]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/clientenvironment.cpp
Fix OSX builds (closes #6289, fixes #6270) (#6306)
[dragonfireclient.git] / src / clientenvironment.cpp
index 2a761ee1dd43a008e7fcf257bd599e229f42537c..2a5adea75f4204e0518441c297044b38d7f5f698 100644 (file)
@@ -19,6 +19,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #include "util/serialize.h"
 #include "util/pointedthing.h"
+#include "client.h"
 #include "clientenvironment.h"
 #include "clientsimpleobject.h"
 #include "clientmap.h"
@@ -26,25 +27,24 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "mapblock_mesh.h"
 #include "event.h"
 #include "collision.h"
+#include "nodedef.h"
 #include "profiler.h"
 #include "raycast.h"
 #include "voxelalgorithms.h"
 #include "settings.h"
 #include <algorithm>
+#include "client/renderingengine.h"
 
 /*
        ClientEnvironment
 */
 
-ClientEnvironment::ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
-       ITextureSource *texturesource, Client *client,
-       IrrlichtDevice *irr):
+ClientEnvironment::ClientEnvironment(ClientMap *map,
+       ITextureSource *texturesource, Client *client):
        Environment(client),
        m_map(map),
-       m_smgr(smgr),
        m_texturesource(texturesource),
-       m_client(client),
-       m_irr(irr)
+       m_client(client)
 {
        char zero = 0;
        memset(attachement_parent_ids, zero, sizeof(attachement_parent_ids));
@@ -53,14 +53,12 @@ ClientEnvironment::ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr,
 ClientEnvironment::~ClientEnvironment()
 {
        // delete active objects
-       for (ClientActiveObjectMap::iterator i = m_active_objects.begin();
-                       i != m_active_objects.end(); ++i) {
-               delete i->second;
+       for (auto &active_object : m_active_objects) {
+               delete active_object.second;
        }
 
-       for(std::vector<ClientSimpleObject*>::iterator
-               i = m_simple_objects.begin(); i != m_simple_objects.end(); ++i) {
-               delete *i;
+       for (auto &simple_object : m_simple_objects) {
+               delete simple_object;
        }
 
        // Drop/delete map
@@ -212,13 +210,11 @@ void ClientEnvironment::step(float dtime)
 
        //std::cout<<"Looped "<<loopcount<<" times."<<std::endl;
 
-       for(std::vector<CollisionInfo>::iterator i = player_collisions.begin();
-               i != player_collisions.end(); ++i) {
-               CollisionInfo &info = *i;
+       for (const CollisionInfo &info : player_collisions) {
                v3f speed_diff = info.new_speed - info.old_speed;;
                // Handle only fall damage
                // (because otherwise walking against something in fast_move kills you)
-               if(speed_diff.Y < 0 || info.old_speed.Y >= 0)
+               if (speed_diff.Y < 0 || info.old_speed.Y >= 0)
                        continue;
                // Get rid of other components
                speed_diff.X = 0;
@@ -226,8 +222,7 @@ void ClientEnvironment::step(float dtime)
                f32 pre_factor = 1; // 1 hp per node/s
                f32 tolerance = BS*14; // 5 without damage
                f32 post_factor = 1; // 1 hp per node/s
-               if(info.type == COLLISION_NODE)
-               {
+               if (info.type == COLLISION_NODE) {
                        const ContentFeatures &f = m_client->ndef()->
                                get(m_map->getNodeNoEx(info.node_p));
                        // Determine fall damage multiplier
@@ -344,14 +339,12 @@ void ClientEnvironment::step(float dtime)
 
        g_profiler->avg("CEnv: num of objects", m_active_objects.size());
        bool update_lighting = m_active_object_light_update_interval.step(dtime, 0.21);
-       for (ClientActiveObjectMap::iterator i = m_active_objects.begin();
-                       i != m_active_objects.end(); ++i) {
-               ClientActiveObject* obj = i->second;
+       for (auto &ao_it : m_active_objects) {
+               ClientActiveObject* obj = ao_it.second;
                // Step object
                obj->step(dtime, this);
 
-               if(update_lighting)
-               {
+               if (update_lighting) {
                        // Update lighting
                        u8 light = 0;
                        bool pos_ok;
@@ -372,9 +365,8 @@ void ClientEnvironment::step(float dtime)
                Step and handle simple objects
        */
        g_profiler->avg("CEnv: num of simple objects", m_simple_objects.size());
-       for(std::vector<ClientSimpleObject*>::iterator
-               i = m_simple_objects.begin(); i != m_simple_objects.end();) {
-               std::vector<ClientSimpleObject*>::iterator cur = i;
+       for (auto i = m_simple_objects.begin(); i != m_simple_objects.end();) {
+               auto cur = i;
                ClientSimpleObject *simple = *cur;
 
                simple->step(dtime);
@@ -398,13 +390,13 @@ GenericCAO* ClientEnvironment::getGenericCAO(u16 id)
        ClientActiveObject *obj = getActiveObject(id);
        if (obj && obj->getType() == ACTIVEOBJECT_TYPE_GENERIC)
                return (GenericCAO*) obj;
-       else
-               return NULL;
+
+       return NULL;
 }
 
 ClientActiveObject* ClientEnvironment::getActiveObject(u16 id)
 {
-       ClientActiveObjectMap::iterator n = m_active_objects.find(id);
+       auto n = m_active_objects.find(id);
        if (n == m_active_objects.end())
                return NULL;
        return n->second;
@@ -413,10 +405,8 @@ ClientActiveObject* ClientEnvironment::getActiveObject(u16 id)
 bool isFreeClientActiveObjectId(const u16 id,
        ClientActiveObjectMap &objects)
 {
-       if(id == 0)
-               return false;
+       return id != 0 && objects.find(id) == objects.end();
 
-       return objects.find(id) == objects.end();
 }
 
 u16 getFreeClientActiveObjectId(ClientActiveObjectMap &objects)
@@ -458,7 +448,7 @@ u16 ClientEnvironment::addActiveObject(ClientActiveObject *object)
        infostream<<"ClientEnvironment::addActiveObject(): "
                <<"added (id="<<object->getId()<<")"<<std::endl;
        m_active_objects[object->getId()] = object;
-       object->addToScene(m_smgr, m_texturesource, m_irr);
+       object->addToScene(m_texturesource);
        { // Update lighting immediately
                u8 light = 0;
                bool pos_ok;
@@ -581,18 +571,15 @@ void ClientEnvironment::updateLocalPlayerBreath(u16 breath)
 void ClientEnvironment::getActiveObjects(v3f origin, f32 max_d,
        std::vector<DistanceSortedActiveObject> &dest)
 {
-       for (ClientActiveObjectMap::iterator i = m_active_objects.begin();
-                       i != m_active_objects.end(); ++i) {
-               ClientActiveObject* obj = i->second;
+       for (auto &ao_it : m_active_objects) {
+               ClientActiveObject* obj = ao_it.second;
 
                f32 d = (obj->getPosition() - origin).getLength();
 
-               if(d > max_d)
+               if (d > max_d)
                        continue;
 
-               DistanceSortedActiveObject dso(obj, d);
-
-               dest.push_back(dso);
+               dest.emplace_back(obj, d);
        }
 }
 
@@ -606,240 +593,31 @@ ClientEnvEvent ClientEnvironment::getClientEnvEvent()
        return event;
 }
 
-ClientActiveObject * ClientEnvironment::getSelectedActiveObject(
-       const core::line3d<f32> &shootline_on_map, v3f *intersection_point,
-       v3s16 *intersection_normal)
+void ClientEnvironment::getSelectedActiveObjects(
+       const core::line3d<f32> &shootline_on_map,
+       std::vector<PointedThing> &objects)
 {
-       std::vector<DistanceSortedActiveObject> objects;
+       std::vector<DistanceSortedActiveObject> allObjects;
        getActiveObjects(shootline_on_map.start,
-               shootline_on_map.getLength() + 3, objects);
+               shootline_on_map.getLength() + 10.0f, allObjects);
        const v3f line_vector = shootline_on_map.getVector();
 
-       // Sort them.
-       // After this, the closest object is the first in the array.
-       std::sort(objects.begin(), objects.end());
-
-       /* Because objects can have different nodebox sizes,
-        * the object whose center is the nearest isn't necessarily
-        * the closest one. If an object is found, don't stop
-        * immediately. */
-
-       f32 d_min = shootline_on_map.getLength();
-       ClientActiveObject *nearest_obj = NULL;
-       for (u32 i = 0; i < objects.size(); i++) {
-               ClientActiveObject *obj = objects[i].obj;
-
-               aabb3f *selection_box = obj->getSelectionBox();
-               if (selection_box == NULL)
+       for (const auto &allObject : allObjects) {
+               ClientActiveObject *obj = allObject.obj;
+               aabb3f selection_box;
+               if (!obj->getSelectionBox(&selection_box))
                        continue;
 
-               v3f pos = obj->getPosition();
-
-               aabb3f offsetted_box(selection_box->MinEdge + pos,
-                       selection_box->MaxEdge + pos);
-
-               if (offsetted_box.getCenter().getDistanceFrom(
-                       shootline_on_map.start) > d_min + 9.6f*BS) {
-                       // Probably there is no active object that has bigger nodebox than
-                       // (-5.5,-5.5,-5.5,5.5,5.5,5.5)
-                       // 9.6 > 5.5*sqrt(3)
-                       break;
-               }
+               const v3f &pos = obj->getPosition();
+               aabb3f offsetted_box(selection_box.MinEdge + pos,
+                       selection_box.MaxEdge + pos);
 
                v3f current_intersection;
                v3s16 current_normal;
                if (boxLineCollision(offsetted_box, shootline_on_map.start, line_vector,
-                       &current_intersection, &current_normal)) {
-                       f32 d_current = current_intersection.getDistanceFrom(
-                               shootline_on_map.start);
-                       if (d_current <= d_min) {
-                               d_min = d_current;
-                               nearest_obj = obj;
-                               *intersection_point = current_intersection;
-                               *intersection_normal = current_normal;
-                       }
+                               &current_intersection, &current_normal)) {
+                       objects.emplace_back((s16) obj->getId(), current_intersection, current_normal,
+                               (current_intersection - shootline_on_map.start).getLengthSQ());
                }
        }
-
-       return nearest_obj;
-}
-
-/*
-       Check if a node is pointable
-*/
-static inline bool isPointableNode(const MapNode &n,
-       INodeDefManager *ndef, bool liquids_pointable)
-{
-       const ContentFeatures &features = ndef->get(n);
-       return features.pointable ||
-               (liquids_pointable && features.isLiquid());
-}
-
-PointedThing ClientEnvironment::getPointedThing(
-       core::line3d<f32> shootline,
-       bool liquids_pointable,
-       bool look_for_object)
-{
-       PointedThing result;
-
-       INodeDefManager *nodedef = m_map->getNodeDefManager();
-
-       core::aabbox3d<s16> maximal_exceed = nodedef->getSelectionBoxIntUnion();
-       // The code needs to search these nodes
-       core::aabbox3d<s16> search_range(-maximal_exceed.MaxEdge,
-               -maximal_exceed.MinEdge);
-       // If a node is found, there might be a larger node behind.
-       // To find it, we have to go further.
-       s16 maximal_overcheck =
-               std::max(abs(search_range.MinEdge.X), abs(search_range.MaxEdge.X))
-                       + std::max(abs(search_range.MinEdge.Y), abs(search_range.MaxEdge.Y))
-                       + std::max(abs(search_range.MinEdge.Z), abs(search_range.MaxEdge.Z));
-
-       const v3f original_vector = shootline.getVector();
-       const f32 original_length = original_vector.getLength();
-
-       f32 min_distance = original_length;
-
-       // First try to find an active object
-       if (look_for_object) {
-               ClientActiveObject *selected_object = getSelectedActiveObject(
-                       shootline, &result.intersection_point,
-                       &result.intersection_normal);
-
-               if (selected_object != NULL) {
-                       min_distance =
-                               (result.intersection_point - shootline.start).getLength();
-
-                       result.type = POINTEDTHING_OBJECT;
-                       result.object_id = selected_object->getId();
-               }
-       }
-
-       // Reduce shootline
-       if (original_length > 0) {
-               shootline.end = shootline.start
-                       + shootline.getVector() / original_length * min_distance;
-       }
-
-       // Try to find a node that is closer than the selected active
-       // object (if it exists).
-
-       voxalgo::VoxelLineIterator iterator(shootline.start / BS,
-               shootline.getVector() / BS);
-       v3s16 oldnode = iterator.m_current_node_pos;
-       // Indicates that a node was found.
-       bool is_node_found = false;
-       // If a node is found, it is possible that there's a node
-       // behind it with a large nodebox, so continue the search.
-       u16 node_foundcounter = 0;
-       // If a node is found, this is the center of the
-       // first nodebox the shootline meets.
-       v3f found_boxcenter(0, 0, 0);
-       // The untested nodes are in this range.
-       core::aabbox3d<s16> new_nodes;
-       while (true) {
-               // Test the nodes around the current node in search_range.
-               new_nodes = search_range;
-               new_nodes.MinEdge += iterator.m_current_node_pos;
-               new_nodes.MaxEdge += iterator.m_current_node_pos;
-
-               // Only check new nodes
-               v3s16 delta = iterator.m_current_node_pos - oldnode;
-               if (delta.X > 0)
-                       new_nodes.MinEdge.X = new_nodes.MaxEdge.X;
-               else if (delta.X < 0)
-                       new_nodes.MaxEdge.X = new_nodes.MinEdge.X;
-               else if (delta.Y > 0)
-                       new_nodes.MinEdge.Y = new_nodes.MaxEdge.Y;
-               else if (delta.Y < 0)
-                       new_nodes.MaxEdge.Y = new_nodes.MinEdge.Y;
-               else if (delta.Z > 0)
-                       new_nodes.MinEdge.Z = new_nodes.MaxEdge.Z;
-               else if (delta.Z < 0)
-                       new_nodes.MaxEdge.Z = new_nodes.MinEdge.Z;
-
-               // For each untested node
-               for (s16 x = new_nodes.MinEdge.X; x <= new_nodes.MaxEdge.X; x++) {
-                       for (s16 y = new_nodes.MinEdge.Y; y <= new_nodes.MaxEdge.Y; y++) {
-                               for (s16 z = new_nodes.MinEdge.Z; z <= new_nodes.MaxEdge.Z; z++) {
-                                       MapNode n;
-                                       v3s16 np(x, y, z);
-                                       bool is_valid_position;
-
-                                       n = m_map->getNodeNoEx(np, &is_valid_position);
-                                       if (!(is_valid_position &&
-                                               isPointableNode(n, nodedef, liquids_pointable))) {
-                                               continue;
-                                       }
-                                       std::vector<aabb3f> boxes;
-                                       n.getSelectionBoxes(nodedef, &boxes,
-                                               n.getNeighbors(np, m_map));
-
-                                       v3f npf = intToFloat(np, BS);
-                                       for (std::vector<aabb3f>::const_iterator i = boxes.begin();
-                                               i != boxes.end(); ++i) {
-                                               aabb3f box = *i;
-                                               box.MinEdge += npf;
-                                               box.MaxEdge += npf;
-                                               v3f intersection_point;
-                                               v3s16 intersection_normal;
-                                               if (!boxLineCollision(box, shootline.start, shootline.getVector(),
-                                                       &intersection_point, &intersection_normal)) {
-                                                       continue;
-                                               }
-                                               f32 distance = (intersection_point - shootline.start).getLength();
-                                               if (distance >= min_distance) {
-                                                       continue;
-                                               }
-                                               result.type = POINTEDTHING_NODE;
-                                               result.node_undersurface = np;
-                                               result.intersection_point = intersection_point;
-                                               result.intersection_normal = intersection_normal;
-                                               found_boxcenter = box.getCenter();
-                                               min_distance = distance;
-                                               is_node_found = true;
-                                       }
-                               }
-                       }
-               }
-               if (is_node_found) {
-                       node_foundcounter++;
-                       if (node_foundcounter > maximal_overcheck) {
-                               break;
-                       }
-               }
-               // Next node
-               if (iterator.hasNext()) {
-                       oldnode = iterator.m_current_node_pos;
-                       iterator.next();
-               } else {
-                       break;
-               }
-       }
-
-       if (is_node_found) {
-               // Set undersurface and abovesurface nodes
-               f32 d = 0.002 * BS;
-               v3f fake_intersection = result.intersection_point;
-               // Move intersection towards its source block.
-               if (fake_intersection.X < found_boxcenter.X)
-                       fake_intersection.X += d;
-               else
-                       fake_intersection.X -= d;
-
-               if (fake_intersection.Y < found_boxcenter.Y)
-                       fake_intersection.Y += d;
-               else
-                       fake_intersection.Y -= d;
-
-               if (fake_intersection.Z < found_boxcenter.Z)
-                       fake_intersection.Z += d;
-               else
-                       fake_intersection.Z -= d;
-
-               result.node_real_undersurface = floatToInt(fake_intersection, BS);
-               result.node_abovesurface = result.node_real_undersurface
-                       + result.intersection_normal;
-       }
-       return result;
 }