383 lines
9.7 KiB
C++
383 lines
9.7 KiB
C++
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "cTracer.h"
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#include "cWorld.h"
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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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#include "BlockID.h"
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#include "cEntity.h"
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#include "Defines.h"
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#ifndef _WIN32
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#include <stdlib.h> // abs()
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#endif
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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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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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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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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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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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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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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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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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// 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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// normalize the direction vector
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if( dir->SqrLength() > 0.f ) dir->Normalize();
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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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// 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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// 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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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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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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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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const Vector3f End = a_Start + ((*dir) * (float)a_Distance);
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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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// 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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bool reachedX = false, reachedY = false, reachedZ = false;
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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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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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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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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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if (reachedX && reachedY && reachedZ)
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{
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return false;
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}
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char BlockID = m_World->GetBlock( pos->x, pos->y, pos->z );
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//No collision with water ;)
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if ( BlockID != E_BLOCK_AIR || IsBlockWater(BlockID))
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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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// 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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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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// 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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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) { // 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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//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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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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if( BlockID == E_BLOCK_AIR || IsBlockWater(BlockID))
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return 0;
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Vector3f BlockPos;
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BlockPos = Vector3f(SmallBlockPos);
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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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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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