Minetest-WorldEditAdditions/worldeditadditions_core/utils/raycast_adv.lua

60 lines
1.9 KiB
Lua

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