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cuberite-2a/src/Tracer.h

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