APIDump: Added cLineBlockTracer documentation.
This commit is contained in:
parent
fdc67142fd
commit
a7401fa832
@ -1168,10 +1168,92 @@ These ItemGrids are available in the API and can be manipulated by the plugins,
|
||||
|
||||
cLineBlockTracer =
|
||||
{
|
||||
Desc = "",
|
||||
Functions = {},
|
||||
Constants = {},
|
||||
},
|
||||
Desc = [[Objects of this class provide an easy-to-use interface to tracing lines through individual
|
||||
blocks in the world. It will call the provided callbacks according to what events it encounters along the
|
||||
way.</p>
|
||||
<p>
|
||||
For the Lua API, there's only one function exported that takes all the parameters necessary to do the
|
||||
tracing. The Callbacks parameter is a table containing all the functions that will be called upon the
|
||||
various events. See below for further information.
|
||||
]],
|
||||
Functions =
|
||||
{
|
||||
Trace = { Params = "{{cWorld}}, Callbacks, StartX, StartY, StartZ, EndX, EndY, EndZ", Return = "bool", Notes = "(STATIC) Performs the trace on the specified line. Returns true if the entire trace was processed (no callback returned true)" },
|
||||
},
|
||||
|
||||
AdditionalInfo =
|
||||
{
|
||||
{
|
||||
Header = "Callbacks",
|
||||
Contents = [[
|
||||
The Callbacks in the Trace() function is a table that contains named functions. MCServer will call
|
||||
individual functions from that table for the events that occur on the line - hitting a block, going out of
|
||||
valid world data etc. The following table lists all the available callbacks. If the callback function is
|
||||
not defined, MCServer skips it. Each function can return a bool value, if it returns true, the tracing is
|
||||
aborted and Trace() returns false.</p>
|
||||
<p>
|
||||
<table><tr><th>Name</th><th>Parameters</th><th>Notes</th></tr>
|
||||
<tr><td>OnNextBlock</td><td>BlockX, BlockY, BlockZ, BlockType, BlockMeta, EntryFace</td>
|
||||
<td>Called when the ray hits a new valid block. The block type and meta is given. EntryFace is one of the
|
||||
BLOCK_FACE_ constants indicating which "side" of the block got hit by the ray.</td></tr>
|
||||
<tr><td>OnNextBlockNoData</td><td>BlockX, BlockY, BlockZ, EntryFace</td>
|
||||
<td>Called when the ray hits a new block, but the block is in an unloaded chunk - no valid data is
|
||||
available. Only the coords and the entry face are given.</td></tr>
|
||||
<tr><td>OnOutOfWorld</td><td>X, Y, Z</td>
|
||||
<td>Called when the ray goes outside of the world (Y-wise); the coords specify the exact exit point. Note
|
||||
that for other paths than lines (considered for future implementations) the path may leave the world and
|
||||
go back in again later, in such a case this callback is followed by OnIntoWorld() and further
|
||||
OnNextBlock() calls.</td></tr>
|
||||
<tr><td>OnIntoWorld</td><td>X, Y, Z</td>
|
||||
<td>Called when the ray enters the world (Y-wise); the coords specify the exact entry point.</td></tr>
|
||||
<tr><td>OnNoMoreHits</td><td> </td>
|
||||
<td>Called when the path is sure not to hit any more blocks. This is the final callback, no more
|
||||
callbacks are called after this function. Unlike the other callbacks, this function doesn't have a return
|
||||
value.</td></tr>
|
||||
<tr><td>OnNoChunk</td><td> </td>
|
||||
<td>Called when the ray enters a chunk that is not loaded. This usually means that the tracing is aborted.
|
||||
Unlike the other callbacks, this function doesn't have a return value.</td></tr>
|
||||
</table>
|
||||
]],
|
||||
},
|
||||
{
|
||||
Header = "Example",
|
||||
Contents = [[
|
||||
<p>The following example is taken from the Debuggers plugin. It is a command handler function for the
|
||||
"/spidey" command that creates a line of cobweb blocks from the player's eyes up to 50 blocks away in
|
||||
the direction they're looking, but only through the air.
|
||||
<pre>
|
||||
function HandleSpideyCmd(a_Split, a_Player)
|
||||
local World = a_Player:GetWorld();
|
||||
|
||||
local Callbacks = {
|
||||
OnNextBlock = function(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta)
|
||||
if (a_BlockType ~= E_BLOCK_AIR) then
|
||||
-- abort the trace
|
||||
return true;
|
||||
end
|
||||
World:SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_COBWEB, 0);
|
||||
end
|
||||
};
|
||||
|
||||
local EyePos = a_Player:GetEyePosition();
|
||||
local LookVector = a_Player:GetLookVector();
|
||||
LookVector:Normalize(); -- Make the vector 1 m long
|
||||
|
||||
-- Start cca 2 blocks away from the eyes
|
||||
local Start = EyePos + LookVector + LookVector;
|
||||
local End = EyePos + LookVector * 50;
|
||||
|
||||
cLineBlockTracer.Trace(World, Callbacks, Start.x, Start.y, Start.z, End.x, End.y, End.z);
|
||||
|
||||
return true;
|
||||
end
|
||||
</pre>
|
||||
</p>
|
||||
]],
|
||||
},
|
||||
}, -- AdditionalInfo
|
||||
}, -- cLineBlockTracer
|
||||
|
||||
cLuaWindow =
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user