geforkt von Mirrors/Paper
Add predicate for blocks when raytracing
Dieser Commit ist enthalten in:
Ursprung
159f98e5a7
Commit
ac1c641fee
@ -1686,6 +1686,27 @@ public interface World extends RegionAccessor, WorldInfo, PluginMessageRecipient
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@Nullable
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public RayTraceResult rayTraceEntities(@NotNull Location start, @NotNull Vector direction, double maxDistance, double raySize, @Nullable Predicate<? super Entity> filter);
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// Paper start
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/**
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* Performs a ray trace that checks for entity collisions.
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* <p>
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* This may not consider entities in currently unloaded chunks. Some
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* implementations may impose artificial restrictions on the maximum
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* distance.
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*
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* @param start the start position
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* @param direction the ray direction
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* @param maxDistance the maximum distance
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* @param raySize entity bounding boxes will be uniformly expanded (or
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* shrinked) by this value before doing collision checks
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* @param filter only entities that fulfill this predicate are considered,
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* or <code>null</code> to consider all entities
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* @return the closest ray trace hit result, or <code>null</code> if there
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* is no hit
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*/
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@Nullable RayTraceResult rayTraceEntities(io.papermc.paper.math.@NotNull Position start, @NotNull Vector direction, double maxDistance, double raySize, @Nullable Predicate<? super Entity> filter);
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// Paper end
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/**
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* Performs a ray trace that checks for block collisions using the blocks'
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* precise collision shapes.
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@ -1749,6 +1770,34 @@ public interface World extends RegionAccessor, WorldInfo, PluginMessageRecipient
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@Nullable
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public RayTraceResult rayTraceBlocks(@NotNull Location start, @NotNull Vector direction, double maxDistance, @NotNull FluidCollisionMode fluidCollisionMode, boolean ignorePassableBlocks);
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// Paper start
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/**
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* Performs a ray trace that checks for block collisions using the blocks'
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* precise collision shapes.
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* <p>
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* If collisions with passable blocks are ignored, fluid collisions are
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* ignored as well regardless of the fluid collision mode.
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* <p>
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* Portal blocks are only considered passable if the ray starts within
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* them. Apart from that collisions with portal blocks will be considered
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* even if collisions with passable blocks are otherwise ignored.
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* <p>
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* This may cause loading of chunks! Some implementations may impose
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* artificial restrictions on the maximum distance.
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*
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* @param start the start position
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* @param direction the ray direction
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* @param maxDistance the maximum distance
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* @param fluidCollisionMode the fluid collision mode
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* @param ignorePassableBlocks whether to ignore passable but collidable
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* blocks (ex. tall grass, signs, fluids, ..)
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* @param canCollide predicate for blocks the ray can potentially collide
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* with, or <code>null</code> to consider all blocks
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* @return the ray trace hit result, or <code>null</code> if there is no hit
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*/
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@Nullable RayTraceResult rayTraceBlocks(io.papermc.paper.math.@NotNull Position start, @NotNull Vector direction, double maxDistance, @NotNull FluidCollisionMode fluidCollisionMode, boolean ignorePassableBlocks, @Nullable Predicate<? super Block> canCollide);
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// Paper end
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/**
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* Performs a ray trace that checks for both block and entity collisions.
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* <p>
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@ -1782,6 +1831,42 @@ public interface World extends RegionAccessor, WorldInfo, PluginMessageRecipient
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@Nullable
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public RayTraceResult rayTrace(@NotNull Location start, @NotNull Vector direction, double maxDistance, @NotNull FluidCollisionMode fluidCollisionMode, boolean ignorePassableBlocks, double raySize, @Nullable Predicate<? super Entity> filter);
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// Paper start
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/**
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* Performs a ray trace that checks for both block and entity collisions.
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* <p>
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* Block collisions use the blocks' precise collision shapes. The
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* <code>raySize</code> parameter is only taken into account for entity
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* collision checks.
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* <p>
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* If collisions with passable blocks are ignored, fluid collisions are
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* ignored as well regardless of the fluid collision mode.
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* <p>
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* Portal blocks are only considered passable if the ray starts within them.
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* Apart from that collisions with portal blocks will be considered even if
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* collisions with passable blocks are otherwise ignored.
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* <p>
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* This may cause loading of chunks! Some implementations may impose
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* artificial restrictions on the maximum distance.
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*
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* @param start the start position
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* @param direction the ray direction
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* @param maxDistance the maximum distance
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* @param fluidCollisionMode the fluid collision mode
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* @param ignorePassableBlocks whether to ignore passable but collidable
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* blocks (ex. tall grass, signs, fluids, ..)
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* @param raySize entity bounding boxes will be uniformly expanded (or
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* shrinked) by this value before doing collision checks
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* @param filter only entities that fulfill this predicate are considered,
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* or <code>null</code> to consider all entities
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* @param canCollide predicate for blocks the ray can potentially collide
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* with, or <code>null</code> to consider all blocks
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* @return the closest ray trace hit result with either a block or an
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* entity, or <code>null</code> if there is no hit
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*/
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@Nullable RayTraceResult rayTrace(io.papermc.paper.math.@NotNull Position start, @NotNull Vector direction, double maxDistance, @NotNull FluidCollisionMode fluidCollisionMode, boolean ignorePassableBlocks, double raySize, @Nullable Predicate<? super Entity> filter, @Nullable Predicate<? super Block> canCollide);
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// Paper end
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/**
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* Gets the default spawn {@link Location} of this world
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*
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