1 /*
2 Minetest
3 Copyright (C) 2016 juhdanad, Daniel Juhasz <juhdanad@gmail.com>
4 
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.
9 
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.
14 
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.
18 */
19 
20 #include "raycast.h"
21 #include "irr_v3d.h"
22 #include "irr_aabb3d.h"
23 #include "constants.h"
24 
operator ()(const PointedThing & pt1,const PointedThing & pt2) const25 bool RaycastSort::operator() (const PointedThing &pt1,
26 	const PointedThing &pt2) const
27 {
28 	// "nothing" can not be sorted
29 	assert(pt1.type != POINTEDTHING_NOTHING);
30 	assert(pt2.type != POINTEDTHING_NOTHING);
31 	f32 pt1_distSq = pt1.distanceSq;
32 
33 	// Add some bonus when one of them is an object
34 	if (pt1.type != pt2.type) {
35 		if (pt1.type == POINTEDTHING_OBJECT)
36 			pt1_distSq -= BS * BS;
37 		else if (pt2.type == POINTEDTHING_OBJECT)
38 			pt1_distSq += BS * BS;
39 	}
40 
41 	// returns false if pt1 is nearer than pt2
42 	if (pt1_distSq < pt2.distanceSq) {
43 		return false;
44 	}
45 
46 	if (pt1_distSq == pt2.distanceSq) {
47 		// Sort them to allow only one order
48 		if (pt1.type == POINTEDTHING_OBJECT)
49 			return (pt2.type == POINTEDTHING_OBJECT
50 				&& pt1.object_id < pt2.object_id);
51 
52 		return (pt2.type == POINTEDTHING_OBJECT
53 				|| pt1.node_undersurface < pt2.node_undersurface);
54 	}
55 	return true;
56 }
57 
58 
RaycastState(const core::line3d<f32> & shootline,bool objects_pointable,bool liquids_pointable)59 RaycastState::RaycastState(const core::line3d<f32> &shootline,
60 	bool objects_pointable, bool liquids_pointable) :
61 	m_shootline(shootline),
62 	m_iterator(shootline.start / BS, shootline.getVector() / BS),
63 	m_previous_node(m_iterator.m_current_node_pos),
64 	m_objects_pointable(objects_pointable),
65 	m_liquids_pointable(liquids_pointable)
66 {
67 }
68 
69 
boxLineCollision(const aabb3f & box,const v3f & start,const v3f & dir,v3f * collision_point,v3s16 * collision_normal)70 bool boxLineCollision(const aabb3f &box, const v3f &start,
71 	const v3f &dir, v3f *collision_point, v3s16 *collision_normal)
72 {
73 	if (box.isPointInside(start)) {
74 		*collision_point = start;
75 		collision_normal->set(0, 0, 0);
76 		return true;
77 	}
78 	float m = 0;
79 
80 	// Test X collision
81 	if (dir.X != 0) {
82 		if (dir.X > 0)
83 			m = (box.MinEdge.X - start.X) / dir.X;
84 		else
85 			m = (box.MaxEdge.X - start.X) / dir.X;
86 
87 		if (m >= 0 && m <= 1) {
88 			*collision_point = start + dir * m;
89 			if ((collision_point->Y >= box.MinEdge.Y)
90 					&& (collision_point->Y <= box.MaxEdge.Y)
91 					&& (collision_point->Z >= box.MinEdge.Z)
92 					&& (collision_point->Z <= box.MaxEdge.Z)) {
93 				collision_normal->set((dir.X > 0) ? -1 : 1, 0, 0);
94 				return true;
95 			}
96 		}
97 	}
98 
99 	// Test Y collision
100 	if (dir.Y != 0) {
101 		if (dir.Y > 0)
102 			m = (box.MinEdge.Y - start.Y) / dir.Y;
103 		else
104 			m = (box.MaxEdge.Y - start.Y) / dir.Y;
105 
106 		if (m >= 0 && m <= 1) {
107 			*collision_point = start + dir * m;
108 			if ((collision_point->X >= box.MinEdge.X)
109 					&& (collision_point->X <= box.MaxEdge.X)
110 					&& (collision_point->Z >= box.MinEdge.Z)
111 					&& (collision_point->Z <= box.MaxEdge.Z)) {
112 				collision_normal->set(0, (dir.Y > 0) ? -1 : 1, 0);
113 				return true;
114 			}
115 		}
116 	}
117 
118 	// Test Z collision
119 	if (dir.Z != 0) {
120 		if (dir.Z > 0)
121 			m = (box.MinEdge.Z - start.Z) / dir.Z;
122 		else
123 			m = (box.MaxEdge.Z - start.Z) / dir.Z;
124 
125 		if (m >= 0 && m <= 1) {
126 			*collision_point = start + dir * m;
127 			if ((collision_point->X >= box.MinEdge.X)
128 					&& (collision_point->X <= box.MaxEdge.X)
129 					&& (collision_point->Y >= box.MinEdge.Y)
130 					&& (collision_point->Y <= box.MaxEdge.Y)) {
131 				collision_normal->set(0, 0, (dir.Z > 0) ? -1 : 1);
132 				return true;
133 			}
134 		}
135 	}
136 	return false;
137 }
138