Lunatic: document xmath.kangvec() and hitscan().

git-svn-id: https://svn.eduke32.com/eduke32@4070 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2013-09-22 12:42:00 +00:00
parent f30cc01a7a
commit 9d21cff5d3
2 changed files with 52 additions and 8 deletions

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@ -295,6 +295,7 @@ if (not _LUNATIC_AUX) then
require("xmath")
end
-- TODO: 'isceiling' and 'isfloor' methods or similar?
local hitdata_ct = ffi.typeof("hitdata_t")
decl[[

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@ -1217,15 +1217,16 @@ in `sectnum`.footnote:[Note that this is different from CON's `updatesector`,
which takes the starting sector to be the one of the _current sprite_.]
If a valid sector numeric is passed for `sectnum`, these functions first check
whether that sector contains `pos` (i.e. the position stays in the same sector)
and then attempt to search neighboring sectors. If the passed `sectnum` is
`-1`, all sectors are searched in an unspecified order. On success, these
functions return the sector number of the ``updated'' sector, otherwise `-1`.
whether that sector already contains `pos` (i.e. the position stays in the same
sector) and then attempt to search neighboring sectors. Unless breadth-first
search is requested (see below), if the passed `sectnum` is `-1`, all sectors
are searched in an unspecified order.
// XXX: With breadth-first search, there is no all-sector search when passing
// -1. The above paragraph suggests otherwise.
On success, these functions return the sector number of the ``updated'' sector,
otherwise `-1`.
[[updatesector]] `updatesector(pos, sectnum [, flags])`::
[[updatesector]]
`updatesector(pos, sectnum [, flags])`::
Searches for a sector containing `pos`, which can be anything indexable with
`x` and `y`. Thus, the `z` component is not taken into account. If `sectnum` is
@ -1255,12 +1256,49 @@ called via the <<sprite_updatesect,sector updating functions>> of sprites.
Searches for a sector containing `pos`, which can be any value indexable with
`x`, `y` and `z`. Thus, it additionally takes the `z` component into account by
checking against the bounds that would be returned using a sector's
<<sec_cfz_at,ceilingzat/floorzat>> methods.
<<sec_cfz_at,`ceilingzat`/`floorzat`>> methods.
+
The `updatesectorz` function first checks the initial sector for containment of
`pos`, then it tries any TROR neighbors of `sectnum`. Finally, it proceeds like
`updatesector` as far as the searching order is concerned.
===== Collision detection and related functions
[[hitscan]]
`hitscan(pos, sectnum, ray, clipmask)`::
Starting from the position `pos` (which is assumed to be contained in
`sectnum`), the `hitscan` function determines the object that would be first
hit by a ray emanating from `pos` into the direction given by `ray`. Both `pos`
and `ray` may be any object indexable with `x`, `y` and `z`, but the components
are <<int_assignment,converted>> to signed 32-bit integers prior to being
passed to the actual engine function. Note that `ray` is interpreted in BUILD
scaling: the z component has 16 times the precision for a given game-world
length compared to x or y.
+
The `clipmask` argument determines what objects are considered being hittable
by the ray and is expected to be an integral number. It is interpreted as two
separate bit masks: the low 16 bits for walls and the high 16 bits for
sprites. Each time there is a potential collision, the respective mask is ANDed
with the `cstat` member of the object, and if the result is non-zero, the ray
is considered having hit the object.
+
The `hitscan` function returns an object with information about the hit object
(if any) as well as the position of its intersection with the ray. It contains
the following members:
+
* `sector`: The sector number of the hit object, or `-1` if no object was
hit. Thus, testing it for being greater or equal to zero is a quick way of
finding out whether any object (ceiling/floor, wall, or sprite) was hit at
all.footnote:[It is recommended to carry out this check for the sake of
cautiousness: while proper `hitscan` invocations should always hit something,
the function may come up empty in certain corner cases (such as a starting
position outside of the designated sector).]
* `wall`: If a wall was hit, its index. Otherwise, `-1`.
* `sprite`: If a sprite was hit, its index. Otherwise, `-1`.
* `pos`: The position that is the intersection of the emanated ray with the hit
object, indexable with `x`, `y` and `z`. Undefined if no object was hit.
//////////
cansee
hitscan
@ -1464,6 +1502,11 @@ Returns a <<vector_types,`vec3`>> with the components `math.cos(ang)`,
Returns a <<vector_types,`vec3`>> with the components `xmath.cosb(bang)`,
`xmath.sinb(bang)` and 0 for x, y and z, respectively.
`xmath.kangvec(bang [, z])`::
Returns an <<vector_types,`ivec3`>> with the components `xmath.kcos(bang)`,
`xmath.ksin(bang)` for x and y, respectively. The z component can be passed in
the optional argument `z`, which defaults to 0 if omitted.
`xmath.dist(pos1, pos2)`::
Returns an approximation of the 3D Euclidean distance between points `pos1` and
`pos2`, both of which can be any object indexable with `x`, `y` and `z`.