Check if a node is pointable
*/
inline static bool isPointableNode(const MapNode &n,
- INodeDefManager *nodedef , bool liquids_pointable)
+ const NodeDefManager *nodedef , bool liquids_pointable)
{
const ContentFeatures &features = nodedef->get(n);
return features.pointable ||
void Environment::continueRaycast(RaycastState *state, PointedThing *result)
{
- INodeDefManager *nodedef = getMap().getNodeDefManager();
+ const NodeDefManager *nodedef = getMap().getNodeDefManager();
if (state->m_initialization_needed) {
// Add objects
if (state->m_objects_pointable) {
v3s16 np(x, y, z);
bool is_valid_position;
- n = map.getNodeNoEx(np, &is_valid_position);
+ n = map.getNode(np, &is_valid_position);
if (!(is_valid_position && isPointableNode(n, nodedef,
state->m_liquids_pointable))) {
continue;
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) {