 386d58b586
			
		
	
	
		386d58b586
		
	
	
	
	
		
			
			git-svn-id: http://mc-server.googlecode.com/svn/trunk@3 0a769ca7-a7f5-676a-18bf-c427514a06d6
		
			
				
	
	
		
			378 lines
		
	
	
		
			9.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			378 lines
		
	
	
		
			9.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #include "cTracer.h"
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| #include "cWorld.h"
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| 
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| #include "Vector3f.h"
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| #include "Vector3i.h"
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| #include "Vector3d.h"
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| 
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| #include "BlockID.h"
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| #include "cMCLogger.h"
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| #include "cEntity.h"
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| 
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| #ifndef _WIN32
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| #include <stdlib.h> // abs()
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| #endif
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| 
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| cTracer::cTracer(cWorld* a_World)
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| 	: m_World( a_World )
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| {
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| 	m_NormalTable[0] = new Vector3f(-1, 0, 0);
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| 	m_NormalTable[1] = new Vector3f( 0, 0,-1);
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| 	m_NormalTable[2] = new Vector3f( 1, 0, 0);
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| 	m_NormalTable[3] = new Vector3f( 0, 0, 1);
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| 	m_NormalTable[4] = new Vector3f( 0, 1, 0);
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| 	m_NormalTable[5] = new Vector3f( 0,-1, 0);
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| 
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| 	DotPos = new Vector3f();
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| 	BoxOffset = new Vector3f();
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| 	BlockHitPosition = new Vector3f();
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| 	HitNormal = new Vector3f();
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| 	RealHit = new Vector3f();
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| 
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| 
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| 	dir = new Vector3f();
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| 	tDelta = new Vector3f();
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| 	pos =  new Vector3i();
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| 	end1 = new Vector3i();
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| 	step = new Vector3i();
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| 	tMax = new Vector3f();
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| }
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| 
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| cTracer::~cTracer()
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| {
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| 	for( int i = 0; i < 6; ++i )
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| 	{
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| 		delete m_NormalTable[i];
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| 		m_NormalTable[i] = 0;
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| 	}
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| 
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| 	delete DotPos;				DotPos = 0;
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| 	delete BoxOffset;			BoxOffset = 0;
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| 	delete BlockHitPosition;	BlockHitPosition = 0;
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| 	delete HitNormal;			HitNormal = 0;
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| 	delete RealHit;				RealHit = 0;
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| 
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| 	delete dir;					dir = 0;
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| 	delete tDelta;				tDelta = 0;
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| 	delete pos;					pos = 0;
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| 	delete end1;				end1 = 0;
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| 	delete step;				step = 0;
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| 	delete tMax;				tMax = 0;
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| }
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| 
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| float cTracer::SigNum( float a_Num )
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| {
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| 	if (a_Num < 0.f) return -1.f;
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| 	if (a_Num > 0.f) return 1.f;
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| 	return 0.f;
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| }
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| 
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| void cTracer::SetValues( const Vector3f & a_Start, const Vector3f & a_Direction )
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| {
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| 	// calculate the direction of the ray (linear algebra)
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| 	*dir = a_Direction;
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| 
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| 	// decide which direction to start walking in
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| 	step->x = (int) SigNum(dir->x);
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| 	step->y = (int) SigNum(dir->y);
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| 	step->z = (int) SigNum(dir->z);
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| 
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| 	// normalize the direction vector
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| 	if( dir->SqrLength() > 0.f ) dir->Normalize();
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| 
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| 	// how far we must move in the ray direction before
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| 	// we encounter a new voxel in x-direction
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| 	// same but y-direction
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| 	if( dir->x != 0.f ) tDelta->x = 1/fabs(dir->x);
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| 	else tDelta->x = 0;
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| 	if( dir->y != 0.f ) tDelta->y = 1/fabs(dir->y);
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| 	else tDelta->y = 0;
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| 	if( dir->z != 0.f )	tDelta->z = 1/fabs(dir->z);
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| 	else tDelta->z = 0;
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| 
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| 	// start voxel coordinates
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| 	// use your
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| 	// transformer
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| 	// function here
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| 	pos->x = (int)floorf(a_Start.x);
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| 	pos->y = (int)floorf(a_Start.y);
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| 	pos->z = (int)floorf(a_Start.z);
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| 
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| 	// calculate distance to first intersection in the voxel we start from
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| 	if(dir->x < 0)
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| 	{
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| 		tMax->x = ((float)pos->x - a_Start.x) / dir->x;
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| 	}
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| 	else
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| 	{
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| 		tMax->x = (((float)pos->x + 1) - a_Start.x) / dir->x;
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| 	}
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| 
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| 	if(dir->y < 0)
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| 	{
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| 		tMax->y = ((float)pos->y - a_Start.y) / dir->y;
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| 	}
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| 	else
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| 	{
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| 		tMax->y = (((float)pos->y + 1) - a_Start.y) / dir->y;
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| 	}
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| 
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| 	if(dir->z < 0)
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| 	{
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| 		tMax->z = ((float)pos->z - a_Start.z) / dir->z;
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| 	}
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| 	else
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| 	{
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| 		tMax->z = (((float)pos->z + 1) - a_Start.z) / dir->z;
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| 	}
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| }
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| 
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| int cTracer::Trace( const Vector3f & a_Start, const Vector3f & a_Direction, int a_Distance)
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| {
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| 	SetValues( a_Start, a_Direction );
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| 
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| 	const Vector3f End = a_Start + ((*dir) * (float)a_Distance);
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| 
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| 	// end voxel coordinates
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| 	end1->x = (int)floorf(End.x);
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| 	end1->y = (int)floorf(End.y);
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| 	end1->z = (int)floorf(End.z);
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| 
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| 	// check if first is occupied
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| 	if( pos->Equals( end1 ) )
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| 	{
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| 		LOG("WARNING: cTracer: Start and end in same block");
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| 		return 0;
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| 	}
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| 
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| 	bool reachedX = false, reachedY = false, reachedZ = false;
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| 
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| 	int Iterations = 0;
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| 	while ( Iterations < a_Distance )
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| 	{
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| 		Iterations++;
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| 		if(tMax->x < tMax->y && tMax->x < tMax->z)
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| 		{
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| 			tMax->x += tDelta->x;
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| 			pos->x += step->x;
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| 		}
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| 		else if(tMax->y < tMax->z)
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| 		{
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| 			tMax->y += tDelta->y;
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| 			pos->y += step->y;
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| 		}
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| 		else
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| 		{
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| 			tMax->z += tDelta->z;
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| 			pos->z += step->z;
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| 		}
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| 
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| 		if(step->x > 0.0f)
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| 		{
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| 			if(pos->x >= end1->x)
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| 			{
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| 				reachedX = true;
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| 			}
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| 		}
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| 		else if(pos->x <= end1->x)
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| 		{
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| 			reachedX = true;
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| 		}
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| 
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| 		if(step->y > 0.0f)
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| 		{
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| 			if(pos->y >= end1->y)
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| 			{
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| 				reachedY = true;
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| 			}
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| 		}
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| 		else if(pos->y <= end1->y)
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| 		{
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| 			reachedY = true;
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| 		}
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| 
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| 		if(step->z > 0.0f)
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| 		{
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| 			if(pos->z >= end1->z)
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| 			{
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| 				reachedZ = true;
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| 			}
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| 		}
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| 		else if(pos->z <= end1->z)
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| 		{
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| 			reachedZ = true;
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| 		}
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| 
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| 		if (reachedX && reachedY && reachedZ)
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| 		{
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| 			return false;
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| 		}
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| 		
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| 		char BlockID = m_World->GetBlock( pos->x, pos->y, pos->z );
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| 		if ( BlockID != E_BLOCK_AIR )
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| 		{
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| 			*BlockHitPosition = pos;
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| 			int Normal = GetHitNormal(a_Start, End, *pos );
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| 			if(Normal > 0)
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| 			{
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| 				*HitNormal = *m_NormalTable[Normal-1];
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| 			}
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| 			return 1;
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| 		}
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| 	}
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| 	return 0;
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| }
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| 
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| // return 1 = hit, other is not hit
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| int LinesCross(float x0,float y0,float x1,float y1,float x2,float y2,float x3,float y3)
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| {
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| 	//float linx, liny;
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| 
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| 	float d=(x1-x0)*(y3-y2)-(y1-y0)*(x3-x2);
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| 	if (abs(d)<0.001) {return 0;}
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| 	float AB=((y0-y2)*(x3-x2)-(x0-x2)*(y3-y2))/d;
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| 	if (AB>=0.0 && AB<=1.0)
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| 	{
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| 		float CD=((y0-y2)*(x1-x0)-(x0-x2)*(y1-y0))/d;
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| 		if (CD>=0.0 && CD<=1.0)
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| 		{
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| 			//linx=x0+AB*(x1-x0);
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| 			//liny=y0+AB*(y1-y0);
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| 			return 1;
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| 		}
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| 	}
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| 	return 0;
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| }
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| 
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| // intersect3D_SegmentPlane(): intersect a segment and a plane
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| //    Input:  a_Ray = a segment, and a_Plane = a plane = {Point V0; Vector n;}
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| //    Output: *I0 = the intersect point (when it exists)
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| //    Return: 0 = disjoint (no intersection)
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| //            1 = intersection in the unique point *I0
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| //            2 = the segment lies in the plane
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| int cTracer::intersect3D_SegmentPlane( const Vector3f & a_Origin, const Vector3f & a_End, const Vector3f & a_PlanePos, const Vector3f & a_PlaneNormal )
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| {
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| 	Vector3f    u = a_End - a_Origin;//a_Ray.P1 - S.P0;
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| 	Vector3f    w = a_Origin - a_PlanePos;//S.P0 - Pn.V0;
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| 
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| 	float     D = a_PlaneNormal.Dot( u );//dot(Pn.n, u);
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| 	float     N = -(a_PlaneNormal.Dot( w ) );//-dot(a_Plane.n, w);
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| 
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| 	const float EPSILON = 0.0001f;
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| 	if (fabs(D) < EPSILON) {          // segment is parallel to plane
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| 		if (N == 0)                     // segment lies in plane
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| 			return 2;
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| 		return 0;                   // no intersection
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| 	}
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| 	// they are not parallel
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| 	// compute intersect param
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| 	float sI = N / D;
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| 	if (sI < 0 || sI > 1)
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| 		return 0;                       // no intersection
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| 
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| 	//Vector3f I ( a_Ray->GetOrigin() + sI * u );//S.P0 + sI * u;                 // compute segment intersect point
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| 	*RealHit = a_Origin + u * sI;
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| 	return 1;
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| }
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| 
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| int cTracer::GetHitNormal(const Vector3f & start, const Vector3f & end, const Vector3i & a_BlockPos)
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| {
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| 	Vector3i SmallBlockPos = a_BlockPos;
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| 	char BlockID = m_World->GetBlock( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z );
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| 
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| 	if( BlockID == E_BLOCK_AIR )
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| 		return 0;
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| 
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| 	Vector3f BlockPos;
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| 	BlockPos = Vector3f(SmallBlockPos);
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| 
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| 	Vector3f Look = (end - start);
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| 	Look.Normalize();
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| 
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| 	float dot = Look.Dot( Vector3f(-1, 0, 0) ); // first face normal is x -1
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| 	if(dot < 0)
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| 	{
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| 		int Lines = LinesCross( start.x, start.y, end.x, end.y, BlockPos.x, BlockPos.y, BlockPos.x, BlockPos.y + 1 );
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| 		if(Lines == 1)
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| 		{
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| 			Lines = LinesCross( start.x, start.z, end.x, end.z, BlockPos.x, BlockPos.z, BlockPos.x, BlockPos.z + 1 );
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| 			if(Lines == 1)
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| 			{
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| 				intersect3D_SegmentPlane( start, end, BlockPos, Vector3f(-1, 0, 0) );
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| 				return 1;
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| 			}
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| 		}
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| 	}
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| 	dot = Look.Dot( Vector3f(0, 0, -1) ); // second face normal is z -1
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| 	if(dot < 0)
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| 	{
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| 		int Lines = LinesCross( start.z, start.y, end.z, end.y, BlockPos.z, BlockPos.y, BlockPos.z, BlockPos.y + 1 );
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| 		if(Lines == 1)
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| 		{
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| 			Lines = LinesCross( start.z, start.x, end.z, end.x, BlockPos.z, BlockPos.x, BlockPos.z, BlockPos.x + 1 );
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| 			if(Lines == 1)
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| 			{
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| 				intersect3D_SegmentPlane( start, end, BlockPos, Vector3f(0, 0, -1) );
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| 				return 2;
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| 			}
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| 		}
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| 	}
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| 	dot = Look.Dot( Vector3f(1, 0, 0) ); // third face normal is x 1
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| 	if(dot < 0)
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| 	{
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| 		int Lines = LinesCross( start.x, start.y, end.x, end.y, BlockPos.x + 1, BlockPos.y, BlockPos.x + 1, BlockPos.y + 1 );
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| 		if(Lines == 1)
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| 		{
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| 			Lines = LinesCross( start.x, start.z, end.x, end.z, BlockPos.x + 1, BlockPos.z, BlockPos.x + 1, BlockPos.z + 1 );
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| 			if(Lines == 1)
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| 			{
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| 				intersect3D_SegmentPlane( start, end, BlockPos + Vector3f(1, 0, 0), Vector3f(1, 0, 0) );
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| 				return 3;
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| 			}
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| 		}
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| 	}
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| 	dot = Look.Dot( Vector3f(0, 0, 1) ); // fourth face normal is z 1
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| 	if(dot < 0)
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| 	{
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| 		int Lines = LinesCross( start.z, start.y, end.z, end.y, BlockPos.z + 1, BlockPos.y, BlockPos.z + 1, BlockPos.y + 1 );
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| 		if(Lines == 1)
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| 		{
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| 			Lines = LinesCross( start.z, start.x, end.z, end.x, BlockPos.z + 1, BlockPos.x, BlockPos.z + 1, BlockPos.x + 1 );
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| 			if(Lines == 1)
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| 			{
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| 				intersect3D_SegmentPlane( start, end, BlockPos + Vector3f(0, 0, 1), Vector3f(0, 0, 1) );
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| 				return 4;
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| 			}
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| 		}
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| 	}
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| 	dot = Look.Dot( Vector3f(0, 1, 0) ); // fifth face normal is y 1
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| 	if(dot < 0)
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| 	{
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| 		int Lines = LinesCross( start.y, start.x, end.y, end.x, BlockPos.y + 1, BlockPos.x, BlockPos.y + 1, BlockPos.x + 1 );
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| 		if(Lines == 1)
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| 		{
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| 			Lines = LinesCross( start.y, start.z, end.y, end.z, BlockPos.y + 1, BlockPos.z, BlockPos.y + 1, BlockPos.z + 1 );
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| 			if(Lines == 1)
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| 			{
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| 				intersect3D_SegmentPlane( start, end, BlockPos + Vector3f(0, 1, 0), Vector3f(0, 1, 0) );
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| 				return 5;
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| 			}
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| 		}
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| 	}
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| 	dot = Look.Dot( Vector3f(0, -1, 0) ); // sixth face normal is y -1
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| 	if(dot < 0)
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| 	{
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| 		int Lines = LinesCross( start.y, start.x, end.y, end.x, BlockPos.y, BlockPos.x, BlockPos.y, BlockPos.x + 1 );
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| 		if(Lines == 1)
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| 		{
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| 			Lines = LinesCross( start.y, start.z, end.y, end.z, BlockPos.y, BlockPos.z, BlockPos.y, BlockPos.z + 1 );
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| 			if(Lines == 1)
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| 			{
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| 				intersect3D_SegmentPlane( start, end, BlockPos, Vector3f(0, -1, 0) );
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| 				return 6;
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| 			}
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| 		}
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| 	}
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| 	return 0;
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| }
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