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Expose getPointedThing to Lua
This commit introduces Raycast, a Lua user object, which can be used to perform a raycast on the map. The ray is continuable, so one can also get hidden nodes (for example to see trough glass).
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25 changed files with 671 additions and 313 deletions
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@ -17,11 +17,47 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "raycast.h"
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#include "irr_v3d.h"
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#include "irr_aabb3d.h"
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#include "constants.h"
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bool RaycastSort::operator() (const PointedThing &pt1,
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const PointedThing &pt2) const
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{
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// "nothing" can not be sorted
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assert(pt1.type != POINTEDTHING_NOTHING);
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assert(pt2.type != POINTEDTHING_NOTHING);
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// returns false if pt1 is nearer than pt2
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if (pt1.distanceSq < pt2.distanceSq) {
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return false;
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} else if (pt1.distanceSq == pt2.distanceSq) {
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// Sort them to allow only one order
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if (pt1.type == POINTEDTHING_OBJECT)
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return (pt2.type == POINTEDTHING_OBJECT
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&& pt1.object_id < pt2.object_id);
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else
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return (pt2.type == POINTEDTHING_OBJECT
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|| pt1.node_undersurface < pt2.node_undersurface);
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}
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return true;
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}
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RaycastState::RaycastState(const core::line3d<f32> &shootline,
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bool objects_pointable, bool liquids_pointable) :
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m_shootline(shootline),
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m_iterator(shootline.start / BS, shootline.getVector() / BS),
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m_previous_node(m_iterator.m_current_node_pos),
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m_objects_pointable(objects_pointable),
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m_liquids_pointable(liquids_pointable)
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{
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}
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bool boxLineCollision(const aabb3f &box, const v3f &start,
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const v3f &dir, v3f *collision_point, v3s16 *collision_normal) {
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const v3f &dir, v3f *collision_point, v3s16 *collision_normal)
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{
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if (box.isPointInside(start)) {
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*collision_point = start;
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collision_normal->set(0, 0, 0);
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