Make line_of_sight return blocking node position

This commit is contained in:
stujones11 2013-12-11 20:33:39 +00:00 committed by ShadowNinja
parent 33de69a173
commit d9ef072305
4 changed files with 16 additions and 6 deletions

View File

@ -1308,8 +1308,9 @@ minetest.set_mapgen_params(MapgenParams)
^ flags and flagmask are in the same format and have the same options as 'mgflags' in minetest.conf
minetest.clear_objects()
^ clear all objects in the environments
minetest.line_of_sight(pos1,pos2,stepsize) ->true/false
^ checkif there is a direct line of sight between pos1 and pos2
minetest.line_of_sight(pos1, pos2, stepsize) -> true/false, pos
^ Check if there is a direct line of sight between pos1 and pos2
^ Returns the position of the blocking node when false
^ pos1 First position
^ pos2 Second position
^ stepsize smaller gives more accurate results but requires more computing

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@ -354,7 +354,7 @@ ServerMap & ServerEnvironment::getServerMap()
return *m_map;
}
bool ServerEnvironment::line_of_sight(v3f pos1, v3f pos2, float stepsize)
bool ServerEnvironment::line_of_sight(v3f pos1, v3f pos2, float stepsize, v3s16 *p)
{
float distance = pos1.getDistanceFrom(pos2);
@ -372,6 +372,9 @@ bool ServerEnvironment::line_of_sight(v3f pos1, v3f pos2, float stepsize)
MapNode n = getMap().getNodeNoEx(pos);
if(n.param0 != CONTENT_AIR) {
if (p) {
*p = pos;
}
return false;
}
}

View File

@ -295,7 +295,7 @@ public:
void step(f32 dtime);
//check if there's a line of sight between two positions
bool line_of_sight(v3f pos1, v3f pos2, float stepsize=1.0);
bool line_of_sight(v3f pos1, v3f pos2, float stepsize=1.0, v3s16 *p=NULL);
u32 getGameTime() { return m_game_time; }

View File

@ -648,7 +648,7 @@ int ModApiEnvMod::l_clear_objects(lua_State *L)
return 0;
}
// minetest.line_of_sight(pos1, pos2, stepsize) -> true/false
// minetest.line_of_sight(pos1, pos2, stepsize) -> true/false, pos
int ModApiEnvMod::l_line_of_sight(lua_State *L) {
float stepsize = 1.0;
@ -663,7 +663,13 @@ int ModApiEnvMod::l_line_of_sight(lua_State *L) {
stepsize = lua_tonumber(L, 3);
}
lua_pushboolean(L, env->line_of_sight(pos1,pos2,stepsize));
v3s16 p;
bool success = env->line_of_sight(pos1, pos2, stepsize, &p);
lua_pushboolean(L, success);
if (!success) {
push_v3s16(L, p);
return 2;
}
return 1;
}