diff options
Diffstat (limited to 'src/Tracer.cpp')
-rw-r--r-- | src/Tracer.cpp | 150 |
1 files changed, 84 insertions, 66 deletions
diff --git a/src/Tracer.cpp b/src/Tracer.cpp index 6da6b2ad7..756147a7b 100644 --- a/src/Tracer.cpp +++ b/src/Tracer.cpp @@ -7,7 +7,7 @@ #include "Entities/Entity.h" #ifndef _WIN32 - #include <stdlib.h> // abs() + #include <stdlib.h> #endif @@ -18,11 +18,11 @@ 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[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[5].Set( 0, -1, 0); } @@ -37,7 +37,7 @@ 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; @@ -59,7 +59,7 @@ 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 @@ -192,7 +192,7 @@ bool cTracer::Trace( const Vector3f & a_Start, const Vector3f & a_Direction, int if (step.y > 0.0f) { - if(pos.y >= end1.y) + if (pos.y >= end1.y) { reachedY = true; } @@ -219,14 +219,18 @@ bool cTracer::Trace( const Vector3f & a_Start, const Vector3f & a_Direction, int return false; } + if ((pos.y < 0) || (pos.y >= cChunkDef::Height)) + { + return false; + } BLOCKTYPE BlockID = m_World->GetBlock(pos.x, pos.y, pos.z); // Block is counted as a collision if we are not doing a line of sight and it is solid, // or if the block is not air and not water. That way mobs can still see underwater. if ((!a_LineOfSight && cBlockInfo::IsSolid(BlockID)) || (a_LineOfSight && (BlockID != E_BLOCK_AIR) && !IsBlockWater(BlockID))) { BlockHitPosition = pos; - int Normal = GetHitNormal(a_Start, End, pos ); - if(Normal > 0) + int Normal = GetHitNormal(a_Start, End, pos); + if (Normal > 0) { HitNormal = m_NormalTable[Normal-1]; } @@ -241,9 +245,9 @@ bool cTracer::Trace( const Vector3f & a_Start, const Vector3f & a_Direction, int // 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) +int LinesCross(float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3) { - //float linx, liny; + // float linx, liny; float d=(x1-x0)*(y3-y2)-(y1-y0)*(x3-x2); if (abs(d)<0.001) {return 0;} @@ -253,8 +257,8 @@ int LinesCross(float x0,float y0,float x1,float y1,float x2,float y2,float x3,fl 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; } } @@ -267,38 +271,52 @@ int LinesCross(float x0,float y0,float x1,float y1,float x2,float y2,float x3,fl // 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; + 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) { // segment is parallel to plane - if (N == 0) // segment lies in plane + if (fabs(D) < EPSILON) + { + // segment is parallel to plane + if (N == 0) + { + // segment lies in plane return 2; - return 0; // no intersection + } + return 0; // no intersection } + // they are not parallel // compute intersect param float sI = N / D; if (sI < 0 || sI > 1) - return 0; // no intersection + { + 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; } + + + + 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; + } Vector3f BlockPos; BlockPos = Vector3f(SmallBlockPos); @@ -306,86 +324,86 @@ 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 - if(dot < 0) + 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) + 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) + 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 - if(dot < 0) + 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) + 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) + 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 - if(dot < 0) + 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) + 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) + 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 - if(dot < 0) + 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) + 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) + 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 - if(dot < 0) + 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) + 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) + 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 - if(dot < 0) + 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) + 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) + 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; } } |