local wea_c = worldeditadditions_core local Vector3 = wea_c.Vector3 --- Raycasts to find a node in the direction the given player is looking. -- @param player Player The player object to raycast from. -- @param maxdist number The maximum distance to raycast. -- @param skip_liquid bool Whether to skip liquids when raycasting. -- @return position, number nil if nothing was found (or unloaded chunks were hit), or the position as an {x, y, z} table and the node id if something was found. function wea_c.raycast(player, maxdist, skip_liquid) if maxdist == nil then maxdist = 100 end if skip_liquid == nil then skip_liquid = false end local look_dir = Vector3.clone(player:get_look_dir()) local node_id_ignore = minetest.get_content_id("ignore") local cur_pos local player_pos = player:get_pos() player_pos.y = player_pos.y + 1.5 -- Calculate from the eye position local divisor = 5 for i = 1, maxdist do local j = i / divisor cur_pos = (look_dir * j) + player_pos local node_pos = cur_pos:round() -- Don't bother if this is the same position we were looking at before if not (node_pos.x == math.floor(0.5+look_dir.x*(j-divisor)) and node_pos.y == math.floor(0.5+look_dir.y*(j-divisor)) and node_pos.z == math.floor(0.5+look_dir.z*(j-divisor))) then local found_node = false local node = minetest.get_node_or_nil(node_pos) if node ~= nil then local node_id = minetest.get_content_id(node.name) local is_air = wea_c.is_airlike(node_id) -- ignore = unloaded chunks, as far as I can tell if node_id == node_id_ignore then return nil end if is_air == false then if skip_liquid == false then return node_pos, node_id else local is_liquid = wea_c.is_liquidlike(node_id) if is_liquid == false then return node_pos, node_id end end end end end end return nil end