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 "serverobject.h"
25 #include "scripting_server.h"
27 #include "daynightratio.h"
31 Environment::Environment(IGameDef *gamedef):
32 m_time_of_day_speed(0.0f),
36 m_cache_enable_shaders = g_settings->getBool("enable_shaders");
37 m_cache_active_block_mgmt_interval = g_settings->getFloat("active_block_mgmt_interval");
38 m_cache_abm_interval = g_settings->getFloat("abm_interval");
39 m_cache_nodetimer_interval = g_settings->getFloat("nodetimer_interval");
41 m_time_of_day = g_settings->getU32("world_start_time");
42 m_time_of_day_f = (float)m_time_of_day / 24000.0f;
45 u32 Environment::getDayNightRatio()
47 MutexAutoLock lock(this->m_time_lock);
48 if (m_enable_day_night_ratio_override)
49 return m_day_night_ratio_override;
50 return time_to_daynight_ratio(m_time_of_day_f * 24000, m_cache_enable_shaders);
53 void Environment::setTimeOfDaySpeed(float speed)
55 m_time_of_day_speed = speed;
58 void Environment::setDayNightRatioOverride(bool enable, u32 value)
60 MutexAutoLock lock(this->m_time_lock);
61 m_enable_day_night_ratio_override = enable;
62 m_day_night_ratio_override = value;
65 void Environment::setTimeOfDay(u32 time)
67 MutexAutoLock lock(this->m_time_lock);
68 if (m_time_of_day > time)
71 m_time_of_day_f = (float)time / 24000.0;
74 u32 Environment::getTimeOfDay()
76 MutexAutoLock lock(this->m_time_lock);
80 float Environment::getTimeOfDayF()
82 MutexAutoLock lock(this->m_time_lock);
83 return m_time_of_day_f;
87 Check if a node is pointable
89 inline static bool isPointableNode(const MapNode &n,
90 const NodeDefManager *nodedef , bool liquids_pointable)
92 const ContentFeatures &features = nodedef->get(n);
93 return features.pointable ||
94 (liquids_pointable && features.isLiquid());
97 void Environment::continueRaycast(RaycastState *state, PointedThing *result)
99 const NodeDefManager *nodedef = getMap().getNodeDefManager();
100 if (state->m_initialization_needed) {
102 if (state->m_objects_pointable) {
103 std::vector<PointedThing> found;
104 getSelectedActiveObjects(state->m_shootline, found);
105 for (const PointedThing &pointed : found) {
106 state->m_found.push(pointed);
110 core::aabbox3d<s16> maximal_exceed = nodedef->getSelectionBoxIntUnion();
111 state->m_search_range.MinEdge = -maximal_exceed.MaxEdge;
112 state->m_search_range.MaxEdge = -maximal_exceed.MinEdge;
114 state->m_initialization_needed = false;
117 // The index of the first pointed thing that was not returned
118 // before. The last index which needs to be tested.
119 s16 lastIndex = state->m_iterator.m_last_index;
120 if (!state->m_found.empty()) {
121 lastIndex = state->m_iterator.getIndex(
122 floatToInt(state->m_found.top().intersection_point, BS));
126 // If a node is found, this is the center of the
127 // first nodebox the shootline meets.
128 v3f found_boxcenter(0, 0, 0);
129 // The untested nodes are in this range.
130 core::aabbox3d<s16> new_nodes;
131 while (state->m_iterator.m_current_index <= lastIndex) {
132 // Test the nodes around the current node in search_range.
133 new_nodes = state->m_search_range;
134 new_nodes.MinEdge += state->m_iterator.m_current_node_pos;
135 new_nodes.MaxEdge += state->m_iterator.m_current_node_pos;
137 // Only check new nodes
138 v3s16 delta = state->m_iterator.m_current_node_pos
139 - state->m_previous_node;
141 new_nodes.MinEdge.X = new_nodes.MaxEdge.X;
142 } else if (delta.X < 0) {
143 new_nodes.MaxEdge.X = new_nodes.MinEdge.X;
144 } else if (delta.Y > 0) {
145 new_nodes.MinEdge.Y = new_nodes.MaxEdge.Y;
146 } else if (delta.Y < 0) {
147 new_nodes.MaxEdge.Y = new_nodes.MinEdge.Y;
148 } else if (delta.Z > 0) {
149 new_nodes.MinEdge.Z = new_nodes.MaxEdge.Z;
150 } else if (delta.Z < 0) {
151 new_nodes.MaxEdge.Z = new_nodes.MinEdge.Z;
154 // For each untested node
155 for (s16 x = new_nodes.MinEdge.X; x <= new_nodes.MaxEdge.X; x++)
156 for (s16 y = new_nodes.MinEdge.Y; y <= new_nodes.MaxEdge.Y; y++)
157 for (s16 z = new_nodes.MinEdge.Z; z <= new_nodes.MaxEdge.Z; z++) {
160 bool is_valid_position;
162 n = map.getNodeNoEx(np, &is_valid_position);
163 if (!(is_valid_position && isPointableNode(n, nodedef,
164 state->m_liquids_pointable))) {
170 std::vector<aabb3f> boxes;
171 n.getSelectionBoxes(nodedef, &boxes,
172 n.getNeighbors(np, &map));
174 // Is there a collision with a selection box?
175 bool is_colliding = false;
176 // Minimal distance of all collisions
177 float min_distance_sq = 10000000;
178 // ID of the current box (loop counter)
181 v3f npf = intToFloat(np, BS);
182 // This loop translates the boxes to their in-world place.
183 for (aabb3f &box : boxes) {
187 v3f intersection_point;
188 v3s16 intersection_normal;
189 if (!boxLineCollision(box, state->m_shootline.start,
190 state->m_shootline.getVector(), &intersection_point,
191 &intersection_normal)) {
196 f32 distanceSq = (intersection_point
197 - state->m_shootline.start).getLengthSQ();
198 // If this is the nearest collision, save it
199 if (min_distance_sq > distanceSq) {
200 min_distance_sq = distanceSq;
201 result.intersection_point = intersection_point;
202 result.intersection_normal = intersection_normal;
204 found_boxcenter = box.getCenter();
209 // If there wasn't a collision, stop
213 result.type = POINTEDTHING_NODE;
214 result.node_undersurface = np;
215 result.distanceSq = min_distance_sq;
216 // Set undersurface and abovesurface nodes
218 v3f fake_intersection = result.intersection_point;
219 // Move intersection towards its source block.
220 if (fake_intersection.X < found_boxcenter.X) {
221 fake_intersection.X += d;
223 fake_intersection.X -= d;
225 if (fake_intersection.Y < found_boxcenter.Y) {
226 fake_intersection.Y += d;
228 fake_intersection.Y -= d;
230 if (fake_intersection.Z < found_boxcenter.Z) {
231 fake_intersection.Z += d;
233 fake_intersection.Z -= d;
235 result.node_real_undersurface = floatToInt(
236 fake_intersection, BS);
237 result.node_abovesurface = result.node_real_undersurface
238 + result.intersection_normal;
239 // Push found PointedThing
240 state->m_found.push(result);
241 // If this is nearer than the old nearest object,
242 // the search can be shorter
243 s16 newIndex = state->m_iterator.getIndex(
244 result.node_real_undersurface);
245 if (newIndex < lastIndex) {
246 lastIndex = newIndex;
250 state->m_previous_node = state->m_iterator.m_current_node_pos;
251 state->m_iterator.next();
253 // Return empty PointedThing if nothing left on the ray
254 if (state->m_found.empty()) {
255 result->type = POINTEDTHING_NOTHING;
257 *result = state->m_found.top();
258 state->m_found.pop();
262 void Environment::stepTimeOfDay(float dtime)
264 MutexAutoLock lock(this->m_time_lock);
266 // Cached in order to prevent the two reads we do to give
267 // different results (can be written by code not under the lock)
268 f32 cached_time_of_day_speed = m_time_of_day_speed;
270 f32 speed = cached_time_of_day_speed * 24000. / (24. * 3600);
271 m_time_conversion_skew += dtime;
272 u32 units = (u32)(m_time_conversion_skew * speed);
276 if (m_time_of_day + units >= 24000) {
280 m_time_of_day = (m_time_of_day + units) % 24000;
282 m_time_of_day_f = (float)m_time_of_day / 24000.0;
285 m_time_conversion_skew -= (f32)units / speed;
288 m_time_of_day_f += cached_time_of_day_speed / 24 / 3600 * dtime;
289 if (m_time_of_day_f > 1.0)
290 m_time_of_day_f -= 1.0;
291 if (m_time_of_day_f < 0.0)
292 m_time_of_day_f += 1.0;
296 u32 Environment::getDayCount()
298 // Atomic<u32> counter