Expose getPointedThing to Lua
[oweals/minetest.git] / src / environment.cpp
1 /*
2 Minetest
3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@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 <fstream>
21 #include "environment.h"
22 #include "collision.h"
23 #include "raycast.h"
24 #include "serverobject.h"
25 #include "scripting_server.h"
26 #include "server.h"
27 #include "daynightratio.h"
28 #include "emerge.h"
29
30
31 Environment::Environment(IGameDef *gamedef):
32         m_time_of_day_speed(0.0f),
33         m_day_count(0),
34         m_gamedef(gamedef)
35 {
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");
40 }
41
42 Environment::~Environment()
43 {
44 }
45
46 u32 Environment::getDayNightRatio()
47 {
48         MutexAutoLock lock(this->m_time_lock);
49         if (m_enable_day_night_ratio_override)
50                 return m_day_night_ratio_override;
51         return time_to_daynight_ratio(m_time_of_day_f * 24000, m_cache_enable_shaders);
52 }
53
54 void Environment::setTimeOfDaySpeed(float speed)
55 {
56         m_time_of_day_speed = speed;
57 }
58
59 void Environment::setDayNightRatioOverride(bool enable, u32 value)
60 {
61         MutexAutoLock lock(this->m_time_lock);
62         m_enable_day_night_ratio_override = enable;
63         m_day_night_ratio_override = value;
64 }
65
66 void Environment::setTimeOfDay(u32 time)
67 {
68         MutexAutoLock lock(this->m_time_lock);
69         if (m_time_of_day > time)
70                 ++m_day_count;
71         m_time_of_day = time;
72         m_time_of_day_f = (float)time / 24000.0;
73 }
74
75 u32 Environment::getTimeOfDay()
76 {
77         MutexAutoLock lock(this->m_time_lock);
78         return m_time_of_day;
79 }
80
81 float Environment::getTimeOfDayF()
82 {
83         MutexAutoLock lock(this->m_time_lock);
84         return m_time_of_day_f;
85 }
86
87 /*
88         Check if a node is pointable
89 */
90 inline static bool isPointableNode(const MapNode &n,
91                             INodeDefManager *nodedef , bool liquids_pointable)
92 {
93         const ContentFeatures &features = nodedef->get(n);
94         return features.pointable ||
95                (liquids_pointable && features.isLiquid());
96 }
97
98 void Environment::continueRaycast(RaycastState *state, PointedThing *result)
99 {
100         INodeDefManager *nodedef = getMap().getNodeDefManager();
101         if (state->m_initialization_needed) {
102                 // Add objects
103                 if (state->m_objects_pointable) {
104                         std::vector<PointedThing> found;
105                         getSelectedActiveObjects(state->m_shootline, found);
106                         for (std::vector<PointedThing>::iterator pointed = found.begin();
107                                         pointed != found.end(); ++pointed) {
108                                 state->m_found.push(*pointed);
109                         }
110                 }
111                 // Set search range
112                 core::aabbox3d<s16> maximal_exceed = nodedef->getSelectionBoxIntUnion();
113                 state->m_search_range.MinEdge = -maximal_exceed.MaxEdge;
114                 state->m_search_range.MaxEdge = -maximal_exceed.MinEdge;
115                 // Setting is done
116                 state->m_initialization_needed = false;
117         }
118
119         // The index of the first pointed thing that was not returned
120         // before. The last index which needs to be tested.
121         s16 lastIndex = state->m_iterator.m_last_index;
122         if (!state->m_found.empty()) {
123                 lastIndex = state->m_iterator.getIndex(
124                         floatToInt(state->m_found.top().intersection_point, BS));
125         }
126
127         Map &map = getMap();
128         // If a node is found, this is the center of the
129         // first nodebox the shootline meets.
130         v3f found_boxcenter(0, 0, 0);
131         // The untested nodes are in this range.
132         core::aabbox3d<s16> new_nodes;
133         while (state->m_iterator.m_current_index <= lastIndex) {
134                 // Test the nodes around the current node in search_range.
135                 new_nodes = state->m_search_range;
136                 new_nodes.MinEdge += state->m_iterator.m_current_node_pos;
137                 new_nodes.MaxEdge += state->m_iterator.m_current_node_pos;
138
139                 // Only check new nodes
140                 v3s16 delta = state->m_iterator.m_current_node_pos
141                         - state->m_previous_node;
142                 if (delta.X > 0) {
143                         new_nodes.MinEdge.X = new_nodes.MaxEdge.X;
144                 } else if (delta.X < 0) {
145                         new_nodes.MaxEdge.X = new_nodes.MinEdge.X;
146                 } else if (delta.Y > 0) {
147                         new_nodes.MinEdge.Y = new_nodes.MaxEdge.Y;
148                 } else if (delta.Y < 0) {
149                         new_nodes.MaxEdge.Y = new_nodes.MinEdge.Y;
150                 } else if (delta.Z > 0) {
151                         new_nodes.MinEdge.Z = new_nodes.MaxEdge.Z;
152                 } else if (delta.Z < 0) {
153                         new_nodes.MaxEdge.Z = new_nodes.MinEdge.Z;
154                 }
155
156                 // For each untested node
157                 for (s16 x = new_nodes.MinEdge.X; x <= new_nodes.MaxEdge.X; x++)
158                 for (s16 y = new_nodes.MinEdge.Y; y <= new_nodes.MaxEdge.Y; y++)
159                 for (s16 z = new_nodes.MinEdge.Z; z <= new_nodes.MaxEdge.Z; z++) {
160                         MapNode n;
161                         v3s16 np(x, y, z);
162                         bool is_valid_position;
163
164                         n = map.getNodeNoEx(np, &is_valid_position);
165                         if (!(is_valid_position && isPointableNode(n, nodedef,
166                                         state->m_liquids_pointable))) {
167                                 continue;
168                         }
169
170                         PointedThing result;
171
172                         std::vector<aabb3f> boxes;
173                         n.getSelectionBoxes(nodedef, &boxes,
174                                 n.getNeighbors(np, &map));
175
176                         // Is there a collision with a selection box?
177                         bool is_colliding = false;
178                         // Minimal distance of all collisions
179                         float min_distance_sq = 10000000;
180
181                         v3f npf = intToFloat(np, BS);
182                         for (std::vector<aabb3f>::const_iterator i = boxes.begin();
183                                         i != boxes.end(); ++i) {
184                                 // Get current collision box
185                                 aabb3f box = *i;
186                                 box.MinEdge += npf;
187                                 box.MaxEdge += npf;
188
189                                 v3f intersection_point;
190                                 v3s16 intersection_normal;
191                                 if (!boxLineCollision(box, state->m_shootline.start,
192                                                 state->m_shootline.getVector(), &intersection_point,
193                                                 &intersection_normal))
194                                         continue;
195
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;
203                                         found_boxcenter = box.getCenter();
204                                         is_colliding = true;
205                                 }
206                         }
207                         // If there wasn't a collision, stop
208                         if (!is_colliding) {
209                                 continue;
210                         }
211                         result.type = POINTEDTHING_NODE;
212                         result.node_undersurface = np;
213                         result.distanceSq = min_distance_sq;
214                         // Set undersurface and abovesurface nodes
215                         f32 d = 0.002 * BS;
216                         v3f fake_intersection = result.intersection_point;
217                         // Move intersection towards its source block.
218                         if (fake_intersection.X < found_boxcenter.X) {
219                                 fake_intersection.X += d;
220                         } else {
221                                 fake_intersection.X -= d;
222                         }
223                         if (fake_intersection.Y < found_boxcenter.Y) {
224                                 fake_intersection.Y += d;
225                         } else {
226                                 fake_intersection.Y -= d;
227                         }
228                         if (fake_intersection.Z < found_boxcenter.Z) {
229                                 fake_intersection.Z += d;
230                         } else {
231                                 fake_intersection.Z -= d;
232                         }
233                         result.node_real_undersurface = floatToInt(
234                                 fake_intersection, BS);
235                         result.node_abovesurface = result.node_real_undersurface
236                                 + result.intersection_normal;
237                         // Push found PointedThing
238                         state->m_found.push(result);
239                         // If this is nearer than the old nearest object,
240                         // the search can be shorter
241                         s16 newIndex = state->m_iterator.getIndex(
242                                 result.node_real_undersurface);
243                         if (newIndex < lastIndex) {
244                                 lastIndex = newIndex;
245                         }
246                 }
247                 // Next node
248                 state->m_previous_node = state->m_iterator.m_current_node_pos;
249                 state->m_iterator.next();
250         }
251         // Return empty PointedThing if nothing left on the ray
252         if (state->m_found.empty()) {
253                 result->type = POINTEDTHING_NOTHING;
254         } else {
255                 *result = state->m_found.top();
256                 state->m_found.pop();
257         }
258 }
259
260 void Environment::stepTimeOfDay(float dtime)
261 {
262         MutexAutoLock lock(this->m_time_lock);
263
264         // Cached in order to prevent the two reads we do to give
265         // different results (can be written by code not under the lock)
266         f32 cached_time_of_day_speed = m_time_of_day_speed;
267
268         f32 speed = cached_time_of_day_speed * 24000. / (24. * 3600);
269         m_time_conversion_skew += dtime;
270         u32 units = (u32)(m_time_conversion_skew * speed);
271         bool sync_f = false;
272         if (units > 0) {
273                 // Sync at overflow
274                 if (m_time_of_day + units >= 24000) {
275                         sync_f = true;
276                         ++m_day_count;
277                 }
278                 m_time_of_day = (m_time_of_day + units) % 24000;
279                 if (sync_f)
280                         m_time_of_day_f = (float)m_time_of_day / 24000.0;
281         }
282         if (speed > 0) {
283                 m_time_conversion_skew -= (f32)units / speed;
284         }
285         if (!sync_f) {
286                 m_time_of_day_f += cached_time_of_day_speed / 24 / 3600 * dtime;
287                 if (m_time_of_day_f > 1.0)
288                         m_time_of_day_f -= 1.0;
289                 if (m_time_of_day_f < 0.0)
290                         m_time_of_day_f += 1.0;
291         }
292 }
293
294 u32 Environment::getDayCount()
295 {
296         // Atomic<u32> counter
297         return m_day_count;
298 }