forked from Mirrorlandia_minetest/minetest
Update client::ActiveObjectMgr::getActiveSelectableObjects API
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@ -107,9 +107,9 @@ void ActiveObjectMgr::getActiveObjects(const v3f &origin, f32 max_d,
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}
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}
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void ActiveObjectMgr::getActiveSelectableObjects(const core::line3d<f32> &shootline,
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std::vector<DistanceSortedActiveObject> &dest)
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std::vector<DistanceSortedActiveObject> ActiveObjectMgr::getActiveSelectableObjects(const core::line3d<f32> &shootline)
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{
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std::vector<DistanceSortedActiveObject> dest;
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// Imagine a not-axis-aligned cuboid oriented into the direction of the shootline,
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// with the width of the object's selection box radius * 2 and with length of the
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// shootline (+selection box radius forwards and backwards). We check whether
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@ -147,6 +147,7 @@ void ActiveObjectMgr::getActiveSelectableObjects(const core::line3d<f32> &shootl
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dest.emplace_back(obj, d);
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}
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return dest;
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}
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} // namespace client
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@ -37,12 +37,10 @@ public:
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void getActiveObjects(const v3f &origin, f32 max_d,
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std::vector<DistanceSortedActiveObject> &dest);
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// Similar to above, but takes selection box sizes, and line direction into
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// account.
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// Objects without selectionbox are not returned.
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// Returned distances are in direction of shootline.
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// Distance check is coarse.
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void getActiveSelectableObjects(const core::line3d<f32> &shootline,
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std::vector<DistanceSortedActiveObject> &dest);
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/// Gets all CAOs whose selection boxes may intersect the @p shootline.
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/// @note CAOs without a selection box are not returned.
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/// @note Distances are along the @p shootline.
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std::vector<DistanceSortedActiveObject> getActiveSelectableObjects(const core::line3d<f32> &shootline);
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};
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} // namespace client
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@ -495,8 +495,7 @@ void ClientEnvironment::getSelectedActiveObjects(
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const core::line3d<f32> &shootline_on_map,
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std::vector<PointedThing> &objects)
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{
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std::vector<DistanceSortedActiveObject> allObjects;
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m_ao_manager.getActiveSelectableObjects(shootline_on_map, allObjects);
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auto allObjects = m_ao_manager.getActiveSelectableObjects(shootline_on_map);
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const v3f line_vector = shootline_on_map.getVector();
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for (const auto &allObject : allObjects) {
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