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-rw-r--r--source/Tracer.h82
1 files changed, 0 insertions, 82 deletions
diff --git a/source/Tracer.h b/source/Tracer.h
deleted file mode 100644
index 6c2ab6792..000000000
--- a/source/Tracer.h
+++ /dev/null
@@ -1,82 +0,0 @@
-
-#pragma once
-
-#include "Vector3i.h"
-#include "Vector3f.h"
-
-
-
-
-
-// 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);
-
- 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_end
-
-
-
-