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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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@ -20,6 +20,49 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#ifndef SRC_RAYCAST_H_
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#define SRC_RAYCAST_H_
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#include "voxelalgorithms.h"
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#include "util/pointedthing.h"
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//! Sorts PointedThings based on their distance.
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struct RaycastSort
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{
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bool operator() (const PointedThing &pt1, const PointedThing &pt2) const;
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};
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//! Describes the state of a raycast.
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class RaycastState
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{
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public:
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/*!
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* Creates a raycast.
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* @param objects_pointable if false, only nodes will be found
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* @param liquids pointable if false, liquid nodes won't be found
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*/
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RaycastState(const core::line3d<f32> &shootline, bool objects_pointable,
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bool liquids_pointable);
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//! Shootline of the raycast.
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core::line3d<f32> m_shootline;
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//! Iterator to store the progress of the raycast.
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voxalgo::VoxelLineIterator m_iterator;
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//! Previous tested node during the raycast.
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v3s16 m_previous_node;
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/*!
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* This priority queue stores the found pointed things
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* waiting to be returned.
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*/
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std::priority_queue<PointedThing, std::vector<PointedThing>, RaycastSort> m_found;
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bool m_objects_pointable;
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bool m_liquids_pointable;
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//! The code needs to search these nodes around the center node.
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core::aabbox3d<s16> m_search_range { 0, 0, 0, 0, 0, 0 };
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//! If true, the Environment will initialize this state.
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bool m_initialization_needed = true;
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};
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/*!
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* Checks if a line and a box intersects.
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