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authorTiger Wang <ziwei.tiger@hotmail.co.uk>2014-12-13 13:11:01 +0100
committerTiger Wang <ziwei.tiger@hotmail.co.uk>2014-12-13 13:11:01 +0100
commit4b20a615192baeb5ef0a04a10161a03428cda8cd (patch)
treec6f25102267b0cc4a444f6e746679405948142b0 /src/Tracer.cpp
parentFixed compilation? (diff)
parentMerge pull request #1660 from Seadragon91/master (diff)
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Diffstat (limited to '')
-rw-r--r--src/Tracer.cpp120
1 files changed, 68 insertions, 52 deletions
diff --git a/src/Tracer.cpp b/src/Tracer.cpp
index e125c6aa4..e604f4a5b 100644
--- a/src/Tracer.cpp
+++ b/src/Tracer.cpp
@@ -14,15 +14,15 @@
-cTracer::cTracer(cWorld * a_World)
- : m_World(a_World)
+cTracer::cTracer(cWorld * a_World):
+ m_World(a_World)
{
- m_NormalTable[0].Set(-1, 0, 0);
- m_NormalTable[1].Set( 0, 0, -1);
- m_NormalTable[2].Set( 1, 0, 0);
- m_NormalTable[3].Set( 0, 0, 1);
- m_NormalTable[4].Set( 0, 1, 0);
- m_NormalTable[5].Set( 0, -1, 0);
+ m_NormalTable[0].Set(-1, 0, 0);
+ m_NormalTable[1].Set( 0, 0, -1);
+ m_NormalTable[2].Set( 1, 0, 0);
+ m_NormalTable[3].Set( 0, 0, 1);
+ m_NormalTable[4].Set( 0, 1, 0);
+ m_NormalTable[5].Set( 0, -1, 0);
}
@@ -37,10 +37,16 @@ cTracer::~cTracer()
-float cTracer::SigNum( float a_Num)
+float cTracer::SigNum(float a_Num)
{
- if (a_Num < 0.f) return -1.f;
- if (a_Num > 0.f) return 1.f;
+ if (a_Num < 0.f)
+ {
+ return -1.f;
+ }
+ if (a_Num > 0.f)
+ {
+ return 1.f;
+ }
return 0.f;
}
@@ -59,7 +65,10 @@ void cTracer::SetValues(const Vector3f & a_Start, const Vector3f & a_Direction)
step.z = (int) SigNum(dir.z);
// normalize the direction vector
- if (dir.SqrLength() > 0.f) dir.Normalize();
+ 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
@@ -127,7 +136,7 @@ void cTracer::SetValues(const Vector3f & a_Start, const Vector3f & a_Direction)
-bool cTracer::Trace( const Vector3f & a_Start, const Vector3f & a_Direction, int a_Distance, bool a_LineOfSight)
+bool cTracer::Trace(const Vector3f & a_Start, const Vector3f & a_Direction, int a_Distance, bool a_LineOfSight)
{
if ((a_Start.y < 0) || (a_Start.y >= cChunkDef::Height))
{
@@ -249,35 +258,42 @@ int LinesCross(float x0, float y0, float x1, float y1, float x2, float y2, float
{
// 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 d = (x1 - x0) * (y3 - y2) - (y1 - y0) * (x3 - x2);
+ if (std::abs(d) < 0.001)
{
- float CD=((y0-y2)*(x1-x0)-(x0-x2)*(y1-y0))/d;
- if (CD>=0.0 && CD<=1.0)
+ 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);
+ // 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)
+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);
+ 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)
@@ -294,12 +310,12 @@ int cTracer::intersect3D_SegmentPlane( const Vector3f & a_Origin, const Vector3f
// they are not parallel
// compute intersect param
float sI = N / D;
- if (sI < 0 || sI > 1)
+ if ((sI < 0) || (sI > 1))
{
return 0; // no intersection
}
- // Vector3f I ( a_Ray->GetOrigin() + sI * u);// S.P0 + sI * u; // compute segment intersect point
+ // Vector3f I (a_Ray->GetOrigin() + sI * u);// S.P0 + sI * u; // compute segment intersect point
RealHit = a_Origin + u * sI;
return 1;
}
@@ -311,9 +327,9 @@ int cTracer::intersect3D_SegmentPlane( const Vector3f & a_Origin, const Vector3f
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);
+ char BlockID = m_World->GetBlock(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z);
- if (BlockID == E_BLOCK_AIR || IsBlockWater(BlockID))
+ if ((BlockID == E_BLOCK_AIR) || IsBlockWater(BlockID))
{
return 0;
}
@@ -324,86 +340,86 @@ int cTracer::GetHitNormal(const Vector3f & start, const Vector3f & end, const Ve
Vector3f Look = (end - start);
Look.Normalize();
- float dot = Look.Dot( Vector3f(-1, 0, 0)); // first face normal is x -1
+ 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);
+ 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);
+ 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));
+ intersect3D_SegmentPlane(start, end, BlockPos, Vector3f(-1, 0, 0));
return 1;
}
}
}
- dot = Look.Dot( Vector3f(0, 0, -1)); // second face normal is z -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);
+ 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);
+ 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));
+ intersect3D_SegmentPlane(start, end, BlockPos, Vector3f(0, 0, -1));
return 2;
}
}
}
- dot = Look.Dot( Vector3f(1, 0, 0)); // third face normal is x 1
+ 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);
+ 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);
+ 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));
+ 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
+ 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);
+ 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);
+ 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));
+ 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
+ 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);
+ 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);
+ 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));
+ 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
+ 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);
+ 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);
+ 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));
+ intersect3D_SegmentPlane(start, end, BlockPos, Vector3f(0, -1, 0));
return 6;
}
}