13
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geforkt von Mirrors/Paper

Add predicate for blocks when raytracing

Dieser Commit ist enthalten in:
TonytheMacaroni 2023-09-06 19:24:53 -04:00
Ursprung 159f98e5a7
Commit ac1c641fee

Datei anzeigen

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