Ejemplo n.º 1
0
void Hrtf::get_kemar_data(kemar_ptr & kemar_data, int & elev_n, const v3f &pos) {
	
	kemar_data = 0;
	elev_n = 0;
	if (pos.is0())
		return;

#ifdef _WINDOWS
       float len = (float)_hypot(pos.x, pos.y);
#else
       float len = (float)hypot(pos.x, pos.y);
#endif

	int elev_gr = (int)(180 * atan2f(pos.z, len) / (float)M_PI);
	//LOG_DEBUG(("elev = %d (%g %g %g)", elev_gr, pos.x, pos.y, pos.z));

	for(size_t i = 0; i < KemarElevationCount; ++i)
	{
		const kemar_elevation_data &elev = ::kemar_data[i];
		if (elev_gr < elev.elevation + KemarElevationStep / 2)
		{
			//LOG_DEBUG(("used elevation %d", elev.elevation)); 
			kemar_data = elev.data;
			elev_n = elev.samples;
			break;
		}
	}
}
Ejemplo n.º 2
0
void Sky::sky_rotate (const scene::ICameraSceneNode* camera, SKY_ROTATE type, float wicked_time_of_day, v3f & Pos) {
	v3POS player_position = floatToInt(camera->getPosition(), BS)+camera_offset;
	double shift = (double)player_position.Z / MAP_GENERATION_LIMIT;
	double xz = 90;
	double xy = wicked_time_of_day * 360 - 90;
	double yz = 70 * -shift; // 70 - maximum angle near end of map

	if (type == SKY_ROTATE::MOON)
		xz *= -1;

	if (type == SKY_ROTATE::MOONLIGHT)
		xy -= 90;
	else if (type == SKY_ROTATE::SUNLIGHT)
		xy += 90 + 180;

	Pos.rotateXZBy(xz);
	Pos.rotateXYBy(xy);
	Pos.rotateYZBy(yz);
}
Ejemplo n.º 3
0
collisionMoveResult collisionMovePrecise(Map *map, IGameDef *gamedef,
		f32 pos_max_d, const core::aabbox3d<f32> &box_0,
		f32 dtime, v3f &pos_f, v3f &speed_f)
{
	collisionMoveResult final_result;

	// Maximum time increment (for collision detection etc)
	// time = distance / speed
	f32 dtime_max_increment = pos_max_d / speed_f.getLength();
	
	// Maximum time increment is 10ms or lower
	if(dtime_max_increment > 0.01)
		dtime_max_increment = 0.01;
	
	// Don't allow overly huge dtime
	if(dtime > 2.0)
		dtime = 2.0;
	
	f32 dtime_downcount = dtime;

	u32 loopcount = 0;
	do
	{
		loopcount++;

		f32 dtime_part;
		if(dtime_downcount > dtime_max_increment)
		{
			dtime_part = dtime_max_increment;
			dtime_downcount -= dtime_part;
		}
		else
		{
			dtime_part = dtime_downcount;
			/*
				Setting this to 0 (no -=dtime_part) disables an infinite loop
				when dtime_part is so small that dtime_downcount -= dtime_part
				does nothing
			*/
			dtime_downcount = 0;
		}

		collisionMoveResult result = collisionMoveSimple(map, gamedef,
				pos_max_d, box_0, dtime_part, pos_f, speed_f);

		if(result.touching_ground)
			final_result.touching_ground = true;
		if(result.collides)
			final_result.collides = true;
	}
	while(dtime_downcount > 0.001);
		

	return final_result;
}
Ejemplo n.º 4
0
static bool getVisibleBrightness(Map *map, v3f p0, v3f dir, float step,
		float step_multiplier, float start_distance, float end_distance,
		INodeDefManager *ndef, u32 daylight_factor, float sunlight_min_d,
		int *result, bool *sunlight_seen)
{
	int brightness_sum = 0;
	int brightness_count = 0;
	float distance = start_distance;
	dir.normalize();
	v3f pf = p0;
	pf += dir * distance;
	int noncount = 0;
	bool nonlight_seen = false;
	bool allow_allowing_non_sunlight_propagates = false;
	bool allow_non_sunlight_propagates = false;
	// Check content nearly at camera position
	{
		v3s16 p = floatToInt(p0 /*+ dir * 3*BS*/, BS);
		MapNode n = map->getNodeNoEx(p);
		if(ndef->get(n).param_type == CPT_LIGHT &&
				!ndef->get(n).sunlight_propagates)
			allow_allowing_non_sunlight_propagates = true;
	}
	// If would start at CONTENT_IGNORE, start closer
	{
		v3s16 p = floatToInt(pf, BS);
		MapNode n = map->getNodeNoEx(p);
		if(n.getContent() == CONTENT_IGNORE){
			float newd = 2*BS;
			pf = p0 + dir * 2*newd;
			distance = newd;
			sunlight_min_d = 0;
		}
	}
	for(int i=0; distance < end_distance; i++){
		pf += dir * step;
		distance += step;
		step *= step_multiplier;
		
		v3s16 p = floatToInt(pf, BS);
		MapNode n = map->getNodeNoEx(p);
		if(allow_allowing_non_sunlight_propagates && i == 0 &&
				ndef->get(n).param_type == CPT_LIGHT &&
				!ndef->get(n).sunlight_propagates){
			allow_non_sunlight_propagates = true;
		}
		if(ndef->get(n).param_type != CPT_LIGHT ||
				(!ndef->get(n).sunlight_propagates &&
					!allow_non_sunlight_propagates)){
			nonlight_seen = true;
			noncount++;
			if(noncount >= 4)
				break;
			continue;
		}
		if(distance >= sunlight_min_d && *sunlight_seen == false
				&& nonlight_seen == false)
			if(n.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN)
				*sunlight_seen = true;
		noncount = 0;
		brightness_sum += decode_light(n.getLightBlend(daylight_factor, ndef));
		brightness_count++;
	}
	*result = 0;
	if(brightness_count == 0)
		return false;
	*result = brightness_sum / brightness_count;
	/*std::cerr<<"Sampled "<<brightness_count<<" points; result="
			<<(*result)<<std::endl;*/
	return true;
}
Ejemplo n.º 5
0
collisionMoveResult collisionMoveSimple(Environment *env, IGameDef *gamedef,
		f32 pos_max_d, const aabb3f &box_0,
		f32 stepheight, f32 dtime,
		v3f &pos_f, v3f &speed_f,
		v3f &accel_f,ActiveObject* self,
		bool collideWithObjects)
{
	Map *map = &env->getMap();
	//TimeTaker tt("collisionMoveSimple");
    //ScopeProfiler sp(g_profiler, "collisionMoveSimple avg", SPT_AVG);

	collisionMoveResult result;

	/*
		Calculate new velocity
	*/
	if( dtime > 1 ) {
/*
		infostream<<"collisionMoveSimple: WARNING: maximum step interval exceeded, lost movement details!"<<std::endl;
*/
		dtime = 1;
	}
	speed_f += accel_f * dtime;

	// If there is no speed, there are no collisions
	if(speed_f.getLength() == 0)
		return result;

	// Limit speed for avoiding hangs
	speed_f.Y=rangelim(speed_f.Y,-1000,1000);
	speed_f.X=rangelim(speed_f.X,-1000,1000);
	speed_f.Z=rangelim(speed_f.Z,-1000,1000);

	/*
		Collect node boxes in movement range
	*/
	std::vector<aabb3f> cboxes;
	std::vector<bool> is_unloaded;
	std::vector<bool> is_step_up;
	std::vector<bool> is_object;
	std::vector<int> bouncy_values;
	std::vector<v3s16> node_positions;
	{
	//TimeTaker tt2("collisionMoveSimple collect boxes");
    //ScopeProfiler sp(g_profiler, "collisionMoveSimple collect boxes avg", SPT_AVG);

	v3s16 oldpos_i = floatToInt(pos_f, BS);
	v3s16 newpos_i = floatToInt(pos_f + speed_f * dtime, BS);
	s16 min_x = MYMIN(oldpos_i.X, newpos_i.X) + (box_0.MinEdge.X / BS) - 1;
	s16 min_y = MYMIN(oldpos_i.Y, newpos_i.Y) + (box_0.MinEdge.Y / BS) - 1;
	s16 min_z = MYMIN(oldpos_i.Z, newpos_i.Z) + (box_0.MinEdge.Z / BS) - 1;
	s16 max_x = MYMAX(oldpos_i.X, newpos_i.X) + (box_0.MaxEdge.X / BS) + 1;
	s16 max_y = MYMAX(oldpos_i.Y, newpos_i.Y) + (box_0.MaxEdge.Y / BS) + 1;
	s16 max_z = MYMAX(oldpos_i.Z, newpos_i.Z) + (box_0.MaxEdge.Z / BS) + 1;

	for(s16 x = min_x; x <= max_x; x++)
	for(s16 y = min_y; y <= max_y; y++)
	for(s16 z = min_z; z <= max_z; z++)
	{
		v3s16 p(x,y,z);

		bool is_position_valid;
		MapNode n = map->getNodeNoEx(p, &is_position_valid);

		if (is_position_valid) {
			// Object collides into walkable nodes

			const ContentFeatures &f = gamedef->getNodeDefManager()->get(n);
			if(f.walkable == false)
				continue;
			int n_bouncy_value = itemgroup_get(f.groups, "bouncy");

			std::vector<aabb3f> nodeboxes = n.getCollisionBoxes(gamedef->ndef());
			for(std::vector<aabb3f>::iterator
					i = nodeboxes.begin();
					i != nodeboxes.end(); ++i)
			{
				aabb3f box = *i;
				box.MinEdge += v3f(x, y, z)*BS;
				box.MaxEdge += v3f(x, y, z)*BS;
				cboxes.push_back(box);
				is_unloaded.push_back(false);
				is_step_up.push_back(false);
				bouncy_values.push_back(n_bouncy_value);
				node_positions.push_back(p);
				is_object.push_back(false);
			}
		}
		else {
			// Collide with unloaded nodes
			aabb3f box = getNodeBox(p, BS);
			cboxes.push_back(box);
			is_unloaded.push_back(true);
			is_step_up.push_back(false);
			bouncy_values.push_back(0);
			node_positions.push_back(p);
			is_object.push_back(false);
		}
	}
	} // tt2

	if(collideWithObjects)
	{
		//ScopeProfiler sp(g_profiler, "collisionMoveSimple objects avg", SPT_AVG);
		//TimeTaker tt3("collisionMoveSimple collect object boxes");

		/* add object boxes to cboxes */


		std::vector<ActiveObject*> objects;
#ifndef SERVER
		ClientEnvironment *c_env = dynamic_cast<ClientEnvironment*>(env);
		if (c_env != 0) {
			f32 distance = speed_f.getLength();
			std::vector<DistanceSortedActiveObject> clientobjects;
			c_env->getActiveObjects(pos_f,distance * 1.5,clientobjects);
			for (size_t i=0; i < clientobjects.size(); i++) {
				if ((self == 0) || (self != clientobjects[i].obj)) {
					objects.push_back((ActiveObject*)clientobjects[i].obj);
				}
			}
		}
		else
#endif
		{
			ServerEnvironment *s_env = dynamic_cast<ServerEnvironment*>(env);
			if (s_env != 0) {
				f32 distance = speed_f.getLength();
				std::vector<u16> s_objects;
				s_env->getObjectsInsideRadius(s_objects, pos_f, distance * 1.5);
				for (std::vector<u16>::iterator iter = s_objects.begin(); iter != s_objects.end(); ++iter) {
					ServerActiveObject *current = s_env->getActiveObject(*iter);
					if ((self == 0) || (self != current)) {
						objects.push_back((ActiveObject*)current);
					}
				}
			}
		}

		for (std::vector<ActiveObject*>::const_iterator iter = objects.begin();
				iter != objects.end(); ++iter) {
			ActiveObject *object = *iter;

			if (object != NULL) {
				aabb3f object_collisionbox;
				if (object->getCollisionBox(&object_collisionbox) &&
						object->collideWithObjects()) {
					cboxes.push_back(object_collisionbox);
					is_unloaded.push_back(false);
					is_step_up.push_back(false);
					bouncy_values.push_back(0);
					node_positions.push_back(v3s16(0,0,0));
					is_object.push_back(true);
				}
			}
		}
	} //tt3

/*
	assert(cboxes.size() == is_unloaded.size());    // post-condition
	assert(cboxes.size() == is_step_up.size());     // post-condition
	assert(cboxes.size() == bouncy_values.size());  // post-condition
	assert(cboxes.size() == node_positions.size()); // post-condition
	assert(cboxes.size() == is_object.size());      // post-condition
*/

	/*
		Collision detection
	*/

	/*
		Collision uncertainty radius
		Make it a bit larger than the maximum distance of movement
	*/
	f32 d = pos_max_d * 1.1;
	// A fairly large value in here makes moving smoother
	//f32 d = 0.15*BS;

	// This should always apply, otherwise there are glitches
	if(!(d > pos_max_d))
		return result;

	int loopcount = 0;

	while(dtime > BS*1e-10)
	{
		//TimeTaker tt3("collisionMoveSimple dtime loop");
        //ScopeProfiler sp(g_profiler, "collisionMoveSimple dtime loop avg", SPT_AVG);

		// Avoid infinite loop
		loopcount++;
		if(loopcount >= 100)
		{
			infostream<<"collisionMoveSimple: WARNING: Loop count exceeded, aborting to avoid infiniite loop"<<std::endl;
			dtime = 0;
			break;
		}

		aabb3f movingbox = box_0;
		movingbox.MinEdge += pos_f;
		movingbox.MaxEdge += pos_f;

		int nearest_collided = -1;
		f32 nearest_dtime = dtime;
		u32 nearest_boxindex = -1;

		/*
			Go through every nodebox, find nearest collision
		*/
		for(u32 boxindex = 0; boxindex < cboxes.size(); boxindex++)
		{
			// Ignore if already stepped up this nodebox.
			if(is_step_up[boxindex])
				continue;

			// Find nearest collision of the two boxes (raytracing-like)
			f32 dtime_tmp;
			int collided = axisAlignedCollision(
					cboxes[boxindex], movingbox, speed_f, d, dtime_tmp);

			if(collided == -1 || dtime_tmp >= nearest_dtime)
				continue;

			nearest_dtime = dtime_tmp;
			nearest_collided = collided;
			nearest_boxindex = boxindex;
		}

		if(nearest_collided == -1)
		{
			// No collision with any collision box.
			pos_f += speed_f * dtime;
			dtime = 0;  // Set to 0 to avoid "infinite" loop due to small FP numbers
		}
		else
		{
			// Otherwise, a collision occurred.

			const aabb3f& cbox = cboxes[nearest_boxindex];

			// Check for stairs.
			bool step_up = (nearest_collided != 1) && // must not be Y direction
					(movingbox.MinEdge.Y < cbox.MaxEdge.Y) &&
					(movingbox.MinEdge.Y + stepheight > cbox.MaxEdge.Y) &&
					(!wouldCollideWithCeiling(cboxes, movingbox,
							cbox.MaxEdge.Y - movingbox.MinEdge.Y,
							d));

			// Get bounce multiplier
			bool bouncy = (bouncy_values[nearest_boxindex] >= 1);
			float bounce = -(float)bouncy_values[nearest_boxindex] / 100.0;

			// Move to the point of collision and reduce dtime by nearest_dtime
			if(nearest_dtime < 0)
			{
				// Handle negative nearest_dtime (can be caused by the d allowance)
				if(!step_up)
				{
					if(nearest_collided == 0)
						pos_f.X += speed_f.X * nearest_dtime;
					if(nearest_collided == 1)
						pos_f.Y += speed_f.Y * nearest_dtime;
					if(nearest_collided == 2)
						pos_f.Z += speed_f.Z * nearest_dtime;
				}
			}
			else
			{
				pos_f += speed_f * nearest_dtime;
				dtime -= nearest_dtime;
			}

			bool is_collision = true;
			if(is_unloaded[nearest_boxindex])
				is_collision = false;

			CollisionInfo info;
			if (is_object[nearest_boxindex]) {
				info.type = COLLISION_OBJECT;
			}
			else {
				info.type = COLLISION_NODE;
			}
			info.node_p = node_positions[nearest_boxindex];
			info.bouncy = bouncy;
			info.old_speed = speed_f;

			// Set the speed component that caused the collision to zero
			if(step_up)
			{
				// Special case: Handle stairs
				is_step_up[nearest_boxindex] = true;
				is_collision = false;
			}
			else if(nearest_collided == 0) // X
			{
				if(fabs(speed_f.X) > BS*3)
					speed_f.X *= bounce;
				else
					speed_f.X = 0;
				result.collides = true;
				result.collides_xz = true;
			}
			else if(nearest_collided == 1) // Y
			{
				if(fabs(speed_f.Y) > BS*3)
					speed_f.Y *= bounce;
				else
					speed_f.Y = 0;
				result.collides = true;
			}
			else if(nearest_collided == 2) // Z
			{
				if(fabs(speed_f.Z) > BS*3)
					speed_f.Z *= bounce;
				else
					speed_f.Z = 0;
				result.collides = true;
				result.collides_xz = true;
			}

			info.new_speed = speed_f;
			if(info.new_speed.getDistanceFrom(info.old_speed) < 0.1*BS)
				is_collision = false;

			if(is_collision){
				result.collisions.push_back(info);
			}
		}
	}

	/*
		Final touches: Check if standing on ground, step up stairs.
	*/
	aabb3f box = box_0;
	box.MinEdge += pos_f;
	box.MaxEdge += pos_f;
	for(u32 boxindex = 0; boxindex < cboxes.size(); boxindex++)
	{
		const aabb3f& cbox = cboxes[boxindex];

		/*
			See if the object is touching ground.

			Object touches ground if object's minimum Y is near node's
			maximum Y and object's X-Z-area overlaps with the node's
			X-Z-area.

			Use 0.15*BS so that it is easier to get on a node.
		*/
		if(
				cbox.MaxEdge.X-d > box.MinEdge.X &&
				cbox.MinEdge.X+d < box.MaxEdge.X &&
				cbox.MaxEdge.Z-d > box.MinEdge.Z &&
				cbox.MinEdge.Z+d < box.MaxEdge.Z
		){
			if(is_step_up[boxindex])
			{
				pos_f.Y += (cbox.MaxEdge.Y - box.MinEdge.Y);
				box = box_0;
				box.MinEdge += pos_f;
				box.MaxEdge += pos_f;
			}
			if(fabs(cbox.MaxEdge.Y-box.MinEdge.Y) < 0.15*BS)
			{
				result.touching_ground = true;
				if(is_unloaded[boxindex])
					result.standing_on_unloaded = true;
			}
		}
	}

	return result;
}
Ejemplo n.º 6
0
void ClientLauncher::speed_tests()
{
    // volatile to avoid some potential compiler optimisations
    volatile static s16 temp16;
    volatile static f32 tempf;
    static v3f tempv3f1;
    static v3f tempv3f2;
    static std::string tempstring;
    static std::string tempstring2;

    tempv3f1 = v3f();
    tempv3f2 = v3f();
    tempstring = std::string();
    tempstring2 = std::string();

    {
        infostream << "The following test should take around 20ms." << std::endl;
        TimeTaker timer("Testing std::string speed");
        const u32 jj = 10000;
        for (u32 j = 0; j < jj; j++) {
            tempstring = "";
            tempstring2 = "";
            const u32 ii = 10;
            for (u32 i = 0; i < ii; i++) {
                tempstring2 += "asd";
            }
            for (u32 i = 0; i < ii+1; i++) {
                tempstring += "asd";
                if (tempstring == tempstring2)
                    break;
            }
        }
    }

    infostream << "All of the following tests should take around 100ms each."
               << std::endl;

    {
        TimeTaker timer("Testing floating-point conversion speed");
        tempf = 0.001;
        for (u32 i = 0; i < 4000000; i++) {
            temp16 += tempf;
            tempf += 0.001;
        }
    }

    {
        TimeTaker timer("Testing floating-point vector speed");

        tempv3f1 = v3f(1, 2, 3);
        tempv3f2 = v3f(4, 5, 6);
        for (u32 i = 0; i < 10000000; i++) {
            tempf += tempv3f1.dotProduct(tempv3f2);
            tempv3f2 += v3f(7, 8, 9);
        }
    }

    {
        TimeTaker timer("Testing std::map speed");

        std::map<v2s16, f32> map1;
        tempf = -324;
        const s16 ii = 300;
        for (s16 y = 0; y < ii; y++) {
            for (s16 x = 0; x < ii; x++) {
                map1[v2s16(x, y)] =  tempf;
                tempf += 1;
            }
        }
        for (s16 y = ii - 1; y >= 0; y--) {
            for (s16 x = 0; x < ii; x++) {
                tempf = map1[v2s16(x, y)];
            }
        }
    }

    {
        infostream << "Around 5000/ms should do well here." << std::endl;
        TimeTaker timer("Testing mutex speed");

        JMutex m;
        u32 n = 0;
        u32 i = 0;
        do {
            n += 10000;
            for (; i < n; i++) {
                m.Lock();
                m.Unlock();
            }
        }
        // Do at least 10ms
        while(timer.getTimerTime() < 10);

        u32 dtime = timer.stop();
        u32 per_ms = n / dtime;
        infostream << "Done. " << dtime << "ms, " << per_ms << "/ms" << std::endl;
    }
}
Ejemplo n.º 7
0
// This doesn't seem to work and isn't used
collisionMoveResult collisionMovePrecise(Map *map, IGameDef *gamedef,
		f32 pos_max_d, const aabb3f &box_0,
		f32 stepheight, f32 dtime,
		v3f &pos_f, v3f &speed_f, v3f &accel_f)
{
	//TimeTaker tt("collisionMovePrecise");
    ScopeProfiler sp(g_profiler, "collisionMovePrecise avg", SPT_AVG);
	
	collisionMoveResult final_result;

	// If there is no speed, there are no collisions
	if(speed_f.getLength() == 0)
		return final_result;

	// Don't allow overly huge dtime
	if(dtime > 2.0)
		dtime = 2.0;

	f32 dtime_downcount = dtime;

	u32 loopcount = 0;
	do
	{
		loopcount++;

		// Maximum time increment (for collision detection etc)
		// time = distance / speed
		f32 dtime_max_increment = 1.0;
		if(speed_f.getLength() != 0)
			dtime_max_increment = pos_max_d / speed_f.getLength();

		// Maximum time increment is 10ms or lower
		if(dtime_max_increment > 0.01)
			dtime_max_increment = 0.01;

		f32 dtime_part;
		if(dtime_downcount > dtime_max_increment)
		{
			dtime_part = dtime_max_increment;
			dtime_downcount -= dtime_part;
		}
		else
		{
			dtime_part = dtime_downcount;
			/*
				Setting this to 0 (no -=dtime_part) disables an infinite loop
				when dtime_part is so small that dtime_downcount -= dtime_part
				does nothing
			*/
			dtime_downcount = 0;
		}

		collisionMoveResult result = collisionMoveSimple(map, gamedef,
				pos_max_d, box_0, stepheight, dtime_part,
				pos_f, speed_f, accel_f);

		if(result.touching_ground)
			final_result.touching_ground = true;
		if(result.collides)
			final_result.collides = true;
		if(result.collides_xz)
			final_result.collides_xz = true;
		if(result.standing_on_unloaded)
			final_result.standing_on_unloaded = true;
	}
	while(dtime_downcount > 0.001);

	return final_result;
}
Ejemplo n.º 8
0
void SpeedTests()
{
	{
		dstream<<"The following test should take around 20ms."<<std::endl;
		TimeTaker timer("Testing std::string speed");
		const u32 jj = 10000;
		for(u32 j=0; j<jj; j++)
		{
			tempstring = "";
			tempstring2 = "";
			const u32 ii = 10;
			for(u32 i=0; i<ii; i++){
				tempstring2 += "asd";
			}
			for(u32 i=0; i<ii+1; i++){
				tempstring += "asd";
				if(tempstring == tempstring2)
					break;
			}
		}
	}
	
	dstream<<"All of the following tests should take around 100ms each."
			<<std::endl;

	{
		TimeTaker timer("Testing floating-point conversion speed");
		tempf = 0.001;
		for(u32 i=0; i<4000000; i++){
			temp16 += tempf;
			tempf += 0.001;
		}
	}
	
	{
		TimeTaker timer("Testing floating-point vector speed");

		tempv3f1 = v3f(1,2,3);
		tempv3f2 = v3f(4,5,6);
		for(u32 i=0; i<10000000; i++){
			tempf += tempv3f1.dotProduct(tempv3f2);
			tempv3f2 += v3f(7,8,9);
		}
	}

	{
		TimeTaker timer("Testing core::map speed");
		
		core::map<v2s16, f32> map1;
		tempf = -324;
		const s16 ii=300;
		for(s16 y=0; y<ii; y++){
			for(s16 x=0; x<ii; x++){
				map1.insert(v2s16(x,y), tempf);
				tempf += 1;
			}
		}
		for(s16 y=ii-1; y>=0; y--){
			for(s16 x=0; x<ii; x++){
				tempf = map1[v2s16(x,y)];
			}
		}
	}

	{
		dstream<<"Around 5000/ms should do well here."<<std::endl;
		TimeTaker timer("Testing mutex speed");
		
		JMutex m;
		m.Init();
		u32 n = 0;
		u32 i = 0;
		do{
			n += 10000;
			for(; i<n; i++){
				m.Lock();
				m.Unlock();
			}
		}
		// Do at least 10ms
		while(timer.getTime() < 10);

		u32 dtime = timer.stop();
		u32 per_ms = n / dtime;
		dstream<<"Done. "<<dtime<<"ms, "
				<<per_ms<<"/ms"<<std::endl;
	}
}
Ejemplo n.º 9
0
void SpeedTests(IrrlichtDevice *device)
{
	/*
		Test stuff
	*/

	//test();
	//return 0;
	/*TestThread thread;
	thread.Start();
	std::cout<<"thread started"<<std::endl;
	while(thread.IsRunning()) sleep(1);
	std::cout<<"thread ended"<<std::endl;
	return 0;*/

	{
		std::cout<<"Testing floating-point conversion speed"<<std::endl;
		u32 time1 = device->getTimer()->getRealTime();
		tempf = 0.001;
		for(u32 i=0; i<10000000; i++){
			temp16 += tempf;
			tempf += 0.001;
		}
		u32 time2 = device->getTimer()->getRealTime();
		u32 fp_conversion_time = time2 - time1;
		std::cout<<"Done. "<<fp_conversion_time<<"ms"<<std::endl;
		//assert(fp_conversion_time < 1000);
	}
	
	{
		std::cout<<"Testing floating-point vector speed"<<std::endl;
		u32 time1 = device->getTimer()->getRealTime();

		tempv3f1 = v3f(1,2,3);
		tempv3f2 = v3f(4,5,6);
		for(u32 i=0; i<40000000; i++){
			tempf += tempv3f1.dotProduct(tempv3f2);
			tempv3f2 += v3f(7,8,9);
		}

		u32 time2 = device->getTimer()->getRealTime();
		u32 dtime = time2 - time1;
		std::cout<<"Done. "<<dtime<<"ms"<<std::endl;
	}

	{
		std::cout<<"Testing core::map speed"<<std::endl;
		u32 time1 = device->getTimer()->getRealTime();
		
		core::map<v2s16, f32> map1;
		tempf = -324;
		for(s16 y=0; y<500; y++){
			for(s16 x=0; x<500; x++){
				map1.insert(v2s16(x,y), tempf);
				tempf += 1;
			}
		}
		for(s16 y=500-1; y>=0; y--){
			for(s16 x=0; x<500; x++){
				tempf = map1[v2s16(x,y)];
			}
		}

		u32 time2 = device->getTimer()->getRealTime();
		u32 dtime = time2 - time1;
		std::cout<<"Done. "<<dtime<<"ms"<<std::endl;
	}

	{
		std::cout<<"Testing mutex speed"<<std::endl;
		u32 time1 = device->getTimer()->getRealTime();
		u32 time2 = time1;
		
		JMutex m;
		m.Init();
		u32 n = 0;
		u32 i = 0;
		do{
			n += 10000;
			for(; i<n; i++){
				m.Lock();
				m.Unlock();
			}
			time2 = device->getTimer()->getRealTime();
		}
		// Do at least 10ms
		while(time2 < time1 + 10);

		u32 dtime = time2 - time1;
		u32 per_ms = n / dtime;
		std::cout<<"Done. "<<dtime<<"ms, "
				<<per_ms<<"/ms"<<std::endl;
	}

	//assert(0);
}
Ejemplo n.º 10
0
collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
		f32 pos_max_d, const core::aabbox3d<f32> &box_0,
		f32 dtime, v3f &pos_f, v3f &speed_f)
{
	collisionMoveResult result;

	v3f oldpos_f = pos_f;
	v3s16 oldpos_i = floatToInt(oldpos_f, BS);

	/*
		Calculate new position
	*/
	pos_f += speed_f * dtime;

	/*
		Collision detection
	*/
	
	// position in nodes
	v3s16 pos_i = floatToInt(pos_f, BS);
	
	/*
		Collision uncertainty radius
		Make it a bit larger than the maximum distance of movement
	*/
	f32 d = pos_max_d * 1.1;
	// A fairly large value in here makes moving smoother
	//f32 d = 0.15*BS;

	// This should always apply, otherwise there are glitches
	assert(d > pos_max_d);
	
	/*
		Calculate collision box
	*/
	core::aabbox3d<f32> box = box_0;
	box.MaxEdge += pos_f;
	box.MinEdge += pos_f;
	core::aabbox3d<f32> oldbox = box_0;
	oldbox.MaxEdge += oldpos_f;
	oldbox.MinEdge += oldpos_f;

	/*
		If the object lies on a walkable node, this is set to true.
	*/
	result.touching_ground = false;
	
	/*
		Go through every node around the object
	*/
	s16 min_x = (box_0.MinEdge.X / BS) - 2;
	s16 min_y = (box_0.MinEdge.Y / BS) - 2;
	s16 min_z = (box_0.MinEdge.Z / BS) - 2;
	s16 max_x = (box_0.MaxEdge.X / BS) + 1;
	s16 max_y = (box_0.MaxEdge.Y / BS) + 1;
	s16 max_z = (box_0.MaxEdge.Z / BS) + 1;
	for(s16 y = oldpos_i.Y + min_y; y <= oldpos_i.Y + max_y; y++)
	for(s16 z = oldpos_i.Z + min_z; z <= oldpos_i.Z + max_z; z++)
	for(s16 x = oldpos_i.X + min_x; x <= oldpos_i.X + max_x; x++)
	{
		try{
			// Object collides into walkable nodes
			MapNode n = map->getNode(v3s16(x,y,z));
			if(gamedef->getNodeDefManager()->get(n).walkable == false)
				continue;
		}
		catch(InvalidPositionException &e)
		{
			// Doing nothing here will block the object from
			// walking over map borders
		}

		core::aabbox3d<f32> nodebox = getNodeBox(v3s16(x,y,z), BS);
		
		/*
			See if the object is touching ground.

			Object touches ground if object's minimum Y is near node's
			maximum Y and object's X-Z-area overlaps with the node's
			X-Z-area.

			Use 0.15*BS so that it is easier to get on a node.
		*/
		if(
				//fabs(nodebox.MaxEdge.Y-box.MinEdge.Y) < d
				fabs(nodebox.MaxEdge.Y-box.MinEdge.Y) < 0.15*BS
				&& nodebox.MaxEdge.X-d > box.MinEdge.X
				&& nodebox.MinEdge.X+d < box.MaxEdge.X
				&& nodebox.MaxEdge.Z-d > box.MinEdge.Z
				&& nodebox.MinEdge.Z+d < box.MaxEdge.Z
		){
			result.touching_ground = true;
		}
		
		// If object doesn't intersect with node, ignore node.
		if(box.intersectsWithBox(nodebox) == false)
			continue;
		
		/*
			Go through every axis
		*/
		v3f dirs[3] = {
			v3f(0,0,1), // back-front
			v3f(0,1,0), // top-bottom
			v3f(1,0,0), // right-left
		};
		for(u16 i=0; i<3; i++)
		{
			/*
				Calculate values along the axis
			*/
			f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[i]);
			f32 nodemin = nodebox.MinEdge.dotProduct(dirs[i]);
			f32 objectmax = box.MaxEdge.dotProduct(dirs[i]);
			f32 objectmin = box.MinEdge.dotProduct(dirs[i]);
			f32 objectmax_old = oldbox.MaxEdge.dotProduct(dirs[i]);
			f32 objectmin_old = oldbox.MinEdge.dotProduct(dirs[i]);
			
			/*
				Check collision for the axis.
				Collision happens when object is going through a surface.
			*/
			bool negative_axis_collides =
				(nodemax > objectmin && nodemax <= objectmin_old + d
					&& speed_f.dotProduct(dirs[i]) < 0);
			bool positive_axis_collides =
				(nodemin < objectmax && nodemin >= objectmax_old - d
					&& speed_f.dotProduct(dirs[i]) > 0);
			bool main_axis_collides =
					negative_axis_collides || positive_axis_collides;
			
			/*
				Check overlap of object and node in other axes
			*/
			bool other_axes_overlap = true;
			for(u16 j=0; j<3; j++)
			{
				if(j == i)
					continue;
				f32 nodemax = nodebox.MaxEdge.dotProduct(dirs[j]);
				f32 nodemin = nodebox.MinEdge.dotProduct(dirs[j]);
				f32 objectmax = box.MaxEdge.dotProduct(dirs[j]);
				f32 objectmin = box.MinEdge.dotProduct(dirs[j]);
				if(!(nodemax - d > objectmin && nodemin + d < objectmax))
				{
					other_axes_overlap = false;
					break;
				}
			}
			
			/*
				If this is a collision, revert the pos_f in the main
				direction.
			*/
			if(other_axes_overlap && main_axis_collides)
			{
				speed_f -= speed_f.dotProduct(dirs[i]) * dirs[i];
				pos_f -= pos_f.dotProduct(dirs[i]) * dirs[i];
				pos_f += oldpos_f.dotProduct(dirs[i]) * dirs[i];
				result.collides = true;
			}
		
		}
	} // xyz
	
	return result;
}
Ejemplo n.º 11
0
collisionMoveResult collisionMoveSimple(Map *map, IGameDef *gamedef,
                                        f32 pos_max_d, const aabb3f &box_0,
                                        f32 stepheight, f32 dtime,
                                        v3f &pos_f, v3f &speed_f, v3f &accel_f)
{
    TimeTaker tt("collisionMoveSimple");
    collisionMoveResult result;

    // If there is no speed, there are no collisions
    if(speed_f.getLength() == 0)
        return result;

    /*
    	Calculate new velocity
    */
    speed_f += accel_f * dtime;

    /*
    	Collect node boxes in movement range
    */
    std::vector<aabb3f> cboxes;
    std::vector<bool> is_unloaded;
    std::vector<bool> is_step_up;
    {
        TimeTaker tt2("collisionMoveSimple collect boxes");

        v3s16 oldpos_i = floatToInt(pos_f, BS);
        v3s16 newpos_i = floatToInt(pos_f + speed_f * dtime, BS);
        s16 min_x = MYMIN(oldpos_i.X, newpos_i.X) + (box_0.MinEdge.X / BS) - 1;
        s16 min_y = MYMIN(oldpos_i.Y, newpos_i.Y) + (box_0.MinEdge.Y / BS) - 1;
        s16 min_z = MYMIN(oldpos_i.Z, newpos_i.Z) + (box_0.MinEdge.Z / BS) - 1;
        s16 max_x = MYMAX(oldpos_i.X, newpos_i.X) + (box_0.MaxEdge.X / BS) + 1;
        s16 max_y = MYMAX(oldpos_i.Y, newpos_i.Y) + (box_0.MaxEdge.Y / BS) + 1;
        s16 max_z = MYMAX(oldpos_i.Z, newpos_i.Z) + (box_0.MaxEdge.Z / BS) + 1;

        for(s16 x = min_x; x <= max_x; x++)
            for(s16 y = min_y; y <= max_y; y++)
                for(s16 z = min_z; z <= max_z; z++)
                {
                    try {
                        // Object collides into walkable nodes
                        MapNode n = map->getNode(v3s16(x,y,z));
                        if(gamedef->getNodeDefManager()->get(n).walkable == false)
                            continue;

                        std::vector<aabb3f> nodeboxes = n.getNodeBoxes(gamedef->ndef());
                        for(std::vector<aabb3f>::iterator
                                i = nodeboxes.begin();
                                i != nodeboxes.end(); i++)
                        {
                            aabb3f box = *i;
                            box.MinEdge += v3f(x, y, z)*BS;
                            box.MaxEdge += v3f(x, y, z)*BS;
                            cboxes.push_back(box);
                            is_unloaded.push_back(false);
                            is_step_up.push_back(false);
                        }
                    }
                    catch(InvalidPositionException &e)
                    {
                        // Collide with unloaded nodes
                        aabb3f box = getNodeBox(v3s16(x,y,z), BS);
                        cboxes.push_back(box);
                        is_unloaded.push_back(true);
                        is_step_up.push_back(false);
                    }
                }
    } // tt2

    assert(cboxes.size() == is_unloaded.size());
    assert(cboxes.size() == is_step_up.size());


    /*
    	Collision detection
    */


    /*
    	Collision uncertainty radius
    	Make it a bit larger than the maximum distance of movement
    */
    f32 d = pos_max_d * 1.1;
    // A fairly large value in here makes moving smoother
    //f32 d = 0.15*BS;

    // This should always apply, otherwise there are glitches
    assert(d > pos_max_d);

    int loopcount = 0;
    while(dtime > BS*1e-10)
    {
        TimeTaker tt3("collisionMoveSimple dtime loop");

        // Avoid infinite loop
        loopcount++;
        if(loopcount >= 100)
        {
            infostream<<"collisionMoveSimple: WARNING: Loop count exceeded, aborting to avoid infiniite loop"<<std::endl;
            dtime = 0;
            break;
        }

        aabb3f movingbox = box_0;
        movingbox.MinEdge += pos_f;
        movingbox.MaxEdge += pos_f;

        int nearest_collided = -1;
        f32 nearest_dtime = dtime;
        u32 nearest_boxindex = -1;

        /*
        	Go through every nodebox, find nearest collision
        */
        for(u32 boxindex = 0; boxindex < cboxes.size(); boxindex++)
        {
            // Ignore if already stepped up this nodebox.
            if(is_step_up[boxindex])
                continue;

            // Find nearest collision of the two boxes (raytracing-like)
            f32 dtime_tmp;
            int collided = axisAlignedCollision(
                               cboxes[boxindex], movingbox, speed_f, d, dtime_tmp);

            if(collided == -1 || dtime_tmp >= nearest_dtime)
                continue;
            nearest_dtime = dtime_tmp;
            nearest_collided = collided;
            nearest_boxindex = boxindex;
        }
        if(nearest_collided == -1)
        {
            // No collision with any collision box.
            pos_f += speed_f * dtime;
            dtime = 0;  // Set to 0 to avoid "infinite" loop due to small FP numbers
        }
        else
        {
            // Otherwise, a collision occurred.

            const aabb3f& cbox = cboxes[nearest_boxindex];

            // Check for stairs.
            bool step_up = (nearest_collided != 1) && // must not be Y direction
                           (movingbox.MinEdge.Y < cbox.MaxEdge.Y) &&
                           (movingbox.MinEdge.Y + stepheight > cbox.MaxEdge.Y) &&
                           (!wouldCollideWithCeiling(cboxes, movingbox,
                                   cbox.MaxEdge.Y - movingbox.MinEdge.Y,
                                   d));

            // Move to the point of collision and reduce dtime by nearest_dtime
            if(nearest_dtime < 0)
            {
                // Handle negative nearest_dtime (can be caused by the d allowance)
                if(!step_up)
                {
                    if(nearest_collided == 0)
                        pos_f.X += speed_f.X * nearest_dtime;
                    if(nearest_collided == 1)
                        pos_f.Y += speed_f.Y * nearest_dtime;
                    if(nearest_collided == 2)
                        pos_f.Z += speed_f.Z * nearest_dtime;
                }
            }
            else
            {
                pos_f += speed_f * nearest_dtime;
                dtime -= nearest_dtime;
            }

            // Set the speed component that caused the collision to zero
            if(step_up)
            {
                // Special case: Handle stairs
                is_step_up[nearest_boxindex] = true;
            }
            else if(nearest_collided == 0) // X
            {
                speed_f.X = 0;
                result.collides = true;
                result.collides_xz = true;
            }
            else if(nearest_collided == 1) // Y
            {
                speed_f.Y = 0;
                result.collides = true;
            }
            else if(nearest_collided == 2) // Z
            {
                speed_f.Z = 0;
                result.collides = true;
                result.collides_xz = true;
            }
        }
    }

    /*
    	Final touches: Check if standing on ground, step up stairs.
    */
    aabb3f box = box_0;
    box.MinEdge += pos_f;
    box.MaxEdge += pos_f;
    for(u32 boxindex = 0; boxindex < cboxes.size(); boxindex++)
    {
        const aabb3f& cbox = cboxes[boxindex];

        /*
        	See if the object is touching ground.

        	Object touches ground if object's minimum Y is near node's
        	maximum Y and object's X-Z-area overlaps with the node's
        	X-Z-area.

        	Use 0.15*BS so that it is easier to get on a node.
        */
        if(
            cbox.MaxEdge.X-d > box.MinEdge.X &&
            cbox.MinEdge.X+d < box.MaxEdge.X &&
            cbox.MaxEdge.Z-d > box.MinEdge.Z &&
            cbox.MinEdge.Z+d < box.MaxEdge.Z
        ) {
            if(is_step_up[boxindex])
            {
                pos_f.Y += (cbox.MaxEdge.Y - box.MinEdge.Y);
                box = box_0;
                box.MinEdge += pos_f;
                box.MaxEdge += pos_f;
            }

            if(fabs(cbox.MaxEdge.Y-box.MinEdge.Y) < 0.15*BS)
            {
                result.touching_ground = true;
                if(is_unloaded[boxindex])
                    result.standing_on_unloaded = true;
            }
        }
    }
    return result;
}
Ejemplo n.º 12
0
unsigned Hrtf::process(
	unsigned sample_rate, clunk::Buffer &dst_buf, unsigned dst_ch,
	const clunk::Buffer &src_buf, unsigned src_ch,
	const v3f &delta_position, float fx_volume)
{
	s16 * const dst = static_cast<s16*>(dst_buf.get_ptr());
	const unsigned dst_n = (unsigned)dst_buf.get_size() / dst_ch / 2;

	const s16 * const src = static_cast<const s16 *>(src_buf.get_ptr());
	const unsigned src_n = (unsigned)src_buf.get_size() / src_ch / 2;
	assert(dst_n <= src_n);

	kemar_ptr kemar_data;
	int angles;
	get_kemar_data(kemar_data, angles, delta_position);

	if (delta_position.is0() || kemar_data == NULL) {
		//2d stereo sound!
		if (src_ch == dst_ch) {
			memcpy(dst_buf.get_ptr(), src_buf.get_ptr(), dst_buf.get_size());
			return dst_n;
		}
		else
			throw_ex(("unsupported sample conversion"));
	}
	assert(dst_ch == 2);
	
	//LOG_DEBUG(("data: %p, angles: %d", (void *) kemar_data, angles));

	float t_idt, angle_gr, left_to_right_amp;
	idt_iit(delta_position, t_idt, angle_gr, left_to_right_amp);

	const int kemar_sector_size = 360 / angles;
	const int kemar_idx[2] = {
		((360 - (int)angle_gr + kemar_sector_size / 2) / kemar_sector_size) % angles,
		((int)angle_gr + kemar_sector_size / 2) / kemar_sector_size
	};

	float amp[2] = {
		left_to_right_amp > 1? 1: 1 / left_to_right_amp,
		left_to_right_amp > 1? left_to_right_amp: 1
	};
	//LOG_DEBUG(("%g (of %d)-> left: %d, right: %d", angle_gr, angles, kemar_idx_left, kemar_idx_right));
	
	int idt_offset = (int)(t_idt * sample_rate);

	int window = 0;
	while(sample3d[0].get_size() < dst_n * 2 || sample3d[1].get_size() < dst_n * 2) {
		size_t offset = window * WINDOW_SIZE / 2;
		assert(offset + WINDOW_SIZE / 2 <= src_n);
		for(unsigned c = 0; c < dst_ch; ++c) {
			sample3d[c].reserve(WINDOW_SIZE);
			s16 *dst = static_cast<s16 *>(static_cast<void *>((static_cast<u8 *>(sample3d[c].get_ptr()) + sample3d[c].get_size() - WINDOW_SIZE)));
			hrtf(c, dst, src + offset * src_ch, src_ch, src_n - offset, idt_offset, kemar_data, kemar_idx[c], amp[c]);
		}
		++window;
	}
	assert(sample3d[0].get_size() >= dst_n * 2 && sample3d[1].get_size() >= dst_n * 2);
	
	//LOG_DEBUG(("angle: %g", angle_gr));
	//LOG_DEBUG(("idt offset %d samples", idt_offset));
	s16 * src_3d[2] = { static_cast<s16 *>(sample3d[0].get_ptr()), static_cast<s16 *>(sample3d[1].get_ptr()) };
	
	//LOG_DEBUG(("size1: %u, %u, needed: %u\n%s", (unsigned)sample3d[0].get_size(), (unsigned)sample3d[1].get_size(), dst_n, sample3d[0].dump().c_str()));
	
	for(unsigned i = 0; i < dst_n; ++i) {
		for(unsigned c = 0; c < dst_ch; ++c) {
			dst[i * dst_ch + c] = src_3d[c][i];
		}
	}
	skip(dst_n);
	return window * WINDOW_SIZE / 2;
}
Ejemplo n.º 13
0
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();
		}
	}

	// 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;
}