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Expose getPointedThing to Lua

This commit introduces Raycast, a Lua user object, which can be
used to perform a raycast on the map. The ray is continuable, so one can
also get hidden nodes (for example to see trough glass).
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juhdanad authored and paramat committed Jul 23, 2016
1 parent a80ecbe commit 3caad3f3c9e319ca67d63231e8c64b2ace855fff
@@ -2557,6 +2557,12 @@ and `minetest.auth_reload` call the authetification handler.
* `pos2`: Second position
* `stepsize`: smaller gives more accurate results but requires more computing
time. Default is `1`.
* `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
* Creates a `Raycast` object.
* `pos1`: start of the ray
* `pos2`: end of the ray
* `objects` : if false, only nodes will be returned. Default is `true`.
* `liquids' : if false, liquid nodes won't be returned. Default is `false`.
* `minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)`
* returns table containing path
* returns a table of 3D points representing a path from `pos1` to `pos2` or `nil`
@@ -3755,6 +3761,26 @@ It can be created via `Settings(filename)`.
* Writes changes to file.
* `to_table()`: returns `{[key1]=value1,...}`

### `Raycast`
A raycast on the map. It works with selection boxes.
Can be used as an iterator in a for loop.

The map is loaded as the ray advances. If the
map is modified after the `Raycast` is created,
the changes may or may not have an effect on
the object.

It can be created via `Raycast(pos1, pos2, objects, liquids)` or
`minetest.raycast(pos1, pos2, objects, liquids)` where:
* `pos1`: start of the ray
* `pos2`: end of the ray
* `objects` : if false, only nodes will be returned. Default is true.
* `liquids' : if false, liquid nodes won't be returned. Default is false.

#### Methods
* `next()`: returns a `pointed_thing`
* Returns the next thing pointed by the ray or nil.

Mapgen objects
--------------
A mapgen object is a construct used in map generation. Mapgen objects can be used
@@ -428,9 +428,9 @@ set(common_SRCS
porting.cpp
profiler.cpp
quicktune.cpp
raycast.cpp
reflowscan.cpp
remoteplayer.cpp
raycast.cpp
rollback.cpp
rollback_interface.cpp
serialization.cpp
@@ -65,7 +65,7 @@ class ActiveObject
{
}

u16 getId()
u16 getId() const
{
return m_id;
}
@@ -76,7 +76,28 @@ class ActiveObject
}

virtual ActiveObjectType getType() const = 0;


/*!
* Returns the collision box of the object.
* This box is translated by the object's
* location.
* The box's coordinates are world coordinates.
* @returns true if the object has a collision box.
*/
virtual bool getCollisionBox(aabb3f *toset) const = 0;


/*!
* Returns the selection box of the object.
* This box is not translated when the
* object moves.
* The box's coordinates are world coordinates.
* @returns true if the object has a selection box.
*/
virtual bool getSelectionBox(aabb3f *toset) const = 0;


virtual bool collideWithObjects() const = 0;
protected:
u16 m_id; // 0 is invalid, "no id"
@@ -604,240 +604,31 @@ ClientEnvEvent ClientEnvironment::getClientEnvEvent()
return event;
}

ClientActiveObject * ClientEnvironment::getSelectedActiveObject(
const core::line3d<f32> &shootline_on_map, v3f *intersection_point,
v3s16 *intersection_normal)
void ClientEnvironment::getSelectedActiveObjects(
const core::line3d<f32> &shootline_on_map,
std::vector<PointedThing> &objects)
{
std::vector<DistanceSortedActiveObject> objects;
std::vector<DistanceSortedActiveObject> allObjects;
getActiveObjects(shootline_on_map.start,
shootline_on_map.getLength() + 3, objects);
shootline_on_map.getLength() + 10.0f, allObjects);
const v3f line_vector = shootline_on_map.getVector();

// Sort them.
// After this, the closest object is the first in the array.
std::sort(objects.begin(), objects.end());

/* Because objects can have different nodebox sizes,
* the object whose center is the nearest isn't necessarily
* the closest one. If an object is found, don't stop
* immediately. */

f32 d_min = shootline_on_map.getLength();
ClientActiveObject *nearest_obj = NULL;
for (u32 i = 0; i < objects.size(); i++) {
ClientActiveObject *obj = objects[i].obj;

aabb3f *selection_box = obj->getSelectionBox();
if (selection_box == NULL)
for (u32 i = 0; i < allObjects.size(); i++) {
ClientActiveObject *obj = allObjects[i].obj;
aabb3f selection_box;
if (!obj->getSelectionBox(&selection_box))
continue;

v3f pos = obj->getPosition();

aabb3f offsetted_box(selection_box->MinEdge + pos,
selection_box->MaxEdge + pos);

if (offsetted_box.getCenter().getDistanceFrom(
shootline_on_map.start) > d_min + 9.6f*BS) {
// Probably there is no active object that has bigger nodebox than
// (-5.5,-5.5,-5.5,5.5,5.5,5.5)
// 9.6 > 5.5*sqrt(3)
break;
}
aabb3f offsetted_box(selection_box.MinEdge + pos,
selection_box.MaxEdge + pos);

v3f current_intersection;
v3s16 current_normal;
if (boxLineCollision(offsetted_box, shootline_on_map.start, line_vector,
&current_intersection, &current_normal)) {
f32 d_current = current_intersection.getDistanceFrom(
shootline_on_map.start);
if (d_current <= d_min) {
d_min = d_current;
nearest_obj = obj;
*intersection_point = current_intersection;
*intersection_normal = current_normal;
}
}
}

return nearest_obj;
}

/*
Check if a node is pointable
*/
static inline bool isPointableNode(const MapNode &n,
INodeDefManager *ndef, bool liquids_pointable)
{
const ContentFeatures &features = ndef->get(n);
return features.pointable ||
(liquids_pointable && features.isLiquid());
}

PointedThing ClientEnvironment::getPointedThing(
core::line3d<f32> shootline,
bool liquids_pointable,
bool look_for_object)
{
PointedThing result;

INodeDefManager *nodedef = m_map->getNodeDefManager();

core::aabbox3d<s16> maximal_exceed = nodedef->getSelectionBoxIntUnion();
// The code needs to search these nodes
core::aabbox3d<s16> search_range(-maximal_exceed.MaxEdge,
-maximal_exceed.MinEdge);
// If a node is found, there might be a larger node behind.
// To find it, we have to go further.
s16 maximal_overcheck =
std::max(abs(search_range.MinEdge.X), abs(search_range.MaxEdge.X))
+ std::max(abs(search_range.MinEdge.Y), abs(search_range.MaxEdge.Y))
+ std::max(abs(search_range.MinEdge.Z), abs(search_range.MaxEdge.Z));

const v3f original_vector = shootline.getVector();
const f32 original_length = original_vector.getLength();

f32 min_distance = original_length;

// First try to find an active object
if (look_for_object) {
ClientActiveObject *selected_object = getSelectedActiveObject(
shootline, &result.intersection_point,
&result.intersection_normal);

if (selected_object != NULL) {
min_distance =
(result.intersection_point - shootline.start).getLength();

result.type = POINTEDTHING_OBJECT;
result.object_id = selected_object->getId();
&current_intersection, &current_normal)) {
objects.push_back(PointedThing(
(s16) obj->getId(), current_intersection, current_normal,
(current_intersection - shootline_on_map.start).getLengthSQ()));
}
}

// Reduce shootline
if (original_length > 0) {
shootline.end = shootline.start
+ shootline.getVector() / original_length * min_distance;
}

// Try to find a node that is closer than the selected active
// object (if it exists).

voxalgo::VoxelLineIterator iterator(shootline.start / BS,
shootline.getVector() / BS);
v3s16 oldnode = iterator.m_current_node_pos;
// Indicates that a node was found.
bool is_node_found = false;
// If a node is found, it is possible that there's a node
// behind it with a large nodebox, so continue the search.
u16 node_foundcounter = 0;
// If a node is found, this is the center of the
// first nodebox the shootline meets.
v3f found_boxcenter(0, 0, 0);
// The untested nodes are in this range.
core::aabbox3d<s16> new_nodes;
while (true) {
// Test the nodes around the current node in search_range.
new_nodes = search_range;
new_nodes.MinEdge += iterator.m_current_node_pos;
new_nodes.MaxEdge += iterator.m_current_node_pos;

// Only check new nodes
v3s16 delta = iterator.m_current_node_pos - oldnode;
if (delta.X > 0)
new_nodes.MinEdge.X = new_nodes.MaxEdge.X;
else if (delta.X < 0)
new_nodes.MaxEdge.X = new_nodes.MinEdge.X;
else if (delta.Y > 0)
new_nodes.MinEdge.Y = new_nodes.MaxEdge.Y;
else if (delta.Y < 0)
new_nodes.MaxEdge.Y = new_nodes.MinEdge.Y;
else if (delta.Z > 0)
new_nodes.MinEdge.Z = new_nodes.MaxEdge.Z;
else if (delta.Z < 0)
new_nodes.MaxEdge.Z = new_nodes.MinEdge.Z;

// For each untested node
for (s16 x = new_nodes.MinEdge.X; x <= new_nodes.MaxEdge.X; x++) {
for (s16 y = new_nodes.MinEdge.Y; y <= new_nodes.MaxEdge.Y; y++) {
for (s16 z = new_nodes.MinEdge.Z; z <= new_nodes.MaxEdge.Z; z++) {
MapNode n;
v3s16 np(x, y, z);
bool is_valid_position;

n = m_map->getNodeNoEx(np, &is_valid_position);
if (!(is_valid_position &&
isPointableNode(n, nodedef, liquids_pointable))) {
continue;
}
std::vector<aabb3f> boxes;
n.getSelectionBoxes(nodedef, &boxes,
n.getNeighbors(np, m_map));

v3f npf = intToFloat(np, BS);
for (std::vector<aabb3f>::const_iterator i = boxes.begin();
i != boxes.end(); ++i) {
aabb3f box = *i;
box.MinEdge += npf;
box.MaxEdge += npf;
v3f intersection_point;
v3s16 intersection_normal;
if (!boxLineCollision(box, shootline.start, shootline.getVector(),
&intersection_point, &intersection_normal)) {
continue;
}
f32 distance = (intersection_point - shootline.start).getLength();
if (distance >= min_distance) {
continue;
}
result.type = POINTEDTHING_NODE;
result.node_undersurface = np;
result.intersection_point = intersection_point;
result.intersection_normal = intersection_normal;
found_boxcenter = box.getCenter();
min_distance = distance;
is_node_found = true;
}
}
}
}
if (is_node_found) {
node_foundcounter++;
if (node_foundcounter > maximal_overcheck) {
break;
}
}
// Next node
if (iterator.hasNext()) {
oldnode = iterator.m_current_node_pos;
iterator.next();
} else {
break;
}
}

if (is_node_found) {
// Set undersurface and abovesurface nodes
f32 d = 0.002 * BS;
v3f fake_intersection = result.intersection_point;
// Move intersection towards its source block.
if (fake_intersection.X < found_boxcenter.X)
fake_intersection.X += d;
else
fake_intersection.X -= d;

if (fake_intersection.Y < found_boxcenter.Y)
fake_intersection.Y += d;
else
fake_intersection.Y -= d;

if (fake_intersection.Z < found_boxcenter.Z)
fake_intersection.Z += d;
else
fake_intersection.Z -= d;

result.node_real_undersurface = floatToInt(fake_intersection, BS);
result.node_abovesurface = result.node_real_undersurface
+ result.intersection_normal;
}
return result;
}
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