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");
40 m_time_of_day = g_settings->getU32("world_start_time");
41 m_time_of_day_f = (float)m_time_of_day / 24000.0f;
44 u32 Environment::getDayNightRatio()
46 MutexAutoLock lock(this->m_time_lock);
47 if (g_settings->getBool("no_night"))
48 return time_to_daynight_ratio(12000, m_cache_enable_shaders);
49 if (m_enable_day_night_ratio_override)
50 return m_day_night_ratio_override;
51 return time_to_daynight_ratio(m_time_of_day_f * 24000, m_cache_enable_shaders);
54 void Environment::setTimeOfDaySpeed(float speed)
56 m_time_of_day_speed = speed;
59 void Environment::setDayNightRatioOverride(bool enable, u32 value)
61 MutexAutoLock lock(this->m_time_lock);
62 m_enable_day_night_ratio_override = enable;
63 m_day_night_ratio_override = value;
66 void Environment::setTimeOfDay(u32 time)
68 MutexAutoLock lock(this->m_time_lock);
69 if (m_time_of_day > time)
72 m_time_of_day_f = (float)time / 24000.0;
75 u32 Environment::getTimeOfDay()
77 MutexAutoLock lock(this->m_time_lock);
81 float Environment::getTimeOfDayF()
83 MutexAutoLock lock(this->m_time_lock);
84 return m_time_of_day_f;
87 bool Environment::line_of_sight(v3f pos1, v3f pos2, v3s16 *p)
89 // Iterate trough nodes on the line
90 voxalgo::VoxelLineIterator iterator(pos1 / BS, (pos2 - pos1) / BS);
92 MapNode n = getMap().getNode(iterator.m_current_node_pos);
95 if (n.param0 != CONTENT_AIR) {
97 *p = iterator.m_current_node_pos;
101 } while (iterator.m_current_index <= iterator.m_last_index);
106 Check if a node is pointable
108 inline static bool isPointableNode(const MapNode &n,
109 const NodeDefManager *nodedef , bool liquids_pointable, bool nodes_pointable)
111 if (! nodes_pointable)
113 const ContentFeatures &features = nodedef->get(n);
114 return features.pointable ||
115 ((liquids_pointable || g_settings->getBool("point_liquids")) && features.isLiquid());
118 void Environment::continueRaycast(RaycastState *state, PointedThing *result)
120 const NodeDefManager *nodedef = getMap().getNodeDefManager();
121 if (state->m_initialization_needed) {
123 if (state->m_objects_pointable) {
124 std::vector<PointedThing> found;
125 getSelectedActiveObjects(state->m_shootline, found);
126 for (const PointedThing &pointed : found) {
127 state->m_found.push(pointed);
131 core::aabbox3d<s16> maximal_exceed = nodedef->getSelectionBoxIntUnion();
132 state->m_search_range.MinEdge = -maximal_exceed.MaxEdge;
133 state->m_search_range.MaxEdge = -maximal_exceed.MinEdge;
135 state->m_initialization_needed = false;
138 // The index of the first pointed thing that was not returned
139 // before. The last index which needs to be tested.
140 s16 lastIndex = state->m_iterator.m_last_index;
141 if (!state->m_found.empty()) {
142 lastIndex = state->m_iterator.getIndex(
143 floatToInt(state->m_found.top().intersection_point, BS));
147 // If a node is found, this is the center of the
148 // first nodebox the shootline meets.
149 v3f found_boxcenter(0, 0, 0);
150 // The untested nodes are in this range.
151 core::aabbox3d<s16> new_nodes;
152 while (state->m_iterator.m_current_index <= lastIndex) {
153 // Test the nodes around the current node in search_range.
154 new_nodes = state->m_search_range;
155 new_nodes.MinEdge += state->m_iterator.m_current_node_pos;
156 new_nodes.MaxEdge += state->m_iterator.m_current_node_pos;
158 // Only check new nodes
159 v3s16 delta = state->m_iterator.m_current_node_pos
160 - state->m_previous_node;
162 new_nodes.MinEdge.X = new_nodes.MaxEdge.X;
163 } else if (delta.X < 0) {
164 new_nodes.MaxEdge.X = new_nodes.MinEdge.X;
165 } else if (delta.Y > 0) {
166 new_nodes.MinEdge.Y = new_nodes.MaxEdge.Y;
167 } else if (delta.Y < 0) {
168 new_nodes.MaxEdge.Y = new_nodes.MinEdge.Y;
169 } else if (delta.Z > 0) {
170 new_nodes.MinEdge.Z = new_nodes.MaxEdge.Z;
171 } else if (delta.Z < 0) {
172 new_nodes.MaxEdge.Z = new_nodes.MinEdge.Z;
175 // For each untested node
176 for (s16 x = new_nodes.MinEdge.X; x <= new_nodes.MaxEdge.X; x++)
177 for (s16 y = new_nodes.MinEdge.Y; y <= new_nodes.MaxEdge.Y; y++)
178 for (s16 z = new_nodes.MinEdge.Z; z <= new_nodes.MaxEdge.Z; z++) {
181 bool is_valid_position;
183 n = map.getNode(np, &is_valid_position);
184 if (!(is_valid_position && isPointableNode(n, nodedef,
185 state->m_liquids_pointable, state->m_nodes_pointable))) {
191 std::vector<aabb3f> boxes;
192 n.getSelectionBoxes(nodedef, &boxes,
193 n.getNeighbors(np, &map));
195 // Is there a collision with a selection box?
196 bool is_colliding = false;
197 // Minimal distance of all collisions
198 float min_distance_sq = 10000000;
199 // ID of the current box (loop counter)
202 v3f npf = intToFloat(np, BS);
203 // This loop translates the boxes to their in-world place.
204 for (aabb3f &box : boxes) {
208 v3f intersection_point;
209 v3s16 intersection_normal;
210 if (!boxLineCollision(box, state->m_shootline.start,
211 state->m_shootline.getVector(), &intersection_point,
212 &intersection_normal)) {
217 f32 distanceSq = (intersection_point
218 - state->m_shootline.start).getLengthSQ();
219 // If this is the nearest collision, save it
220 if (min_distance_sq > distanceSq) {
221 min_distance_sq = distanceSq;
222 result.intersection_point = intersection_point;
223 result.intersection_normal = intersection_normal;
225 found_boxcenter = box.getCenter();
230 // If there wasn't a collision, stop
234 result.type = POINTEDTHING_NODE;
235 result.node_undersurface = np;
236 result.distanceSq = min_distance_sq;
237 // Set undersurface and abovesurface nodes
239 v3f fake_intersection = result.intersection_point;
240 // Move intersection towards its source block.
241 if (fake_intersection.X < found_boxcenter.X) {
242 fake_intersection.X += d;
244 fake_intersection.X -= d;
246 if (fake_intersection.Y < found_boxcenter.Y) {
247 fake_intersection.Y += d;
249 fake_intersection.Y -= d;
251 if (fake_intersection.Z < found_boxcenter.Z) {
252 fake_intersection.Z += d;
254 fake_intersection.Z -= d;
256 result.node_real_undersurface = floatToInt(
257 fake_intersection, BS);
258 result.node_abovesurface = result.node_real_undersurface
259 + result.intersection_normal;
260 // Push found PointedThing
261 state->m_found.push(result);
262 // If this is nearer than the old nearest object,
263 // the search can be shorter
264 s16 newIndex = state->m_iterator.getIndex(
265 result.node_real_undersurface);
266 if (newIndex < lastIndex) {
267 lastIndex = newIndex;
271 state->m_previous_node = state->m_iterator.m_current_node_pos;
272 state->m_iterator.next();
274 // Return empty PointedThing if nothing left on the ray
275 if (state->m_found.empty()) {
276 result->type = POINTEDTHING_NOTHING;
278 *result = state->m_found.top();
279 state->m_found.pop();
283 void Environment::stepTimeOfDay(float dtime)
285 MutexAutoLock lock(this->m_time_lock);
287 // Cached in order to prevent the two reads we do to give
288 // different results (can be written by code not under the lock)
289 f32 cached_time_of_day_speed = m_time_of_day_speed;
291 f32 speed = cached_time_of_day_speed * 24000. / (24. * 3600);
292 m_time_conversion_skew += dtime;
293 u32 units = (u32)(m_time_conversion_skew * speed);
297 if (m_time_of_day + units >= 24000) {
301 m_time_of_day = (m_time_of_day + units) % 24000;
303 m_time_of_day_f = (float)m_time_of_day / 24000.0;
306 m_time_conversion_skew -= (f32)units / speed;
309 m_time_of_day_f += cached_time_of_day_speed / 24 / 3600 * dtime;
310 if (m_time_of_day_f > 1.0)
311 m_time_of_day_f -= 1.0;
312 if (m_time_of_day_f < 0.0)
313 m_time_of_day_f += 1.0;
317 u32 Environment::getDayCount()
319 // Atomic<u32> counter