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cuberite-2a/src/Tracer.h
Mattes D 2c3c1f1527 Tracer replacement (#3704)
* Replaced cTracer usage with cLineBlockTracer.

* Exported new cLineBlockTracer utility functions to Lua API.
2017-05-11 13:34:36 +01:00

92 lines
2.3 KiB
C++

#pragma once
#include "Vector3.h"
#include <array>
// 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();
// tolua_end
/** Determines if a collision occures along a line. Returns true if a collision occurs.
Exported manually to add deprecation warnings. */
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.
Exported manually to add deprecation warnings. */
bool Trace(const Vector3f & a_Start, const Vector3f & a_Direction, int a_Distance, bool a_LineOfSight);
// tolua_begin
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<const Vector3f, 6> & m_NormalTable(void);
Vector3f dir;
Vector3f tDelta;
Vector3i pos;
Vector3i end1;
Vector3i step;
Vector3f tMax;
};
// tolua_end