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@@ -14,15 +14,15 @@ |
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cTracer::cTracer(cWorld * a_World)
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: m_World(a_World)
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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].Set(-1, 0, 0);
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m_NormalTable[1].Set( 0, 0, -1);
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m_NormalTable[2].Set( 1, 0, 0);
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m_NormalTable[3].Set( 0, 0, 1);
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m_NormalTable[4].Set( 0, 1, 0);
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m_NormalTable[5].Set( 0, -1, 0);
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m_NormalTable[0].Set(-1, 0, 0);
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m_NormalTable[1].Set( 0, 0, -1);
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m_NormalTable[2].Set( 1, 0, 0);
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m_NormalTable[3].Set( 0, 0, 1);
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m_NormalTable[4].Set( 0, 1, 0);
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m_NormalTable[5].Set( 0, -1, 0);
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}
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@@ -37,7 +37,7 @@ cTracer::~cTracer() |
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float cTracer::SigNum( float a_Num)
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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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@@ -127,7 +127,7 @@ void cTracer::SetValues(const Vector3f & a_Start, const Vector3f & a_Direction) |
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bool cTracer::Trace( const Vector3f & a_Start, const Vector3f & a_Direction, int a_Distance, bool a_LineOfSight)
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bool cTracer::Trace(const Vector3f & a_Start, const Vector3f & a_Direction, int a_Distance, bool a_LineOfSight)
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{
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if ((a_Start.y < 0) || (a_Start.y >= cChunkDef::Height))
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{
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@@ -249,35 +249,42 @@ int LinesCross(float x0, float y0, float x1, float y1, float x2, float y2, float |
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{
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// float linx, liny;
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float d=(x1-x0)*(y3-y2)-(y1-y0)*(x3-x2);
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if (std::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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float d = (x1 - x0) * (y3 - y2) - (y1 - y0) * (x3 - x2);
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if (std::abs(d) < 0.001)
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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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return 0;
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}
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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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// 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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// 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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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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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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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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const float EPSILON = 0.0001f;
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if (fabs(D) < EPSILON)
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@@ -294,12 +301,12 @@ int cTracer::intersect3D_SegmentPlane( const Vector3f & a_Origin, const Vector3f |
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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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if ((sI < 0) || (sI > 1))
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{
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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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// 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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@@ -311,9 +318,9 @@ int cTracer::intersect3D_SegmentPlane( const Vector3f & a_Origin, const Vector3f |
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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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char BlockID = m_World->GetBlock(a_BlockPos.x, a_BlockPos.y, a_BlockPos.z);
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if (BlockID == E_BLOCK_AIR || IsBlockWater(BlockID))
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if ((BlockID == E_BLOCK_AIR) || IsBlockWater(BlockID))
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{
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return 0;
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}
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@@ -324,86 +331,86 @@ int cTracer::GetHitNormal(const Vector3f & start, const Vector3f & end, const Ve |
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Vector3f Look = (end - start);
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Look.Normalize();
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float dot = Look.Dot( Vector3f(-1, 0, 0)); // first face normal is x -1
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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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