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author | Julian Laubstein <julianlaubstein@yahoo.de> | 2015-07-31 19:26:33 +0200 |
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committer | Julian Laubstein <julianlaubstein@yahoo.de> | 2015-07-31 19:26:33 +0200 |
commit | d19cde93fa3344f318fb0d4ffbf5bb0397a51a75 (patch) | |
tree | b5ee221d8a8e63c7d3b7868da1db19bf717a6ffd /src/Tracer.h | |
parent | Merge pull request #2400 from cuberite/OffloadBadChunks (diff) | |
parent | Unified the doxy-comment format. (diff) | |
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Diffstat (limited to 'src/Tracer.h')
-rw-r--r-- | src/Tracer.h | 40 |
1 files changed, 20 insertions, 20 deletions
diff --git a/src/Tracer.h b/src/Tracer.h index 55c21546b..d8422a7c6 100644 --- a/src/Tracer.h +++ b/src/Tracer.h @@ -22,48 +22,48 @@ class cTracer { public: - /// Contains the position of the block that caused the collision + /** Contains the position of the block that caused the collision */ Vector3f BlockHitPosition; - /// Contains which face was hit + /** Contains which face was hit */ Vector3f HitNormal; - /// Contains the exact position where a collision occured. (BlockHitPosition + Offset on block) + /** 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. + /** 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. + /** 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); + /** 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); + /** 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); + /** 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 + /** Signum function */ int SigNum(float a_Num); cWorld * m_World; |