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Document Raycast (#44)
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doc/classes/Raycast.adoc
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= Raycast
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include::../../include/config.adoc[]
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include::../../include/types.adoc[]
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:description: Iterator of pointed things in a raycast / "line of sight"
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:keywords: ray, raycast, selection, pointing, shooting, line of sight
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Raycasts are used to simulate rays and determine which selection boxes they intersect with.
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With some limitations, they work almost exactly like the player pointing at things.
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== Pointed Thing
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Pointed things in-game as passed to various callbacks are either
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* Nothing (`{type = "nothing"}`), or
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* Objects (entities or players), or
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* Nodes (solids or liquids)
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Pointed thing tables are thus a "tagged union" type, taking the following forms for objects & nodes:
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=== Objects
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[%autowidth, frame=none]
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|===
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| `type` | `{type-string}` | `"object"`
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| `ref` | ObjectRef | The pointed ObjectRef
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|===
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=== Nodes
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[%autowidth, frame=none]
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|===
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| `type` | `{type-string}` | `"node"`
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| `under` | `{type-vector}` | The position of the pointed node
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(the node which would be dug if using an appropriate tool)
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| `above` | `{type-vector}` | The position of the pointed node plus the pointed face normal
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(the position of the node which would be placed if you were building)
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|===
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=== Additional Raycast Fields
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These fields are only available in pointed things returned by raycasts.
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[%autowidth, frame=none]
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|===
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| `box_id` | `{type-number}` | Only relevant for nodes: 1-indexed ID of the pointed selection box of the node
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| `intersection_normal` | `{type-vector}` | Normal vector pointing out of the face of the pointed thing the ray first hit
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| `intersection_point` | `{type-vector}` | Point on both face & ray where the ray & the selection box(es) of the pointed thing first intersect
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(may be in the selection box if the raycast starts in the box)
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|===
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Raycasts do not emit "nothing" pointed things.
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== `minetest.line_of_sight(pos1, pos2)`
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Checks whether any non-air node is blocking the line of sight between two positions.
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You may use this to determine e.g. whether a target would be visible to a mob.
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Raycasts will often be preferable since they provide more fine-grained control
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(objects, liquids, looping over possibly blocking things in the line of sight).
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=== Arguments
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[%autowidth, frame=none]
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|===
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| `pos1` | `{type-vector}` | Starting position of the line ("segment") of sight
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| `pos2` | `{type-vector}` | Ending position of the line ("segment") of sight
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|===
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=== Returns
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[%autowidth, frame=none]
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|===
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| `free_sight` | `{type-bool}` | Whether any node is blocking the sight
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| `pos` | `{type-vector}` | Position of the "first" node (the node closest to `pos1`)
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blocking the sight (only returned if `free_sight` is `false`)
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|===
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== `Raycast(from_pos, to_pos, include_objects, include_liquid_nodes)`
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Creates a raycast object; OOP-constructor-style alias for `minetest.raycast`.
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IMPORTANT: https://github.com/minetest/minetest/issues/12673[Raycasts work on selection-, not collision boxes,
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making them coherent with player pointing but not physics (collisions) unless selection- and collision boxes are identical.]
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TIP: Have selection boxes, collision boxes (and ideally even visuals) match for all nodes & entities if possible.
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IMPORTANT: https://github.com/minetest/minetest/issues/10304[Serverside raycasts do not support attachments properly;
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the server is unaware of model specificities, doesn't keep track of automatic rotation etc.]
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=== Arguments
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[%autowidth, frame=none]
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|===
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| `from_pos` | `{type-vector}` | Starting position of the raycast (usually eye position)
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| `to_pos` | `{type-vector}` | Ending position of the raycast (usually eye position + look direction times range)
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| `include_objects` | `{type-bool}` | Whether objects are included (considered pointable). Optional, defaults to `true`.
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| `include_liquids` | `{type-bool}` | Whether liquids are included (considered pointable). Optional, defaults to `true`.
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|===
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=== Returns
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[%autowidth, frame=none]
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|===
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| `ray` | Raycast iterator object | Non-restartable, stateful iterator of pointed things
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|===
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The Raycast iterator object is callable. Calling `ray()` is syntactic sugar for `ray:next()`.
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`ray:next()` returns the next pointed thing or `{type-nil}` if there is none and advances the iterator state.
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Pointed things are returned sorted by the intersection point, from `from_pos` to `to_pos`, from nearest to farthest.
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=== Usage
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Since raycasts are iterators, you can loop over them using a `for`-loop. You will usually use the concise
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[source,lua]
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----
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local ray = Raycast(...)
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for pointed_thing in ray do
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-- do something
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end
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----
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which is just shorthand for
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[source,lua]
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----
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local ray = Raycast(...)
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for pointed_thing in ray.next, ray do
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-- do something
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end
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----
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which again is syntactic sugar for
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[source,lua]
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----
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local ray = Raycast(...)
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local pointed_thing = ray:next()
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while pointed_thing ~= nil do
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-- do something
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pointed_thing = ray:next()
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end
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----
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There is absolutely no need to manually step through raycasts
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using the latter two more verbose loops.
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[IMPORTANT]
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.Iterator Restartability
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====
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Restartability is the ability of an iterator to start again. For example, `ipairs` is resumable:
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[source,lua]
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----
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local t = {1, 2, 3}
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for _ = 1, 3 do
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for i, v in ipairs(t) do
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print(i, v)
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end
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end
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----
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will work just expected, printing the contents of `t` three times.
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*Raycasts are not restartable.* Iterating them _"consumes"_ the pointed things;
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they can't be iterated again. The following will not work as expected:
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[source,lua]
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----
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local ray = Raycast(...)
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for _ = 1, 3 do
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for pt in ray do
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print(pt)
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end
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end
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----
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this will print the pointed things (table addresses) exactly once:
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after the first run of the inner `for` loop, all pointed things have been consumed;
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subsequent runs exit immediately, not entering the `for` loop at all.
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One advantage of this is that Raycasts remember their looping state. The following is thus possible:
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[source,lua]
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----
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local ray = Raycast(...)
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for pt in ray do
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if ... then break end
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end
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for pt in ray do
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-- will resume looping with the next pointed thing
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end
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----
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====
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== Examples
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=== Redo tool raycasts
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Useful to obtain the additional raycast pointed thing fields,
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to dynamically decide what is pointable and what is not,
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to determine the pointed thing periodically ("what am I looking at?") etc.
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[source,lua]
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----
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-- Calculate eye position including eye offset
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local eye_pos = player:get_pos()
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eye_pos.y = eye_pos.y + player:get_properties().eye_height
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local first, third = player:get_eye_offset()
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if not vector.equals(first, third) then
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minetest.log("warning", "First & third person eye offsets don't match, assuming first person")
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end
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eye_pos = vector.add(eye_pos, vector.divide(first, 10)) -- eye offsets are in block space (10x), transform them back to metric
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local def = player:get_wielded_item():get_definition()
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for pointed_thing in minetest.raycast(eye_pos, vector.add(eye_pos, vector.multiply(player:get_look_dir(), def.range or 4)), true, def.liquids_pointable) do
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if pointed_thing.ref ~= player then -- exclude the player
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-- do something
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end
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end
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----
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// TODO compare players by player name rather than by reference in the above example?
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