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-rw-r--r--source/Tracer.h32
1 files changed, 30 insertions, 2 deletions
diff --git a/source/Tracer.h b/source/Tracer.h
index 2f627366f..bc348d955 100644
--- a/source/Tracer.h
+++ b/source/Tracer.h
@@ -12,14 +12,42 @@ public: // tolua_export
Vector3f BoxOffset;
cTracer( cWorld* a_World); // tolua_export
~cTracer(); // tolua_export
- int Trace( const Vector3f & a_Start, const Vector3f & a_Direction, int a_Distance ); // tolua_export
- void SetValues( const Vector3f & a_Start, const Vector3f & a_Direction ); // 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;