector3d a_End) { - cLineBlockTracer Tracer(a_World, a_Callbacks); - return Tracer.Trace(a_Start, a_End); + // 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; + return CalcXZIntersection(Height, a_Start, a_End); +} + + + + + +static Vector3d FixStartBelowWorld(const Vector3d a_Start, const Vector3d a_End) +{ + return CalcXZIntersection(0, a_Start, a_End); +} + + + + + +static eBlockFace MoveToNextBlock(Vector3i & a_CurrentBlock, const Vector3i a_Adjustment, const Vector3d a_Direction, const Vector3d a_Start, const Vector3i a_StepOffset, const eBlockFace a_StepXFace, const eBlockFace a_StepYFace, const eBlockFace a_StepZFace) +{ + const auto Coeff = (Vector3d(a_CurrentBlock + a_Adjustment) - a_Start) / a_Direction; + + if (Coeff.x <= Coeff.y) + { + if (Coeff.x <= Coeff.z) + { + a_CurrentBlock.x += a_StepOffset.x; + return a_StepXFace; + } + } + else if (Coeff.y <= Coeff.z) + { + a_CurrentBlock.y += a_StepOffset.y; + return a_StepYFace; + } + + a_CurrentBlock.z += a_StepOffset.z; + return a_StepZFace; } -bool cLineBlockTracer::LineOfSightTrace(cWorld & a_World, const Vector3d & a_Start, const Vector3d & a_End, int a_Sight) +bool LineBlockTracer::Trace(const cChunk & a_Chunk, BlockTracerCallbacks & a_Callbacks, Vector3d a_Start, Vector3d a_End) +{ + // Clamp the start coords into the world by advancing them along the line: + if (a_Start.y < 0) + { + if (a_End.y < 0) + { + // Nothing to trace: + a_Callbacks.OnNoMoreHits(); + return true; + } + + a_Start = FixStartBelowWorld(a_Start, a_End); + a_Callbacks.OnIntoWorld(a_Start); + } + else if (a_Start.y >= cChunkDef::Height) + { + if (a_End.y >= cChunkDef::Height) + { + a_Callbacks.OnNoMoreHits(); + return true; + } + + a_Start = FixStartAboveWorld(a_Start, a_End); + a_Callbacks.OnIntoWorld(a_Start); + } + + const auto EndPosition = a_End.Floor(); + const auto Direction = a_End - a_Start; + const bool XPositive = a_Start.x <= a_End.x; + const bool YPositive = a_Start.y <= a_End.y; + const bool ZPositive = a_Start.z <= a_End.z; + const auto StepXFace = XPositive ? BLOCK_FACE_XM : BLOCK_FACE_XP; + const auto StepYFace = YPositive ? BLOCK_FACE_YM : BLOCK_FACE_YP; + const auto StepZFace = ZPositive ? BLOCK_FACE_ZM : BLOCK_FACE_ZP; + const Vector3i Adjustment(XPositive ? 1 : 0, YPositive ? 1 : 0, ZPositive ? 1 : 0); + const Vector3i StepOffset(XPositive ? 1 : -1, YPositive ? 1 : -1, ZPositive ? 1 : -1); + + auto Position = a_Start.Floor(); + auto Chunk = const_cast<cChunk &>(a_Chunk).GetNeighborChunk(Position.x, Position.z); + + // We should always start in a valid chunk: + ASSERT(Chunk != nullptr); + + // This is guaranteed by FixStartAboveWorld() / FixStartBelowWorld(): + ASSERT(cChunkDef::IsValidHeight(Position)); + + // This is the actual line tracing loop. + for (;;) + { + if (Position == EndPosition) + { + // We've reached the end + a_Callbacks.OnNoMoreHits(); + return true; + } + + // The face of the next block the line just entered. + const auto CurrentFace = MoveToNextBlock(Position, Adjustment, Direction, a_Start, StepOffset, StepXFace, StepYFace, StepZFace); + + if (!cChunkDef::IsValidHeight(Position)) + { + // We've gone out of the world, that's the end of this trace. + if (a_Callbacks.OnOutOfWorld(CalcXZIntersection(static_cast<double>(Position.y), a_Start, a_End))) + { + // The callback terminated the trace + return false; + } + a_Callbacks.OnNoMoreHits(); + return true; + } + + // Update the current chunk: + Chunk = Chunk->GetNeighborChunk(Position.x, Position.z); + if (Chunk == nullptr) + { + a_Callbacks.OnNoChunk(); + return false; + } + + // Report the current block through the callbacks: + if (Chunk->IsValid()) + { + BLOCKTYPE BlockType; + NIBBLETYPE BlockMeta; + int RelX = Position.x - Chunk->GetPosX() * cChunkDef::Width; + int RelZ = Position.z - Chunk->GetPosZ() * cChunkDef::Width; + Chunk->GetBlockTypeMeta(RelX, Position.y, RelZ, BlockType, BlockMeta); + if (a_Callbacks.OnNextBlock(Position, BlockType, BlockMeta, CurrentFace)) + { + // The callback terminated the trace. + return false; + } + } + else if (a_Callbacks.OnNextBlockNoData(Position, CurrentFace)) + { + // The callback terminated the trace. + return false; + } + } +} + + + + + +bool LineBlockTracer::Trace(cWorld & a_World, BlockTracerCallbacks & a_Callbacks, const Vector3d a_Start, const Vector3d a_End) +{ + int BlockX = FloorC(a_Start.x); + int BlockZ = FloorC(a_Start.z); + int ChunkX, ChunkZ; + cChunkDef::BlockToChunk(BlockX, BlockZ, ChunkX, ChunkZ); + return a_World.DoWithChunk(ChunkX, ChunkZ, [&a_Callbacks, a_Start, a_End](cChunk & a_Chunk) { return Trace(a_Chunk, a_Callbacks, a_Start, a_End); }); +} + + + + + +bool LineBlockTracer::LineOfSightTrace(cWorld & a_World, const Vector3d & a_Start, const Vector3d & a_End, LineOfSight a_Sight) { static class LineOfSightCallbacks: - public cLineBlockTracer::cCallbacks + public BlockTracerCallbacks { bool m_IsAirOpaque; bool m_IsWaterOpaque; @@ -67,9 +218,9 @@ bool cLineBlockTracer::LineOfSightTrace(cWorld & a_World, const Vector3d & a_Sta } } } callbacks( - (a_Sight & losAir) == 0, - (a_Sight & losWater) == 0, - (a_Sight & losLava) == 0 + (a_Sight & LineOfSight::Air) == 0, + (a_Sight & LineOfSight::Water) == 0, + (a_Sight & LineOfSight::Lava) == 0 ); return Trace(a_World, callbacks, a_Start, a_End); } @@ -78,7 +229,7 @@ bool cLineBlockTracer::LineOfSightTrace(cWorld & a_World, const Vector3d & a_Sta -bool cLineBlockTracer::FirstSolidHitTrace( +bool LineBlockTracer::FirstSolidHitTrace( cWorld & a_World, const Vector3d & a_Start, const Vector3d & a_End, Vector3d & a_HitCoords, @@ -86,7 +237,7 @@ bool cLineBlockTracer::FirstSolidHitTrace( ) { class cSolidHitCallbacks: - public cCallbacks + public BlockTracerCallbacks { public: cSolidHitCallbacks(const Vector3d & a_CBStart, const Vector3d & a_CBEnd, Vector3d & a_CBHitCoords, Vector3i & a_CBHitBlockCoords, eBlockFace & a_CBHitBlockFace): @@ -129,218 +280,3 @@ bool cLineBlockTracer::FirstSolidHitTrace( } 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; - } - } -} - - - diff --git a/src/Physics/Tracers/LineBlockTracer.h b/src/Physics/Tracers/LineBlockTracer.h index b1dacee20..41b26c354 100644 --- a/src/Physics/Tracers/LineBlockTracer.h +++ b/src/Physics/Tracers/LineBlockTracer.h @@ -1,7 +1,7 @@ // LineBlockTracer.h -// Declares the cLineBlockTracer class representing a cBlockTracer that traces along a straight line between two points +// Declares the LineBlockTracer namespace representing a tracer that visits every block along a straight line between two points @@ -15,47 +15,36 @@ -// fwd: Chunk.h class cChunk; +class cWorld; -class cLineBlockTracer: - public cBlockTracer +namespace LineBlockTracer { - using Super = cBlockTracer; - -public: - - enum eLineOfSight + /* Bit flags used for LineOfSightTrace's Sight parameter. */ + enum LineOfSight { - // Bit flags used for LineOfSightTrace's Sight parameter: - losAir = 1, // Can see through air - losWater = 2, // Can see through water - losLava = 4, // Can see through lava + Air = 1, // Can see through air. + Water = 2, // Can see through water. + Lava = 4, // Can see through lava. // Common combinations: - losAirWaterLava = losAir | losWater | losLava, - losAirWater = losAir | losWater, + AirWaterLava = Air | Water | Lava, + AirWater = Air | Water, }; - - cLineBlockTracer(cWorld & a_World, cCallbacks & a_Callbacks); - /** Traces one line between Start and End; returns true if the entire line was traced (until OnNoMoreHits()) */ - bool Trace(Vector3d a_Start, Vector3d a_End); - - - // Utility functions for simple one-line usage: + bool Trace(const cChunk & a_Chunk, BlockTracerCallbacks & a_Callbacks, Vector3d a_Start, Vector3d a_End); /** Traces one line between Start and End; returns true if the entire line was traced (until OnNoMoreHits()) */ - static bool Trace(cWorld & a_World, cCallbacks & a_Callbacks, const Vector3d a_Start, const Vector3d a_End); + bool Trace(cWorld & a_World, BlockTracerCallbacks & a_Callbacks, const Vector3d a_Start, const Vector3d a_End); /** Returns true if the two positions are within line of sight (not obscured by blocks). a_Sight specifies which blocks are considered transparent for the trace, is an OR-combination of eLineOfSight constants. */ - static bool LineOfSightTrace(cWorld & a_World, const Vector3d & a_Start, const Vector3d & a_End, int a_Sight); + bool LineOfSightTrace(cWorld & a_World, const Vector3d & a_Start, const Vector3d & a_End, LineOfSight a_Sight); /** Traces until the first solid block is hit (or until end, whichever comes first. If a solid block was hit, returns true and fills a_HitCoords, a_HitBlockCoords and a_HitBlockFace. @@ -63,48 +52,11 @@ public: a_HitCoords is the exact coords of the hit, a_HitBlockCoords are the coords of the solid block that was hit, a_HitBlockFace is the face of the solid block that was hit. */ - static bool FirstSolidHitTrace( + bool FirstSolidHitTrace( cWorld & a_World, const Vector3d & a_Start, const Vector3d & a_End, Vector3d & a_HitCoords, Vector3i & a_HitBlockCoords, eBlockFace & a_HitBlockFace ); - -protected: - /** The start point of the trace */ - Vector3d m_Start; - - /** The end point of the trace */ - Vector3d m_End; - - /** The difference in coords, End - Start */ - Vector3d m_Diff; - - /** The increment at which the block coords are going from Start to End; either +1 or -1 */ - Vector3i m_Dir; - - /** The current block */ - Vector3i m_Current; - - /** The face through which the current block has been entered */ - eBlockFace m_CurrentFace; - - - /** Adjusts the start point above the world to just at the world's top */ - void FixStartAboveWorld(void); - - /** Adjusts the start point below the world to just at the world's bottom */ - void FixStartBelowWorld(void); - - /** Calculates the XZ coords of an intersection with the specified Yconst plane; assumes that such an intersection exists */ - void CalcXZIntersection(double a_Y, double & a_IntersectX, double & a_IntersectZ); - - /** Moves m_Current to the next block on the line; returns false if no move is possible (reached the end) */ - bool MoveToNextBlock(void); - - bool ChunkCallback(cChunk * a_Chunk); -} ; - - - +} |