* Return intersection point in node coordinates.
* Clarify 'intersection_point' documentation
* `{type="node", under=pos, above=pos}`
* `{type="object", ref=ObjectRef}`
+Exact pointing location (currently only `Raycast` supports these fields):
+* `pointed_thing.intersection_point`: The absolute world coordinates of the
+ point on the selection box which is pointed at. May be in the selection box
+ if the pointer is in the box too.
+* `pointed_thing.box_id`: The ID of the pointed selection box (counting starts
+ from 1).
+* `pointed_thing.intersection_normal`: Unit vector, points outwards of the
+ selected selection box. This specifies which face is pointed at.
+ Is a null vector `{x = 0, y = 0, z = 0}` when the pointer is inside the
+ selection box.
+
---------
A raycast on the map. It works with selection boxes.
-Can be used as an iterator in a for loop.
+Can be used as an iterator in a for loop as:
+
+ local ray = Raycast(...)
+ for pointed_thing in ray do
+ ...
+ end
The map is loaded as the ray advances. If the map is modified after the
`Raycast` is created, the changes may or may not have an effect on the object.
### Methods
-* `next()`: returns a `pointed_thing`
+* `next()`: returns a `pointed_thing` with exact pointing location
* Returns the next thing pointed by the ray or nil.
`SecureRandom`
bool is_colliding = false;
// Minimal distance of all collisions
float min_distance_sq = 10000000;
+ // ID of the current box (loop counter)
+ u16 id = 0;
v3f npf = intToFloat(np, BS);
- for (std::vector<aabb3f>::const_iterator i = boxes.begin();
- i != boxes.end(); ++i) {
- // Get current collision box
- aabb3f box = *i;
+ // This loop translates the boxes to their in-world place.
+ for (aabb3f &box : boxes) {
box.MinEdge += npf;
box.MaxEdge += npf;
v3s16 intersection_normal;
if (!boxLineCollision(box, state->m_shootline.start,
state->m_shootline.getVector(), &intersection_point,
- &intersection_normal))
+ &intersection_normal)) {
+ ++id;
continue;
+ }
f32 distanceSq = (intersection_point
- state->m_shootline.start).getLengthSQ();
min_distance_sq = distanceSq;
result.intersection_point = intersection_point;
result.intersection_normal = intersection_normal;
+ result.box_id = id;
found_boxcenter = box.getCenter();
is_colliding = true;
}
+ ++id;
}
// If there wasn't a collision, stop
if (!is_colliding) {
lua_pop(L, 1); // Pop value
}
-void push_pointed_thing(lua_State *L, const PointedThing &pointed, bool csm)
+void push_pointed_thing(lua_State *L, const PointedThing &pointed, bool csm,
+ bool hitpoint)
{
lua_newtable(L);
if (pointed.type == POINTEDTHING_NODE) {
lua_pushstring(L, "nothing");
lua_setfield(L, -2, "type");
}
+ if (hitpoint && (pointed.type != POINTEDTHING_NOTHING)) {
+ push_v3f(L, pointed.intersection_point / BS); // convert to node coords
+ lua_setfield(L, -2, "intersection_point");
+ push_v3s16(L, pointed.intersection_normal);
+ lua_setfield(L, -2, "intersection_normal");
+ lua_pushinteger(L, pointed.box_id + 1); // change to Lua array index
+ lua_setfield(L, -2, "box_id");
+ }
}
void push_objectRef(lua_State *L, const u16 id)
void read_json_value (lua_State *L, Json::Value &root,
int index, u8 recursion = 0);
-void push_pointed_thing (lua_State *L, const PointedThing &pointed, bool csm = false);
+/*!
+ * Pushes a Lua `pointed_thing` to the given Lua stack.
+ * \param csm If true, a client side pointed thing is pushed
+ * \param hitpoint If true, the exact pointing location is also pushed
+ */
+void push_pointed_thing(lua_State *L, const PointedThing &pointed, bool csm =
+ false, bool hitpoint = false);
void push_objectRef (lua_State *L, const u16 id);
return false;
}
-void ScriptApiItem::pushPointedThing(const PointedThing& pointed)
+void ScriptApiItem::pushPointedThing(const PointedThing &pointed, bool hitpoint)
{
lua_State* L = getStack();
- push_pointed_thing(L, pointed);
+ push_pointed_thing(L, pointed, false, hitpoint);
}
friend class LuaRaycast;
bool getItemCallback(const char *name, const char *callbackname, const v3s16 *p = nullptr);
- void pushPointedThing(const PointedThing& pointed);
+ /*!
+ * Pushes a `pointed_thing` tabe to the stack.
+ * \param hitpoint If true, the exact pointing location is also pushed
+ */
+ void pushPointedThing(const PointedThing &pointed, bool hitpoint = false);
};
if (pointed.type == POINTEDTHING_NOTHING)
lua_pushnil(L);
else
- script->pushPointedThing(pointed);
+ script->pushPointedThing(pointed, true);
return 1;
}
PointedThing::PointedThing(const v3s16 &under, const v3s16 &above,
const v3s16 &real_under, const v3f &point, const v3s16 &normal,
- f32 distSq):
+ u16 box_id, f32 distSq):
type(POINTEDTHING_NODE),
node_undersurface(under),
node_abovesurface(above),
node_real_undersurface(real_under),
intersection_point(point),
intersection_normal(normal),
+ box_id(box_id),
distanceSq(distSq)
{}
s16 object_id = -1;
/*!
* Only valid if type isn't POINTEDTHING_NONE.
- * First intersection point of the ray and the nodebox.
+ * First intersection point of the ray and the nodebox in irrlicht
+ * coordinates.
*/
v3f intersection_point;
/*!
* points outside of the box and it's length is 1.
*/
v3s16 intersection_normal;
+ /*!
+ * Only valid if type isn't POINTEDTHING_NONE.
+ * Indicates which selection box is selected, if there are more of them.
+ */
+ u16 box_id = 0;
/*!
* Square of the distance between the pointing
- * ray's start point and the intersection point.
+ * ray's start point and the intersection point in irrlicht coordinates.
*/
f32 distanceSq = 0;
//! Constructor for POINTEDTHING_NODE
PointedThing(const v3s16 &under, const v3s16 &above,
const v3s16 &real_under, const v3f &point, const v3s16 &normal,
- f32 distSq);
+ u16 box_id, f32 distSq);
//! Constructor for POINTEDTHING_OBJECT
PointedThing(s16 id, const v3f &point, const v3s16 &normal, f32 distSq);
std::string dump() const;