#include "daynightratio.h"
#include "emerge.h"
-Environment::Environment(IGameDef *gamedef) :
- m_time_of_day_speed(0.0f), m_day_count(0), m_gamedef(gamedef)
+
+Environment::Environment(IGameDef *gamedef):
+ m_time_of_day_speed(0.0f),
+ m_day_count(0),
+ m_gamedef(gamedef)
{
m_cache_enable_shaders = g_settings->getBool("enable_shaders");
- m_cache_active_block_mgmt_interval =
- g_settings->getFloat("active_block_mgmt_interval");
+ m_cache_active_block_mgmt_interval = g_settings->getFloat("active_block_mgmt_interval");
m_cache_abm_interval = g_settings->getFloat("abm_interval");
m_cache_nodetimer_interval = g_settings->getFloat("nodetimer_interval");
+ m_cache_abm_time_budget = g_settings->getFloat("abm_time_budget");
m_time_of_day = g_settings->getU32("world_start_time");
m_time_of_day_f = (float)m_time_of_day / 24000.0f;
/*
Check if a node is pointable
*/
-inline static bool isPointableNode(const MapNode &n, const NodeDefManager *nodedef,
- bool liquids_pointable, bool nodes_pointable)
+inline static bool isPointableNode(const MapNode &n,
+ const NodeDefManager *nodedef , bool liquids_pointable, bool nodes_pointable)
{
- if (!nodes_pointable)
+ if (! nodes_pointable)
return false;
const ContentFeatures &features = nodedef->get(n);
return features.pointable ||
- ((liquids_pointable || g_settings->getBool("point_liquids")) &&
- features.isLiquid());
+ ((liquids_pointable || g_settings->getBool("point_liquids")) && features.isLiquid());
}
void Environment::continueRaycast(RaycastState *state, PointedThing *result)
s16 lastIndex = state->m_iterator.m_last_index;
if (!state->m_found.empty()) {
lastIndex = state->m_iterator.getIndex(
- floatToInt(state->m_found.top().intersection_point, BS));
+ floatToInt(state->m_found.top().intersection_point, BS));
}
Map &map = getMap();
new_nodes.MaxEdge += state->m_iterator.m_current_node_pos;
// Only check new nodes
- v3s16 delta = state->m_iterator.m_current_node_pos -
- state->m_previous_node;
+ v3s16 delta = state->m_iterator.m_current_node_pos
+ - state->m_previous_node;
if (delta.X > 0) {
new_nodes.MinEdge.X = new_nodes.MaxEdge.X;
} else if (delta.X < 0) {
new_nodes.MaxEdge.Z = new_nodes.MinEdge.Z;
}
+ if (new_nodes.MaxEdge.X == S16_MAX ||
+ new_nodes.MaxEdge.Y == S16_MAX ||
+ new_nodes.MaxEdge.Z == S16_MAX) {
+ break; // About to go out of bounds
+ }
+
// 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 = map.getNode(np, &is_valid_position);
- if (!(is_valid_position &&
- isPointableNode(n, nodedef,
- state->m_liquids_pointable,
- state->m_nodes_pointable))) {
- continue;
- }
-
- PointedThing result;
-
- std::vector<aabb3f> boxes;
- n.getSelectionBoxes(nodedef, &boxes,
- n.getNeighbors(np, &map));
-
- // Is there a collision with a selection box?
- bool is_colliding = false;
- // Minimal distance of all collisions
- float min_distance_sq = 10000000;
- // ID of the current box (loop counter)
- u16 id = 0;
-
- v3f npf = intToFloat(np, BS);
- // This loop translates the boxes to their
- // in-world place.
- for (aabb3f &box : boxes) {
- box.MinEdge += npf;
- box.MaxEdge += npf;
-
- v3f intersection_point;
- v3s16 intersection_normal;
- if (!boxLineCollision(box,
- state->m_shootline
- .start,
- state->m_shootline
- .getVector(),
- &intersection_point,
- &intersection_normal)) {
- ++id;
- continue;
- }
-
- f32 distanceSq = (intersection_point -
- state->m_shootline
- .start)
- .getLengthSQ();
- // If this is the nearest collision, save
- // it
- if (min_distance_sq > distanceSq) {
- min_distance_sq = distanceSq;
- result.intersection_point =
- intersection_point;
- result.intersection_normal =
- intersection_normal;
- result.box_id = id;
- found_boxcenter = box.getCenter();
- is_colliding = true;
- }
- ++id;
- }
- // If there wasn't a collision, stop
- if (!is_colliding) {
- continue;
- }
- result.type = POINTEDTHING_NODE;
- result.node_undersurface = np;
- result.distanceSq = min_distance_sq;
- // 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;
- // Push found PointedThing
- state->m_found.push(result);
- // If this is nearer than the old nearest object,
- // the search can be shorter
- s16 newIndex = state->m_iterator.getIndex(
- result.node_real_undersurface);
- if (newIndex < lastIndex) {
- lastIndex = newIndex;
- }
+ 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 = map.getNode(np, &is_valid_position);
+ if (!(is_valid_position && isPointableNode(n, nodedef,
+ state->m_liquids_pointable, state->m_nodes_pointable))) {
+ continue;
+ }
+
+ PointedThing result;
+
+ std::vector<aabb3f> boxes;
+ n.getSelectionBoxes(nodedef, &boxes,
+ n.getNeighbors(np, &map));
+
+ // Is there a collision with a selection box?
+ bool is_colliding = false;
+ // Minimal distance of all collisions
+ float min_distance_sq = 10000000;
+ // ID of the current box (loop counter)
+ u16 id = 0;
+
+ v3f npf = intToFloat(np, BS);
+ // This loop translates the boxes to their in-world place.
+ for (aabb3f &box : boxes) {
+ box.MinEdge += npf;
+ box.MaxEdge += npf;
+
+ v3f intersection_point;
+ v3s16 intersection_normal;
+ if (!boxLineCollision(box, state->m_shootline.start,
+ state->m_shootline.getVector(), &intersection_point,
+ &intersection_normal)) {
+ ++id;
+ continue;
}
+
+ f32 distanceSq = (intersection_point
+ - state->m_shootline.start).getLengthSQ();
+ // If this is the nearest collision, save it
+ if (min_distance_sq > distanceSq) {
+ min_distance_sq = distanceSq;
+ result.intersection_point = intersection_point;
+ result.intersection_normal = intersection_normal;
+ result.box_id = id;
+ found_boxcenter = box.getCenter();
+ is_colliding = true;
+ }
+ ++id;
+ }
+ // If there wasn't a collision, stop
+ if (!is_colliding) {
+ continue;
+ }
+ result.type = POINTEDTHING_NODE;
+ result.node_undersurface = np;
+ result.distanceSq = min_distance_sq;
+ // 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;
+ // Push found PointedThing
+ state->m_found.push(result);
+ // If this is nearer than the old nearest object,
+ // the search can be shorter
+ s16 newIndex = state->m_iterator.getIndex(
+ result.node_real_undersurface);
+ if (newIndex < lastIndex) {
+ lastIndex = newIndex;
+ }
+ }
// Next node
state->m_previous_node = state->m_iterator.m_current_node_pos;
state->m_iterator.next();