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#pragma once
#include "Vector3i.h"
#include "Vector3f.h"
class cWorld;
class cTracer // tolua_export
{ // tolua_export
public: // tolua_export
Vector3f DotPos;
Vector3f BoxOffset;
cTracer( cWorld* a_World); // tolua_export
~cTracer(); // tolua_export
/// 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) // tolua_export
{
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.
bool Trace( const Vector3f & a_Start, const Vector3f & a_Direction, int a_Distance, bool a_LineOfSight); // tolua_export
/// Contains the position of the block that caused the collision
Vector3f BlockHitPosition; // tolua_export
/// Contains which face was hit
Vector3f HitNormal; // tolua_export
/// Contains the exact position where a collision occured. (BlockHitPosition + Offset on block)
Vector3f RealHit; // tolua_export
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);
float SigNum( float a_Num );
cWorld* m_World;
Vector3f m_NormalTable[6];
Vector3f dir;
Vector3f tDelta;
Vector3i pos;
Vector3i end1;
Vector3i step;
Vector3f tMax;
}; // tolua_export
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