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 (m_enable_day_night_ratio_override)
49 return m_day_night_ratio_override;
50 return time_to_daynight_ratio(m_time_of_day_f * 24000, m_cache_enable_shaders);
53 void Environment::setTimeOfDaySpeed(float speed)
55 m_time_of_day_speed = speed;
58 void Environment::setDayNightRatioOverride(bool enable, u32 value)
60 MutexAutoLock lock(this->m_time_lock);
61 m_enable_day_night_ratio_override = enable;
62 m_day_night_ratio_override = value;
65 void Environment::setTimeOfDay(u32 time)
67 MutexAutoLock lock(this->m_time_lock);
68 if (m_time_of_day > time)
71 m_time_of_day_f = (float)time / 24000.0;
74 u32 Environment::getTimeOfDay()
76 MutexAutoLock lock(this->m_time_lock);
80 float Environment::getTimeOfDayF()
82 MutexAutoLock lock(this->m_time_lock);
83 return m_time_of_day_f;
86 bool Environment::line_of_sight(v3f pos1, v3f pos2, v3s16 *p)
88 // Iterate trough nodes on the line
89 voxalgo::VoxelLineIterator iterator(pos1 / BS, (pos2 - pos1) / BS);
91 MapNode n = getMap().getNode(iterator.m_current_node_pos);
94 if (n.param0 != CONTENT_AIR) {
96 *p = iterator.m_current_node_pos;
100 } while (iterator.m_current_index <= iterator.m_last_index);
105 Check if a node is pointable
107 inline static bool isPointableNode(const MapNode &n,
108 const NodeDefManager *nodedef , bool liquids_pointable)
110 const ContentFeatures &features = nodedef->get(n);
111 return features.pointable ||
112 (liquids_pointable && features.isLiquid());
115 void Environment::continueRaycast(RaycastState *state, PointedThing *result)
117 const NodeDefManager *nodedef = getMap().getNodeDefManager();
118 if (state->m_initialization_needed) {
120 if (state->m_objects_pointable) {
121 std::vector<PointedThing> found;
122 getSelectedActiveObjects(state->m_shootline, found);
123 for (const PointedThing &pointed : found) {
124 state->m_found.push(pointed);
128 core::aabbox3d<s16> maximal_exceed = nodedef->getSelectionBoxIntUnion();
129 state->m_search_range.MinEdge = -maximal_exceed.MaxEdge;
130 state->m_search_range.MaxEdge = -maximal_exceed.MinEdge;
132 state->m_initialization_needed = false;
135 // The index of the first pointed thing that was not returned
136 // before. The last index which needs to be tested.
137 s16 lastIndex = state->m_iterator.m_last_index;
138 if (!state->m_found.empty()) {
139 lastIndex = state->m_iterator.getIndex(
140 floatToInt(state->m_found.top().intersection_point, BS));
144 // If a node is found, this is the center of the
145 // first nodebox the shootline meets.
146 v3f found_boxcenter(0, 0, 0);
147 // The untested nodes are in this range.
148 core::aabbox3d<s16> new_nodes;
149 while (state->m_iterator.m_current_index <= lastIndex) {
150 // Test the nodes around the current node in search_range.
151 new_nodes = state->m_search_range;
152 new_nodes.MinEdge += state->m_iterator.m_current_node_pos;
153 new_nodes.MaxEdge += state->m_iterator.m_current_node_pos;
155 // Only check new nodes
156 v3s16 delta = state->m_iterator.m_current_node_pos
157 - state->m_previous_node;
159 new_nodes.MinEdge.X = new_nodes.MaxEdge.X;
160 } else if (delta.X < 0) {
161 new_nodes.MaxEdge.X = new_nodes.MinEdge.X;
162 } else if (delta.Y > 0) {
163 new_nodes.MinEdge.Y = new_nodes.MaxEdge.Y;
164 } else if (delta.Y < 0) {
165 new_nodes.MaxEdge.Y = new_nodes.MinEdge.Y;
166 } else if (delta.Z > 0) {
167 new_nodes.MinEdge.Z = new_nodes.MaxEdge.Z;
168 } else if (delta.Z < 0) {
169 new_nodes.MaxEdge.Z = new_nodes.MinEdge.Z;
172 if (new_nodes.MaxEdge.X == S16_MAX ||
173 new_nodes.MaxEdge.Y == S16_MAX ||
174 new_nodes.MaxEdge.Z == S16_MAX) {
175 break; // About to go out of bounds
178 // For each untested node
179 for (s16 x = new_nodes.MinEdge.X; x <= new_nodes.MaxEdge.X; x++)
180 for (s16 y = new_nodes.MinEdge.Y; y <= new_nodes.MaxEdge.Y; y++)
181 for (s16 z = new_nodes.MinEdge.Z; z <= new_nodes.MaxEdge.Z; z++) {
184 bool is_valid_position;
186 n = map.getNode(np, &is_valid_position);
187 if (!(is_valid_position && isPointableNode(n, nodedef,
188 state->m_liquids_pointable))) {
194 std::vector<aabb3f> boxes;
195 n.getSelectionBoxes(nodedef, &boxes,
196 n.getNeighbors(np, &map));
198 // Is there a collision with a selection box?
199 bool is_colliding = false;
200 // Minimal distance of all collisions
201 float min_distance_sq = 10000000;
202 // ID of the current box (loop counter)
205 v3f npf = intToFloat(np, BS);
206 // This loop translates the boxes to their in-world place.
207 for (aabb3f &box : boxes) {
211 v3f intersection_point;
212 v3s16 intersection_normal;
213 if (!boxLineCollision(box, state->m_shootline.start,
214 state->m_shootline.getVector(), &intersection_point,
215 &intersection_normal)) {
220 f32 distanceSq = (intersection_point
221 - state->m_shootline.start).getLengthSQ();
222 // If this is the nearest collision, save it
223 if (min_distance_sq > distanceSq) {
224 min_distance_sq = distanceSq;
225 result.intersection_point = intersection_point;
226 result.intersection_normal = intersection_normal;
228 found_boxcenter = box.getCenter();
233 // If there wasn't a collision, stop
237 result.type = POINTEDTHING_NODE;
238 result.node_undersurface = np;
239 result.distanceSq = min_distance_sq;
240 // Set undersurface and abovesurface nodes
242 v3f fake_intersection = result.intersection_point;
243 // Move intersection towards its source block.
244 if (fake_intersection.X < found_boxcenter.X) {
245 fake_intersection.X += d;
247 fake_intersection.X -= d;
249 if (fake_intersection.Y < found_boxcenter.Y) {
250 fake_intersection.Y += d;
252 fake_intersection.Y -= d;
254 if (fake_intersection.Z < found_boxcenter.Z) {
255 fake_intersection.Z += d;
257 fake_intersection.Z -= d;
259 result.node_real_undersurface = floatToInt(
260 fake_intersection, BS);
261 result.node_abovesurface = result.node_real_undersurface
262 + result.intersection_normal;
263 // Push found PointedThing
264 state->m_found.push(result);
265 // If this is nearer than the old nearest object,
266 // the search can be shorter
267 s16 newIndex = state->m_iterator.getIndex(
268 result.node_real_undersurface);
269 if (newIndex < lastIndex) {
270 lastIndex = newIndex;
274 state->m_previous_node = state->m_iterator.m_current_node_pos;
275 state->m_iterator.next();
277 // Return empty PointedThing if nothing left on the ray
278 if (state->m_found.empty()) {
279 result->type = POINTEDTHING_NOTHING;
281 *result = state->m_found.top();
282 state->m_found.pop();
286 void Environment::stepTimeOfDay(float dtime)
288 MutexAutoLock lock(this->m_time_lock);
290 // Cached in order to prevent the two reads we do to give
291 // different results (can be written by code not under the lock)
292 f32 cached_time_of_day_speed = m_time_of_day_speed;
294 f32 speed = cached_time_of_day_speed * 24000. / (24. * 3600);
295 m_time_conversion_skew += dtime;
296 u32 units = (u32)(m_time_conversion_skew * speed);
300 if (m_time_of_day + units >= 24000) {
304 m_time_of_day = (m_time_of_day + units) % 24000;
306 m_time_of_day_f = (float)m_time_of_day / 24000.0;
309 m_time_conversion_skew -= (f32)units / speed;
312 m_time_of_day_f += cached_time_of_day_speed / 24 / 3600 * dtime;
313 if (m_time_of_day_f > 1.0)
314 m_time_of_day_f -= 1.0;
315 if (m_time_of_day_f < 0.0)
316 m_time_of_day_f += 1.0;
320 u32 Environment::getDayCount()
322 // Atomic<u32> counter