#pragma once #include "Vector3.h" #include // fwd: class cWorld; // tolua_begin class cTracer { public: /// Contains the position of the block that caused the collision Vector3f BlockHitPosition; /// Contains which face was hit Vector3f HitNormal; /// Contains the exact position where a collision occured. (BlockHitPosition + Offset on block) Vector3f RealHit; cTracer(cWorld * a_World); ~cTracer(); /// 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) { return Trace(a_Start, a_Direction, a_Distance, false); } /// 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: /// Preps Tracer object for call of Trace function. Only used internally. void SetValues( const Vector3f & a_Start, const Vector3f & a_Direction); /// 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); /// 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); /// Signum function int SigNum(float a_Num); cWorld * m_World; static const std::array & m_NormalTable(void); Vector3f dir; Vector3f tDelta; Vector3i pos; Vector3i end1; Vector3i step; Vector3f tMax; }; // tolua_end