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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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@@ -59,7 +59,7 @@ void cTracer::SetValues(const Vector3f & a_Start, const Vector3f & a_Direction)
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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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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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@@ -229,7 +229,7 @@ bool cTracer::Trace( const Vector3f & a_Start, const Vector3f & a_Direction, int
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if ((!a_LineOfSight && cBlockInfo::IsSolid(BlockID)) || (a_LineOfSight && (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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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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@@ -271,13 +271,13 @@ int LinesCross(float x0, float y0, float x1, float y1, float x2, float y2, float
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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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@@ -299,7 +299,7 @@ int cTracer::intersect3D_SegmentPlane( const Vector3f & a_Origin, const Vector3f
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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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@@ -311,7 +311,7 @@ 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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{
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@@ -324,86 +324,86 @@ 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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