2013-11-09 13:49:36 -05:00
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2012-06-14 09:06:06 -04:00
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#pragma once
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2014-03-11 10:01:17 -04:00
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#include "Vector3.h"
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2013-11-09 13:49:36 -05:00
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// fwd:
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class cWorld;
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// tolua_begin
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class cTracer
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{
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public:
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/// Contains the position of the block that caused the collision
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Vector3f BlockHitPosition;
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/// Contains which face was hit
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Vector3f HitNormal;
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/// Contains the exact position where a collision occured. (BlockHitPosition + Offset on block)
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Vector3f RealHit;
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cTracer(cWorld * a_World);
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~cTracer();
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/// Determines if a collision occures along a line. Returns true if a collision occurs.
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bool Trace(const Vector3f & a_Start, const Vector3f & a_Direction, int a_Distance)
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{
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return Trace(a_Start, a_Direction, a_Distance, false);
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}
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/// Determines if a collision occures along a line. Returns true if a collision occurs.
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/// When a_LineOfSight is true, we don't use the standard collision detection rules. Instead we use
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/// the rules for monster vision. E.g. Only water and air do not block vision.
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/// a_Distance is the number of iterations (blocks hits) that are tested.
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bool Trace(const Vector3f & a_Start, const Vector3f & a_Direction, int a_Distance, bool a_LineOfSight);
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private:
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/// Preps Tracer object for call of Trace function. Only used internally.
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void SetValues( const Vector3f & a_Start, const Vector3f & a_Direction);
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/// Calculates where on the block a collision occured, if it does occur
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/// Returns 0 if no intersection occured
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/// Returns 1 if an intersection occured at a single point
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/// Returns 2 if the line segment lies in the plane being checked
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int intersect3D_SegmentPlane( const Vector3f & a_Origin, const Vector3f & a_End, const Vector3f & a_PlanePos, const Vector3f & a_PlaneNormal);
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/// Determines which face on the block a collision occured, if it does occur
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/// Returns 0 if the block is air, water or no collision occured
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/// Return 1 through 6 for the following block faces, repectively: -x, -z, x, z, y, -y
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int GetHitNormal( const Vector3f & start, const Vector3f & end, const Vector3i & a_BlockPos);
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float SigNum( float a_Num);
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cWorld* m_World;
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Vector3f m_NormalTable[6];
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Vector3f dir;
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Vector3f tDelta;
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Vector3i pos;
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Vector3i end1;
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Vector3i step;
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Vector3f tMax;
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};
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// tolua_end
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