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 (m_enable_day_night_ratio_override)
48 return m_day_night_ratio_override;
49 return time_to_daynight_ratio(m_time_of_day_f * 24000, m_cache_enable_shaders);
52 void Environment::setTimeOfDaySpeed(float speed)
54 m_time_of_day_speed = speed;
57 void Environment::setDayNightRatioOverride(bool enable, u32 value)
59 MutexAutoLock lock(this->m_time_lock);
60 m_enable_day_night_ratio_override = enable;
61 m_day_night_ratio_override = value;
64 void Environment::setTimeOfDay(u32 time)
66 MutexAutoLock lock(this->m_time_lock);
67 if (m_time_of_day > time)
70 m_time_of_day_f = (float)time / 24000.0;
73 u32 Environment::getTimeOfDay()
75 MutexAutoLock lock(this->m_time_lock);
79 float Environment::getTimeOfDayF()
81 MutexAutoLock lock(this->m_time_lock);
82 return m_time_of_day_f;
85 bool Environment::line_of_sight(v3f pos1, v3f pos2, v3s16 *p)
87 // Iterate trough nodes on the line
88 voxalgo::VoxelLineIterator iterator(pos1 / BS, (pos2 - pos1) / BS);
90 MapNode n = getMap().getNode(iterator.m_current_node_pos);
93 if (n.param0 != CONTENT_AIR) {
95 *p = iterator.m_current_node_pos;
99 } while (iterator.m_current_index <= iterator.m_last_index);
104 Check if a node is pointable
106 inline static bool isPointableNode(const MapNode &n,
107 const NodeDefManager *nodedef , bool liquids_pointable)
109 const ContentFeatures &features = nodedef->get(n);
110 return features.pointable ||
111 (liquids_pointable && features.isLiquid());
114 void Environment::continueRaycast(RaycastState *state, PointedThing *result)
116 const NodeDefManager *nodedef = getMap().getNodeDefManager();
117 if (state->m_initialization_needed) {
119 if (state->m_objects_pointable) {
120 std::vector<PointedThing> found;
121 getSelectedActiveObjects(state->m_shootline, found);
122 for (const PointedThing &pointed : found) {
123 state->m_found.push(pointed);
127 core::aabbox3d<s16> maximal_exceed = nodedef->getSelectionBoxIntUnion();
128 state->m_search_range.MinEdge = -maximal_exceed.MaxEdge;
129 state->m_search_range.MaxEdge = -maximal_exceed.MinEdge;
131 state->m_initialization_needed = false;
134 // The index of the first pointed thing that was not returned
135 // before. The last index which needs to be tested.
136 s16 lastIndex = state->m_iterator.m_last_index;
137 if (!state->m_found.empty()) {
138 lastIndex = state->m_iterator.getIndex(
139 floatToInt(state->m_found.top().intersection_point, BS));
143 // If a node is found, this is the center of the
144 // first nodebox the shootline meets.
145 v3f found_boxcenter(0, 0, 0);
146 // The untested nodes are in this range.
147 core::aabbox3d<s16> new_nodes;
148 while (state->m_iterator.m_current_index <= lastIndex) {
149 // Test the nodes around the current node in search_range.
150 new_nodes = state->m_search_range;
151 new_nodes.MinEdge += state->m_iterator.m_current_node_pos;
152 new_nodes.MaxEdge += state->m_iterator.m_current_node_pos;
154 // Only check new nodes
155 v3s16 delta = state->m_iterator.m_current_node_pos
156 - state->m_previous_node;
158 new_nodes.MinEdge.X = new_nodes.MaxEdge.X;
159 } else if (delta.X < 0) {
160 new_nodes.MaxEdge.X = new_nodes.MinEdge.X;
161 } else if (delta.Y > 0) {
162 new_nodes.MinEdge.Y = new_nodes.MaxEdge.Y;
163 } else if (delta.Y < 0) {
164 new_nodes.MaxEdge.Y = new_nodes.MinEdge.Y;
165 } else if (delta.Z > 0) {
166 new_nodes.MinEdge.Z = new_nodes.MaxEdge.Z;
167 } else if (delta.Z < 0) {
168 new_nodes.MaxEdge.Z = new_nodes.MinEdge.Z;
171 // For each untested node
172 for (s16 x = new_nodes.MinEdge.X; x <= new_nodes.MaxEdge.X; x++)
173 for (s16 y = new_nodes.MinEdge.Y; y <= new_nodes.MaxEdge.Y; y++)
174 for (s16 z = new_nodes.MinEdge.Z; z <= new_nodes.MaxEdge.Z; z++) {
177 bool is_valid_position;
179 n = map.getNode(np, &is_valid_position);
180 if (!(is_valid_position && isPointableNode(n, nodedef,
181 state->m_liquids_pointable))) {
187 std::vector<aabb3f> boxes;
188 n.getSelectionBoxes(nodedef, &boxes,
189 n.getNeighbors(np, &map));
191 // Is there a collision with a selection box?
192 bool is_colliding = false;
193 // Minimal distance of all collisions
194 float min_distance_sq = 10000000;
195 // ID of the current box (loop counter)
198 v3f npf = intToFloat(np, BS);
199 // This loop translates the boxes to their in-world place.
200 for (aabb3f &box : boxes) {
204 v3f intersection_point;
205 v3s16 intersection_normal;
206 if (!boxLineCollision(box, state->m_shootline.start,
207 state->m_shootline.getVector(), &intersection_point,
208 &intersection_normal)) {
213 f32 distanceSq = (intersection_point
214 - state->m_shootline.start).getLengthSQ();
215 // If this is the nearest collision, save it
216 if (min_distance_sq > distanceSq) {
217 min_distance_sq = distanceSq;
218 result.intersection_point = intersection_point;
219 result.intersection_normal = intersection_normal;
221 found_boxcenter = box.getCenter();
226 // If there wasn't a collision, stop
230 result.type = POINTEDTHING_NODE;
231 result.node_undersurface = np;
232 result.distanceSq = min_distance_sq;
233 // Set undersurface and abovesurface nodes
235 v3f fake_intersection = result.intersection_point;
236 // Move intersection towards its source block.
237 if (fake_intersection.X < found_boxcenter.X) {
238 fake_intersection.X += d;
240 fake_intersection.X -= d;
242 if (fake_intersection.Y < found_boxcenter.Y) {
243 fake_intersection.Y += d;
245 fake_intersection.Y -= d;
247 if (fake_intersection.Z < found_boxcenter.Z) {
248 fake_intersection.Z += d;
250 fake_intersection.Z -= d;
252 result.node_real_undersurface = floatToInt(
253 fake_intersection, BS);
254 result.node_abovesurface = result.node_real_undersurface
255 + result.intersection_normal;
256 // Push found PointedThing
257 state->m_found.push(result);
258 // If this is nearer than the old nearest object,
259 // the search can be shorter
260 s16 newIndex = state->m_iterator.getIndex(
261 result.node_real_undersurface);
262 if (newIndex < lastIndex) {
263 lastIndex = newIndex;
267 state->m_previous_node = state->m_iterator.m_current_node_pos;
268 state->m_iterator.next();
270 // Return empty PointedThing if nothing left on the ray
271 if (state->m_found.empty()) {
272 result->type = POINTEDTHING_NOTHING;
274 *result = state->m_found.top();
275 state->m_found.pop();
279 void Environment::stepTimeOfDay(float dtime)
281 MutexAutoLock lock(this->m_time_lock);
283 // Cached in order to prevent the two reads we do to give
284 // different results (can be written by code not under the lock)
285 f32 cached_time_of_day_speed = m_time_of_day_speed;
287 f32 speed = cached_time_of_day_speed * 24000. / (24. * 3600);
288 m_time_conversion_skew += dtime;
289 u32 units = (u32)(m_time_conversion_skew * speed);
293 if (m_time_of_day + units >= 24000) {
297 m_time_of_day = (m_time_of_day + units) % 24000;
299 m_time_of_day_f = (float)m_time_of_day / 24000.0;
302 m_time_conversion_skew -= (f32)units / speed;
305 m_time_of_day_f += cached_time_of_day_speed / 24 / 3600 * dtime;
306 if (m_time_of_day_f > 1.0)
307 m_time_of_day_f -= 1.0;
308 if (m_time_of_day_f < 0.0)
309 m_time_of_day_f += 1.0;
313 u32 Environment::getDayCount()
315 // Atomic<u32> counter