#include "cTracer.h" #include "cWorld.h" #include "Vector3f.h" #include "Vector3i.h" #include "Vector3d.h" #include "BlockID.h" #include "cMCLogger.h" #include "cEntity.h" #include "Defines.h" #ifndef _WIN32 #include // abs() #endif cTracer::cTracer(cWorld* a_World) : m_World( a_World ) { m_NormalTable[0] = new Vector3f(-1, 0, 0); m_NormalTable[1] = new Vector3f( 0, 0,-1); m_NormalTable[2] = new Vector3f( 1, 0, 0); m_NormalTable[3] = new Vector3f( 0, 0, 1); m_NormalTable[4] = new Vector3f( 0, 1, 0); m_NormalTable[5] = new Vector3f( 0,-1, 0); DotPos = new Vector3f(); BoxOffset = new Vector3f(); BlockHitPosition = new Vector3f(); HitNormal = new Vector3f(); RealHit = new Vector3f(); dir = new Vector3f(); tDelta = new Vector3f(); pos = new Vector3i(); end1 = new Vector3i(); step = new Vector3i(); tMax = new Vector3f(); } cTracer::~cTracer() { for( int i = 0; i < 6; ++i ) { delete m_NormalTable[i]; m_NormalTable[i] = 0; } delete DotPos; DotPos = 0; delete BoxOffset; BoxOffset = 0; delete BlockHitPosition; BlockHitPosition = 0; delete HitNormal; HitNormal = 0; delete RealHit; RealHit = 0; delete dir; dir = 0; delete tDelta; tDelta = 0; delete pos; pos = 0; delete end1; end1 = 0; delete step; step = 0; delete tMax; tMax = 0; } float cTracer::SigNum( float a_Num ) { if (a_Num < 0.f) return -1.f; if (a_Num > 0.f) return 1.f; return 0.f; } void cTracer::SetValues( const Vector3f & a_Start, const Vector3f & a_Direction ) { // calculate the direction of the ray (linear algebra) *dir = a_Direction; // decide which direction to start walking in step->x = (int) SigNum(dir->x); step->y = (int) SigNum(dir->y); step->z = (int) SigNum(dir->z); // normalize the direction vector if( dir->SqrLength() > 0.f ) 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( dir->x != 0.f ) tDelta->x = 1/fabs(dir->x); else tDelta->x = 0; if( dir->y != 0.f ) tDelta->y = 1/fabs(dir->y); else tDelta->y = 0; if( dir->z != 0.f ) tDelta->z = 1/fabs(dir->z); else tDelta->z = 0; // start voxel coordinates // use your // transformer // function here pos->x = (int)floorf(a_Start.x); pos->y = (int)floorf(a_Start.y); pos->z = (int)floorf(a_Start.z); // calculate distance to first intersection in the voxel we start from if(dir->x < 0) { tMax->x = ((float)pos->x - a_Start.x) / dir->x; } else { tMax->x = (((float)pos->x + 1) - a_Start.x) / dir->x; } if(dir->y < 0) { tMax->y = ((float)pos->y - a_Start.y) / dir->y; } else { tMax->y = (((float)pos->y + 1) - a_Start.y) / dir->y; } if(dir->z < 0) { tMax->z = ((float)pos->z - a_Start.z) / dir->z; } else { tMax->z = (((float)pos->z + 1) - a_Start.z) / dir->z; } } int cTracer::Trace( const Vector3f & a_Start, const Vector3f & a_Direction, int a_Distance) { SetValues( a_Start, a_Direction ); const Vector3f End = a_Start + ((*dir) * (float)a_Distance); // end voxel coordinates end1->x = (int)floorf(End.x); end1->y = (int)floorf(End.y); end1->z = (int)floorf(End.z); // check if first is occupied if( pos->Equals( end1 ) ) { LOG("WARNING: cTracer: Start and end in same block"); return 0; } bool reachedX = false, reachedY = false, reachedZ = false; int Iterations = 0; while ( Iterations < a_Distance ) { Iterations++; if(tMax->x < tMax->y && tMax->x < tMax->z) { tMax->x += tDelta->x; pos->x += step->x; } else if(tMax->y < tMax->z) { tMax->y += tDelta->y; pos->y += step->y; } else { tMax->z += tDelta->z; pos->z += step->z; } if(step->x > 0.0f) { if(pos->x >= end1->x) { reachedX = true; } } else if(pos->x <= end1->x) { reachedX = true; } if(step->y > 0.0f) { if(pos->y >= end1->y) { reachedY = true; } } else if(pos->y <= end1->y) { reachedY = true; } if(step->z > 0.0f) { if(pos->z >= end1->z) { reachedZ = true; } } else if(pos->z <= end1->z) { reachedZ = true; } if (reachedX && reachedY && reachedZ) { return false; } char BlockID = m_World->GetBlock( pos->x, pos->y, pos->z ); //No collision with water ;) if ( BlockID != E_BLOCK_AIR || IsBlockWater(BlockID)) { *BlockHitPosition = pos; int Normal = GetHitNormal(a_Start, End, *pos ); if(Normal > 0) { *HitNormal = *m_NormalTable[Normal-1]; } return 1; } } return 0; } // return 1 = hit, other is not hit 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 (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); const float EPSILON = 0.0001f; if (fabs(D) < EPSILON) { // segment is parallel to plane if (N == 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 & start, const Vector3f & end, const Vector3i & a_BlockPos) { Vector3i SmallBlockPos = a_BlockPos; char BlockID = 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 = (end - start); Look.Normalize(); float dot = Look.Dot( Vector3f(-1, 0, 0) ); // first face normal is x -1 if(dot < 0) { int Lines = LinesCross( start.x, start.y, end.x, end.y, BlockPos.x, BlockPos.y, BlockPos.x, BlockPos.y + 1 ); if(Lines == 1) { Lines = LinesCross( start.x, start.z, end.x, end.z, BlockPos.x, BlockPos.z, BlockPos.x, BlockPos.z + 1 ); if(Lines == 1) { intersect3D_SegmentPlane( start, 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( start.z, start.y, end.z, end.y, BlockPos.z, BlockPos.y, BlockPos.z, BlockPos.y + 1 ); if(Lines == 1) { Lines = LinesCross( start.z, start.x, end.z, end.x, BlockPos.z, BlockPos.x, BlockPos.z, BlockPos.x + 1 ); if(Lines == 1) { intersect3D_SegmentPlane( start, 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( start.x, start.y, end.x, end.y, BlockPos.x + 1, BlockPos.y, BlockPos.x + 1, BlockPos.y + 1 ); if(Lines == 1) { Lines = LinesCross( start.x, start.z, end.x, end.z, BlockPos.x + 1, BlockPos.z, BlockPos.x + 1, BlockPos.z + 1 ); if(Lines == 1) { intersect3D_SegmentPlane( start, 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( start.z, start.y, end.z, end.y, BlockPos.z + 1, BlockPos.y, BlockPos.z + 1, BlockPos.y + 1 ); if(Lines == 1) { Lines = LinesCross( start.z, start.x, end.z, end.x, BlockPos.z + 1, BlockPos.x, BlockPos.z + 1, BlockPos.x + 1 ); if(Lines == 1) { intersect3D_SegmentPlane( start, 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( start.y, start.x, end.y, end.x, BlockPos.y + 1, BlockPos.x, BlockPos.y + 1, BlockPos.x + 1 ); if(Lines == 1) { Lines = LinesCross( start.y, start.z, end.y, end.z, BlockPos.y + 1, BlockPos.z, BlockPos.y + 1, BlockPos.z + 1 ); if(Lines == 1) { intersect3D_SegmentPlane( start, 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( start.y, start.x, end.y, end.x, BlockPos.y, BlockPos.x, BlockPos.y, BlockPos.x + 1 ); if(Lines == 1) { Lines = LinesCross( start.y, start.z, end.y, end.z, BlockPos.y, BlockPos.z, BlockPos.y, BlockPos.z + 1 ); if(Lines == 1) { intersect3D_SegmentPlane( start, end, BlockPos, Vector3f(0, -1, 0) ); return 6; } } } return 0; }