Use Vector3 for cLineBlockTracer and cBlockTracer (#4715)
* cLineBlockTracer uses Vector
This commit is contained in:
@@ -1178,12 +1178,12 @@ function HandleSpideyCmd(a_Split, a_Player)
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local World = a_Player:GetWorld();
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local Callbacks = {
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OnNextBlock = function(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta)
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OnNextBlock = function(a_BlockPos, a_BlockType, a_BlockMeta)
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if (a_BlockType ~= E_BLOCK_AIR) then
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-- abort the trace
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return true;
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end
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World:SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_COBWEB, 0);
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World:SetBlock(a_BlockPos, E_BLOCK_COBWEB, 0);
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end
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};
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@@ -1195,7 +1195,7 @@ function HandleSpideyCmd(a_Split, a_Player)
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local Start = EyePos + LookVector + LookVector;
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local End = EyePos + LookVector * 50;
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cLineBlockTracer.Trace(World, Callbacks, Start.x, Start.y, Start.z, End.x, End.y, End.z);
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cLineBlockTracer.Trace(World, Callbacks, Start, End);
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return true;
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end
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@@ -2421,6 +2421,89 @@ function HandleConsoleTestTracer(a_Split, a_EntireCmd)
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return true, "No such world"
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end
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-- Define the callbacks to use for tracing:
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local Callbacks =
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{
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OnNextBlock = function(a_BlockPos, a_BlockType, a_BlockMeta, a_EntryFace)
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LOG(string.format("{%d, %d, %d}: %s", a_Block.x, a_Block.y, a_Block.z, ItemToString(cItem(a_BlockType, 1, a_BlockMeta))))
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end,
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OnNextBlockNoData = function(a_BlockPos, a_EntryFace)
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LOG(string.format("{%d, %d, %d} (no data)", a_Block.x, a_Block.y, a_Block.z))
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end,
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OnNoChunk = function()
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LOG("Chunk not loaded")
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end,
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OnNoMoreHits = function()
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LOG("Trace finished")
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end,
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OnOutOfWorld = function()
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LOG("Out of world")
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end,
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OnIntoWorld = function()
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LOG("Into world")
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end,
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}
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-- Approximate the chunks needed for the trace by iterating over all chunks and measuring their center's distance from the traced line
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local Chunks = {}
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local sx = math.floor(Coords[1] / 16)
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local sz = math.floor(Coords[3] / 16)
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local ex = math.floor(Coords[4] / 16)
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local ez = math.floor(Coords[6] / 16)
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local sgnx = (sx < ex) and 1 or -1
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local sgnz = (sz < ez) and 1 or -1
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for z = sz, ez, sgnz do
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local ChunkCenterZ = z * 16 + 8
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for x = sx, ex, sgnx do
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local ChunkCenterX = x * 16 + 8
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local sqdist = SqDistPtFromLine(ChunkCenterX, ChunkCenterZ, Coords[1], Coords[3], Coords[4], Coords[6])
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if (sqdist <= 128) then
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table.insert(Chunks, {x, z})
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end
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end
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end
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-- Load the chunks and do the trace once loaded:
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local startPos = Vector3i(Coords[1], Coords[2], Coords[3])
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local endPos = Vector3i(Coords[4], Coords[5], Coords[6])
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World:ChunkStay(Chunks,
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nil,
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function()
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cLineBlockTracer:Trace(World, Callbacks, startPos, endPos)
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end
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)
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return true
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end
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function HandleConsoleTestTracerDeprecated(a_Split, a_EntireCmd)
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-- Check required params:
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if not(a_Split[7]) then
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return true, "Usage: " .. a_Split[1] .. " <x1> <y1> <z1> <x2> <y2> <z2> [<WorldName>]"
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end
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local Coords = {}
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for i = 1, 6 do
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local v = tonumber(a_Split[i + 1])
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if not(v) then
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return true, "Parameter " .. (i + 1) .. " (" .. tostring(a_Split[i + 1]) .. ") not a number "
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end
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Coords[i] = v
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end
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-- Get the world in which to test:
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local World
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if (a_Split[8]) then
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World = cRoot:GetWorld(a_Split[2])
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else
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World = cRoot:Get():GetDefaultWorld()
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end
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if not(World) then
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return true, "No such world"
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end
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-- Define the callbacks to use for tracing:
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local Callbacks =
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{
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@@ -2716,9 +2799,9 @@ function HandleBlkCmd(a_Split, a_Player)
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local World = a_Player:GetWorld();
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local Callbacks = {
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OnNextBlock = function(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta)
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OnNextBlock = function(a_BlockPos, a_BlockType, a_BlockMeta)
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if (a_BlockType ~= E_BLOCK_AIR) then
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a_Player:SendMessage("Block at " .. a_BlockX .. ", " .. a_BlockY .. ", " .. a_BlockZ .. " is " .. a_BlockType .. ":" .. a_BlockMeta)
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a_Player:SendMessage("Block at " .. a_BlockPos.x .. ", " .. a_BlockPos.y .. ", " .. a_BlockPos.z .. " is " .. a_BlockType .. ":" .. a_BlockMeta)
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return true;
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end
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end
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@@ -2730,7 +2813,7 @@ function HandleBlkCmd(a_Split, a_Player)
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local End = EyePos + LookVector * 50;
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cLineBlockTracer.Trace(World, Callbacks, EyePos.x, EyePos.y, EyePos.z, End.x, End.y, End.z);
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cLineBlockTracer.Trace(World, Callbacks, EyePos, End);
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return true;
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end
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@@ -2760,6 +2843,3 @@ function HandleTeamsCmd(a_Split, a_Player)
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end
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