APIDump: Added cLineBlockTracer documentation.
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@ -1168,10 +1168,92 @@ These ItemGrids are available in the API and can be manipulated by the plugins,
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cLineBlockTracer =
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{
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Desc = "",
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Functions = {},
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Constants = {},
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},
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Desc = [[Objects of this class provide an easy-to-use interface to tracing lines through individual
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blocks in the world. It will call the provided callbacks according to what events it encounters along the
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way.</p>
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<p>
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For the Lua API, there's only one function exported that takes all the parameters necessary to do the
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tracing. The Callbacks parameter is a table containing all the functions that will be called upon the
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various events. See below for further information.
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]],
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Functions =
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{
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Trace = { Params = "{{cWorld}}, Callbacks, StartX, StartY, StartZ, EndX, EndY, EndZ", Return = "bool", Notes = "(STATIC) Performs the trace on the specified line. Returns true if the entire trace was processed (no callback returned true)" },
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},
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AdditionalInfo =
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{
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{
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Header = "Callbacks",
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Contents = [[
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The Callbacks in the Trace() function is a table that contains named functions. MCServer will call
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individual functions from that table for the events that occur on the line - hitting a block, going out of
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valid world data etc. The following table lists all the available callbacks. If the callback function is
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not defined, MCServer skips it. Each function can return a bool value, if it returns true, the tracing is
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aborted and Trace() returns false.</p>
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<p>
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<table><tr><th>Name</th><th>Parameters</th><th>Notes</th></tr>
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<tr><td>OnNextBlock</td><td>BlockX, BlockY, BlockZ, BlockType, BlockMeta, EntryFace</td>
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<td>Called when the ray hits a new valid block. The block type and meta is given. EntryFace is one of the
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BLOCK_FACE_ constants indicating which "side" of the block got hit by the ray.</td></tr>
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<tr><td>OnNextBlockNoData</td><td>BlockX, BlockY, BlockZ, EntryFace</td>
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<td>Called when the ray hits a new block, but the block is in an unloaded chunk - no valid data is
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available. Only the coords and the entry face are given.</td></tr>
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<tr><td>OnOutOfWorld</td><td>X, Y, Z</td>
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<td>Called when the ray goes outside of the world (Y-wise); the coords specify the exact exit point. Note
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that for other paths than lines (considered for future implementations) the path may leave the world and
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go back in again later, in such a case this callback is followed by OnIntoWorld() and further
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OnNextBlock() calls.</td></tr>
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<tr><td>OnIntoWorld</td><td>X, Y, Z</td>
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<td>Called when the ray enters the world (Y-wise); the coords specify the exact entry point.</td></tr>
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<tr><td>OnNoMoreHits</td><td> </td>
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<td>Called when the path is sure not to hit any more blocks. This is the final callback, no more
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callbacks are called after this function. Unlike the other callbacks, this function doesn't have a return
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value.</td></tr>
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<tr><td>OnNoChunk</td><td> </td>
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<td>Called when the ray enters a chunk that is not loaded. This usually means that the tracing is aborted.
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Unlike the other callbacks, this function doesn't have a return value.</td></tr>
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</table>
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]],
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},
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{
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Header = "Example",
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Contents = [[
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<p>The following example is taken from the Debuggers plugin. It is a command handler function for the
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"/spidey" command that creates a line of cobweb blocks from the player's eyes up to 50 blocks away in
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the direction they're looking, but only through the air.
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<pre>
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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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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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end
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};
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local EyePos = a_Player:GetEyePosition();
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local LookVector = a_Player:GetLookVector();
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LookVector:Normalize(); -- Make the vector 1 m long
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-- Start cca 2 blocks away from the eyes
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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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return true;
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end
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</pre>
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</p>
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]],
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},
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}, -- AdditionalInfo
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}, -- cLineBlockTracer
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cLuaWindow =
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{
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