3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
21 #include "environment.h"
22 #include "collision.h"
24 #include "scripting_server.h"
26 #include "daynightratio.h"
30 Environment::Environment(IGameDef *gamedef):
31 m_time_of_day_speed(0.0f),
35 m_cache_enable_shaders = g_settings->getBool("enable_shaders");
36 m_cache_active_block_mgmt_interval = g_settings->getFloat("active_block_mgmt_interval");
37 m_cache_abm_interval = g_settings->getFloat("abm_interval");
38 m_cache_nodetimer_interval = g_settings->getFloat("nodetimer_interval");
39 m_cache_abm_time_budget = g_settings->getFloat("abm_time_budget");
41 m_time_of_day = g_settings->getU32("world_start_time");
42 m_time_of_day_f = (float)m_time_of_day / 24000.0f;
45 u32 Environment::getDayNightRatio()
47 MutexAutoLock lock(this->m_time_lock);
48 if (g_settings->getBool("no_night"))
49 return time_to_daynight_ratio(12000, m_cache_enable_shaders);
50 if (m_enable_day_night_ratio_override)
51 return m_day_night_ratio_override;
52 return time_to_daynight_ratio(m_time_of_day_f * 24000, m_cache_enable_shaders);
55 void Environment::setTimeOfDaySpeed(float speed)
57 m_time_of_day_speed = speed;
60 void Environment::setDayNightRatioOverride(bool enable, u32 value)
62 MutexAutoLock lock(this->m_time_lock);
63 m_enable_day_night_ratio_override = enable;
64 m_day_night_ratio_override = value;
67 void Environment::setTimeOfDay(u32 time)
69 MutexAutoLock lock(this->m_time_lock);
70 if (m_time_of_day > time)
73 m_time_of_day_f = (float)time / 24000.0;
76 u32 Environment::getTimeOfDay()
78 MutexAutoLock lock(this->m_time_lock);
82 float Environment::getTimeOfDayF()
84 MutexAutoLock lock(this->m_time_lock);
85 return m_time_of_day_f;
88 bool Environment::line_of_sight(v3f pos1, v3f pos2, v3s16 *p)
90 // Iterate trough nodes on the line
91 voxalgo::VoxelLineIterator iterator(pos1 / BS, (pos2 - pos1) / BS);
93 MapNode n = getMap().getNode(iterator.m_current_node_pos);
96 if (n.param0 != CONTENT_AIR) {
98 *p = iterator.m_current_node_pos;
102 } while (iterator.m_current_index <= iterator.m_last_index);
107 Check if a node is pointable
109 inline static bool isPointableNode(const MapNode &n,
110 const NodeDefManager *nodedef , bool liquids_pointable, bool nodes_pointable)
112 if (! nodes_pointable)
114 const ContentFeatures &features = nodedef->get(n);
115 return features.pointable ||
116 ((liquids_pointable || g_settings->getBool("point_liquids")) && features.isLiquid());
119 void Environment::continueRaycast(RaycastState *state, PointedThing *result)
121 const NodeDefManager *nodedef = getMap().getNodeDefManager();
122 if (state->m_initialization_needed) {
124 if (state->m_objects_pointable) {
125 std::vector<PointedThing> found;
126 getSelectedActiveObjects(state->m_shootline, found);
127 for (const PointedThing &pointed : found) {
128 state->m_found.push(pointed);
132 core::aabbox3d<s16> maximal_exceed = nodedef->getSelectionBoxIntUnion();
133 state->m_search_range.MinEdge = -maximal_exceed.MaxEdge;
134 state->m_search_range.MaxEdge = -maximal_exceed.MinEdge;
136 state->m_initialization_needed = false;
139 // The index of the first pointed thing that was not returned
140 // before. The last index which needs to be tested.
141 s16 lastIndex = state->m_iterator.m_last_index;
142 if (!state->m_found.empty()) {
143 lastIndex = state->m_iterator.getIndex(
144 floatToInt(state->m_found.top().intersection_point, BS));
148 // If a node is found, this is the center of the
149 // first nodebox the shootline meets.
150 v3f found_boxcenter(0, 0, 0);
151 // The untested nodes are in this range.
152 core::aabbox3d<s16> new_nodes;
153 while (state->m_iterator.m_current_index <= lastIndex) {
154 // Test the nodes around the current node in search_range.
155 new_nodes = state->m_search_range;
156 new_nodes.MinEdge += state->m_iterator.m_current_node_pos;
157 new_nodes.MaxEdge += state->m_iterator.m_current_node_pos;
159 // Only check new nodes
160 v3s16 delta = state->m_iterator.m_current_node_pos
161 - state->m_previous_node;
163 new_nodes.MinEdge.X = new_nodes.MaxEdge.X;
164 } else if (delta.X < 0) {
165 new_nodes.MaxEdge.X = new_nodes.MinEdge.X;
166 } else if (delta.Y > 0) {
167 new_nodes.MinEdge.Y = new_nodes.MaxEdge.Y;
168 } else if (delta.Y < 0) {
169 new_nodes.MaxEdge.Y = new_nodes.MinEdge.Y;
170 } else if (delta.Z > 0) {
171 new_nodes.MinEdge.Z = new_nodes.MaxEdge.Z;
172 } else if (delta.Z < 0) {
173 new_nodes.MaxEdge.Z = new_nodes.MinEdge.Z;
176 if (new_nodes.MaxEdge.X == S16_MAX ||
177 new_nodes.MaxEdge.Y == S16_MAX ||
178 new_nodes.MaxEdge.Z == S16_MAX) {
179 break; // About to go out of bounds
182 // For each untested node
183 for (s16 x = new_nodes.MinEdge.X; x <= new_nodes.MaxEdge.X; x++)
184 for (s16 y = new_nodes.MinEdge.Y; y <= new_nodes.MaxEdge.Y; y++)
185 for (s16 z = new_nodes.MinEdge.Z; z <= new_nodes.MaxEdge.Z; z++) {
188 bool is_valid_position;
190 n = map.getNode(np, &is_valid_position);
191 if (!(is_valid_position && isPointableNode(n, nodedef,
192 state->m_liquids_pointable, state->m_nodes_pointable))) {
198 std::vector<aabb3f> boxes;
199 n.getSelectionBoxes(nodedef, &boxes,
200 n.getNeighbors(np, &map));
202 // Is there a collision with a selection box?
203 bool is_colliding = false;
204 // Minimal distance of all collisions
205 float min_distance_sq = 10000000;
206 // ID of the current box (loop counter)
209 v3f npf = intToFloat(np, BS);
210 // This loop translates the boxes to their in-world place.
211 for (aabb3f &box : boxes) {
215 v3f intersection_point;
216 v3s16 intersection_normal;
217 if (!boxLineCollision(box, state->m_shootline.start,
218 state->m_shootline.getVector(), &intersection_point,
219 &intersection_normal)) {
224 f32 distanceSq = (intersection_point
225 - state->m_shootline.start).getLengthSQ();
226 // If this is the nearest collision, save it
227 if (min_distance_sq > distanceSq) {
228 min_distance_sq = distanceSq;
229 result.intersection_point = intersection_point;
230 result.intersection_normal = intersection_normal;
232 found_boxcenter = box.getCenter();
237 // If there wasn't a collision, stop
241 result.type = POINTEDTHING_NODE;
242 result.node_undersurface = np;
243 result.distanceSq = min_distance_sq;
244 // Set undersurface and abovesurface nodes
246 v3f fake_intersection = result.intersection_point;
247 // Move intersection towards its source block.
248 if (fake_intersection.X < found_boxcenter.X) {
249 fake_intersection.X += d;
251 fake_intersection.X -= d;
253 if (fake_intersection.Y < found_boxcenter.Y) {
254 fake_intersection.Y += d;
256 fake_intersection.Y -= d;
258 if (fake_intersection.Z < found_boxcenter.Z) {
259 fake_intersection.Z += d;
261 fake_intersection.Z -= d;
263 result.node_real_undersurface = floatToInt(
264 fake_intersection, BS);
265 result.node_abovesurface = result.node_real_undersurface
266 + result.intersection_normal;
267 // Push found PointedThing
268 state->m_found.push(result);
269 // If this is nearer than the old nearest object,
270 // the search can be shorter
271 s16 newIndex = state->m_iterator.getIndex(
272 result.node_real_undersurface);
273 if (newIndex < lastIndex) {
274 lastIndex = newIndex;
278 state->m_previous_node = state->m_iterator.m_current_node_pos;
279 state->m_iterator.next();
281 // Return empty PointedThing if nothing left on the ray
282 if (state->m_found.empty()) {
283 result->type = POINTEDTHING_NOTHING;
285 *result = state->m_found.top();
286 state->m_found.pop();
290 void Environment::stepTimeOfDay(float dtime)
292 MutexAutoLock lock(this->m_time_lock);
294 // Cached in order to prevent the two reads we do to give
295 // different results (can be written by code not under the lock)
296 f32 cached_time_of_day_speed = m_time_of_day_speed;
298 f32 speed = cached_time_of_day_speed * 24000. / (24. * 3600);
299 m_time_conversion_skew += dtime;
300 u32 units = (u32)(m_time_conversion_skew * speed);
304 if (m_time_of_day + units >= 24000) {
308 m_time_of_day = (m_time_of_day + units) % 24000;
310 m_time_of_day_f = (float)m_time_of_day / 24000.0;
313 m_time_conversion_skew -= (f32)units / speed;
316 m_time_of_day_f += cached_time_of_day_speed / 24 / 3600 * dtime;
317 if (m_time_of_day_f > 1.0)
318 m_time_of_day_f -= 1.0;
319 if (m_time_of_day_f < 0.0)
320 m_time_of_day_f += 1.0;
324 u32 Environment::getDayCount()
326 // Atomic<u32> counter