minetest/src/raycast.h
2022-10-30 16:53:14 +01:00

82 lines
2.7 KiB
C++

/*
Minetest
Copyright (C) 2016 juhdanad, Daniel Juhasz <juhdanad@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#pragma once
#include "voxelalgorithms.h"
#include "util/pointedthing.h"
//! Sorts PointedThings based on their distance.
struct RaycastSort
{
bool operator() (const PointedThing &pt1, const PointedThing &pt2) const;
};
//! Describes the state of a raycast.
class RaycastState
{
public:
/*!
* Creates a raycast.
* @param objects_pointable if false, only nodes will be found
* @param liquids pointable if false, liquid nodes won't be found
*/
RaycastState(const core::line3d<f32> &shootline, bool objects_pointable,
bool liquids_pointable);
//! Shootline of the raycast.
core::line3d<f32> m_shootline;
//! Iterator to store the progress of the raycast.
voxalgo::VoxelLineIterator m_iterator;
//! Previous tested node during the raycast.
v3s16 m_previous_node;
/*!
* This priority queue stores the found pointed things
* waiting to be returned.
*/
std::priority_queue<PointedThing, std::vector<PointedThing>, RaycastSort> m_found;
bool m_objects_pointable;
bool m_liquids_pointable;
//! The code needs to search these nodes around the center node.
core::aabbox3d<s16> m_search_range { 0, 0, 0, 0, 0, 0 };
//! If true, the Environment will initialize this state.
bool m_initialization_needed = true;
};
/*!
* Checks if a line and a box intersects.
* @param[in] box box to test collision
* @param[in] start starting point of the line
* @param[in] dir direction and length of the line
* @param[out] collision_point first point of the collision
* @param[out] collision_normal normal vector at the collision, points
* outwards of the surface. If start is in the box, zero vector.
* @returns true if a collision point was found
*/
bool boxLineCollision(const aabb3f &box, const v3f &start, const v3f &dir,
v3f *collision_point, v3f *collision_normal);
bool boxLineCollision(const aabb3f &box, const v3f &box_rotation,
const v3f &start, const v3f &dir,
v3f *collision_point, v3f *collision_normal, v3f *raw_collision_normal);