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-rw-r--r--src/Tracer.h82
1 files changed, 82 insertions, 0 deletions
diff --git a/src/Tracer.h b/src/Tracer.h
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+++ b/src/Tracer.h
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+
+#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
+
+
+
+