diff options
Diffstat (limited to 'source/Tracer.cpp')
-rw-r--r-- | source/Tracer.cpp | 397 |
1 files changed, 0 insertions, 397 deletions
diff --git a/source/Tracer.cpp b/source/Tracer.cpp deleted file mode 100644 index 42f1ae5dd..000000000 --- a/source/Tracer.cpp +++ /dev/null @@ -1,397 +0,0 @@ - -#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules - -#include "Tracer.h" -#include "World.h" - -#include "Vector3f.h" -#include "Vector3i.h" -#include "Vector3d.h" - -#include "Entities/Entity.h" - -#ifndef _WIN32 - #include <stdlib.h> // abs() -#endif - - - - - -cTracer::cTracer(cWorld * a_World) - : m_World(a_World) -{ - m_NormalTable[0].Set(-1, 0, 0); - m_NormalTable[1].Set( 0, 0,-1); - m_NormalTable[2].Set( 1, 0, 0); - m_NormalTable[3].Set( 0, 0, 1); - m_NormalTable[4].Set( 0, 1, 0); - m_NormalTable[5].Set( 0,-1, 0); -} - - - - - -cTracer::~cTracer() -{ -} - - - - - -float cTracer::SigNum( float a_Num ) -{ - if (a_Num < 0.f) return -1.f; - if (a_Num > 0.f) return 1.f; - return 0.f; -} - - - - - -void cTracer::SetValues(const Vector3f & a_Start, const Vector3f & a_Direction) -{ - // calculate the direction of the ray (linear algebra) - dir = a_Direction; - - // decide which direction to start walking in - step.x = (int) SigNum(dir.x); - step.y = (int) SigNum(dir.y); - step.z = (int) SigNum(dir.z); - - // normalize the direction vector - if( dir.SqrLength() > 0.f ) dir.Normalize(); - - // how far we must move in the ray direction before - // we encounter a new voxel in x-direction - // same but y-direction - if (dir.x != 0.f) - { - tDelta.x = 1 / fabs(dir.x); - } - else - { - tDelta.x = 0; - } - if (dir.y != 0.f) - { - tDelta.y = 1 / fabs(dir.y); - } - else - { - tDelta.y = 0; - } - if (dir.z != 0.f) - { - tDelta.z = 1 / fabs(dir.z); - } - else - { - tDelta.z = 0; - } - - // start voxel coordinates - pos.x = (int)floorf(a_Start.x); - pos.y = (int)floorf(a_Start.y); - pos.z = (int)floorf(a_Start.z); - - // calculate distance to first intersection in the voxel we start from - if (dir.x < 0) - { - tMax.x = ((float)pos.x - a_Start.x) / dir.x; - } - else - { - tMax.x = (((float)pos.x + 1) - a_Start.x) / dir.x; - } - - if (dir.y < 0) - { - tMax.y = ((float)pos.y - a_Start.y) / dir.y; - } - else - { - tMax.y = (((float)pos.y + 1) - a_Start.y) / dir.y; - } - - if (dir.z < 0) - { - tMax.z = ((float)pos.z - a_Start.z) / dir.z; - } - else - { - tMax.z = (((float)pos.z + 1) - a_Start.z) / dir.z; - } -} - - - - - -int cTracer::Trace( const Vector3f & a_Start, const Vector3f & a_Direction, int a_Distance) -{ - if ((a_Start.y < 0) || (a_Start.y >= cChunkDef::Height)) - { - LOGD("%s: Start Y is outside the world (%.2f), not tracing.", __FUNCTION__, a_Start.y); - return 0; - } - - SetValues(a_Start, a_Direction); - - Vector3f End = a_Start + (dir * (float)a_Distance); - - if (End.y < 0) - { - float dist = -a_Start.y / dir.y; - End = a_Start + (dir * dist); - } - - // end voxel coordinates - end1.x = (int)floorf(End.x); - end1.y = (int)floorf(End.y); - end1.z = (int)floorf(End.z); - - // check if first is occupied - if (pos.Equals(end1)) - { - return 0; - } - - bool reachedX = false, reachedY = false, reachedZ = false; - - int Iterations = 0; - while (Iterations < a_Distance) - { - Iterations++; - if ((tMax.x < tMax.y) && (tMax.x < tMax.z)) - { - tMax.x += tDelta.x; - pos.x += step.x; - } - else if (tMax.y < tMax.z) - { - tMax.y += tDelta.y; - pos.y += step.y; - } - else - { - tMax.z += tDelta.z; - pos.z += step.z; - } - - if (step.x > 0.0f) - { - if (pos.x >= end1.x) - { - reachedX = true; - } - } - else if (pos.x <= end1.x) - { - reachedX = true; - } - - if (step.y > 0.0f) - { - if(pos.y >= end1.y) - { - reachedY = true; - } - } - else if (pos.y <= end1.y) - { - reachedY = true; - } - - if (step.z > 0.0f) - { - if (pos.z >= end1.z) - { - reachedZ = true; - } - } - else if (pos.z <= end1.z) - { - reachedZ = true; - } - - if (reachedX && reachedY && reachedZ) - { - return false; - } - - BLOCKTYPE BlockID = m_World->GetBlock(pos.x, pos.y, pos.z); - // No collision with water ;) - if ((BlockID != E_BLOCK_AIR) || IsBlockWater(BlockID)) // _X 2013_03_29: Why is the IsBlockWater condition here? water equals air? - { - BlockHitPosition = pos; - int Normal = GetHitNormal(a_Start, End, pos ); - if(Normal > 0) - { - HitNormal = m_NormalTable[Normal-1]; - } - return 1; - } - } - return 0; -} - - - - - -// return 1 = hit, other is not hit -int LinesCross(float x0,float y0,float x1,float y1,float x2,float y2,float x3,float y3) -{ - //float linx, liny; - - float d=(x1-x0)*(y3-y2)-(y1-y0)*(x3-x2); - if (abs(d)<0.001) {return 0;} - float AB=((y0-y2)*(x3-x2)-(x0-x2)*(y3-y2))/d; - if (AB>=0.0 && AB<=1.0) - { - float CD=((y0-y2)*(x1-x0)-(x0-x2)*(y1-y0))/d; - if (CD>=0.0 && CD<=1.0) - { - //linx=x0+AB*(x1-x0); - //liny=y0+AB*(y1-y0); - return 1; - } - } - return 0; -} - -// intersect3D_SegmentPlane(): intersect a segment and a plane -// Input: a_Ray = a segment, and a_Plane = a plane = {Point V0; Vector n;} -// Output: *I0 = the intersect point (when it exists) -// Return: 0 = disjoint (no intersection) -// 1 = intersection in the unique point *I0 -// 2 = the segment lies in the plane -int cTracer::intersect3D_SegmentPlane( const Vector3f & a_Origin, const Vector3f & a_End, const Vector3f & a_PlanePos, const Vector3f & a_PlaneNormal ) -{ - Vector3f u = a_End - a_Origin;//a_Ray.P1 - S.P0; - Vector3f w = a_Origin - a_PlanePos;//S.P0 - Pn.V0; - - float D = a_PlaneNormal.Dot( u );//dot(Pn.n, u); - float N = -(a_PlaneNormal.Dot( w ) );//-dot(a_Plane.n, w); - - const float EPSILON = 0.0001f; - if (fabs(D) < EPSILON) { // segment is parallel to plane - if (N == 0) // segment lies in plane - return 2; - return 0; // no intersection - } - // they are not parallel - // compute intersect param - float sI = N / D; - if (sI < 0 || sI > 1) - return 0; // no intersection - - //Vector3f I ( a_Ray->GetOrigin() + sI * u );//S.P0 + sI * u; // compute segment intersect point - RealHit = a_Origin + u * sI; - return 1; -} - -int cTracer::GetHitNormal(const Vector3f & start, const Vector3f & end, const Vector3i & a_BlockPos) -{ - Vector3i SmallBlockPos = a_BlockPos; - char BlockID = m_World->GetBlock( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z ); - - if( BlockID == E_BLOCK_AIR || IsBlockWater(BlockID)) - return 0; - - Vector3f BlockPos; - BlockPos = Vector3f(SmallBlockPos); - - Vector3f Look = (end - start); - Look.Normalize(); - - float dot = Look.Dot( Vector3f(-1, 0, 0) ); // first face normal is x -1 - if(dot < 0) - { - int Lines = LinesCross( start.x, start.y, end.x, end.y, BlockPos.x, BlockPos.y, BlockPos.x, BlockPos.y + 1 ); - if(Lines == 1) - { - Lines = LinesCross( start.x, start.z, end.x, end.z, BlockPos.x, BlockPos.z, BlockPos.x, BlockPos.z + 1 ); - if(Lines == 1) - { - intersect3D_SegmentPlane( start, end, BlockPos, Vector3f(-1, 0, 0) ); - return 1; - } - } - } - dot = Look.Dot( Vector3f(0, 0, -1) ); // second face normal is z -1 - if(dot < 0) - { - int Lines = LinesCross( start.z, start.y, end.z, end.y, BlockPos.z, BlockPos.y, BlockPos.z, BlockPos.y + 1 ); - if(Lines == 1) - { - Lines = LinesCross( start.z, start.x, end.z, end.x, BlockPos.z, BlockPos.x, BlockPos.z, BlockPos.x + 1 ); - if(Lines == 1) - { - intersect3D_SegmentPlane( start, end, BlockPos, Vector3f(0, 0, -1) ); - return 2; - } - } - } - dot = Look.Dot( Vector3f(1, 0, 0) ); // third face normal is x 1 - if(dot < 0) - { - int Lines = LinesCross( start.x, start.y, end.x, end.y, BlockPos.x + 1, BlockPos.y, BlockPos.x + 1, BlockPos.y + 1 ); - if(Lines == 1) - { - Lines = LinesCross( start.x, start.z, end.x, end.z, BlockPos.x + 1, BlockPos.z, BlockPos.x + 1, BlockPos.z + 1 ); - if(Lines == 1) - { - intersect3D_SegmentPlane( start, end, BlockPos + Vector3f(1, 0, 0), Vector3f(1, 0, 0) ); - return 3; - } - } - } - dot = Look.Dot( Vector3f(0, 0, 1) ); // fourth face normal is z 1 - if(dot < 0) - { - int Lines = LinesCross( start.z, start.y, end.z, end.y, BlockPos.z + 1, BlockPos.y, BlockPos.z + 1, BlockPos.y + 1 ); - if(Lines == 1) - { - Lines = LinesCross( start.z, start.x, end.z, end.x, BlockPos.z + 1, BlockPos.x, BlockPos.z + 1, BlockPos.x + 1 ); - if(Lines == 1) - { - intersect3D_SegmentPlane( start, end, BlockPos + Vector3f(0, 0, 1), Vector3f(0, 0, 1) ); - return 4; - } - } - } - dot = Look.Dot( Vector3f(0, 1, 0) ); // fifth face normal is y 1 - if(dot < 0) - { - int Lines = LinesCross( start.y, start.x, end.y, end.x, BlockPos.y + 1, BlockPos.x, BlockPos.y + 1, BlockPos.x + 1 ); - if(Lines == 1) - { - Lines = LinesCross( start.y, start.z, end.y, end.z, BlockPos.y + 1, BlockPos.z, BlockPos.y + 1, BlockPos.z + 1 ); - if(Lines == 1) - { - intersect3D_SegmentPlane( start, end, BlockPos + Vector3f(0, 1, 0), Vector3f(0, 1, 0) ); - return 5; - } - } - } - dot = Look.Dot( Vector3f(0, -1, 0) ); // sixth face normal is y -1 - if(dot < 0) - { - int Lines = LinesCross( start.y, start.x, end.y, end.x, BlockPos.y, BlockPos.x, BlockPos.y, BlockPos.x + 1 ); - if(Lines == 1) - { - Lines = LinesCross( start.y, start.z, end.y, end.z, BlockPos.y, BlockPos.z, BlockPos.y, BlockPos.z + 1 ); - if(Lines == 1) - { - intersect3D_SegmentPlane( start, end, BlockPos, Vector3f(0, -1, 0) ); - return 6; - } - } - } - return 0; -} |