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Added probe constructor without room number
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5 changed files with 17 additions and 10 deletions
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@ -122,7 +122,7 @@
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<h2><a href="#Functions">Functions</a></h2>
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<table class="function_list">
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<tr>
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<td class="name" ><a href="#Probe">Probe(pos, roomNumber)</a></td>
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<td class="name" ><a href="#Probe">Probe(pos[, roomNumber])</a></td>
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<td class="summary">Create a Probe at a specified world position in a room.</td>
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</tr>
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<tr>
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@ -220,7 +220,7 @@
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<dl class="function">
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<dt>
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<a name = "Probe"></a>
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<strong>Probe(pos, roomNumber)</strong>
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<strong>Probe(pos[, roomNumber])</strong>
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</dt>
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<dd>
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Create a Probe at a specified world position in a room.
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@ -235,7 +235,8 @@
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</li>
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<li><span class="parameter">roomNumber</span>
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<span class="types"><span class="type">int</span></span>
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[opt] Room number. Must be used if probing a position in an overlapping room.
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Room number. Must be used if probing a position in an overlapping room.
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(<em>optional</em>)
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</li>
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</ul>
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@ -517,7 +517,7 @@
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<ul>
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<li><span class="parameter">objectCollision</span>
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<span class="types"><span class="type">bool</span></span>
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when enabled, camera will collide with moveables and statics. Disable or TR4-like camera behaviour.
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when enabled, camera will collide with moveables and statics. Disable for TR4-like camera behaviour.
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</li>
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</ul>
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@ -26,6 +26,7 @@ namespace TEN::Scripting::Collision
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void Probe::Register(sol::table& parent)
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{
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using ctors = sol::constructors<
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Probe(const Vec3&),
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Probe(const Vec3&, int),
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Probe(const Vec3&, int, const Vec3&, float),
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Probe(const Vec3&, int, const Rotation&, float),
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@ -65,13 +66,17 @@ namespace TEN::Scripting::Collision
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/// Create a Probe at a specified world position in a room.
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// @function Probe
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// @tparam Vec3 pos World position.
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// @tparam int roomNumber[opt] Room number. Must be used if probing a position in an overlapping room.
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// @tparam[opt] int roomNumber Room number. Must be used if probing a position in an overlapping room.
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// @treturn Probe A new Probe.
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Probe::Probe(const Vec3& pos, TypeOrNil<int> roomNumber)
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Probe::Probe(const Vec3& pos)
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{
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auto convertedPos = pos.ToVector3i();
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int roomNumberValue = ValueOr<int>(roomNumber, FindRoomNumber(convertedPos));
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_pointCollision = GetPointCollision(convertedPos, roomNumberValue);
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_pointCollision = GetPointCollision(convertedPos, FindRoomNumber(convertedPos));
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}
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Probe::Probe(const Vec3& pos, int roomNumber)
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{
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_pointCollision = GetPointCollision(pos.ToVector3i(), roomNumber);
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}
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/// Create a Probe that casts from an origin world position in a room in a given direction for a specified distance.
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@ -31,7 +31,8 @@ namespace TEN::Scripting::Collision
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// Constructors
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Probe() = default;
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Probe(const Vec3& pos, TypeOrNil<int> roomNumber);
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Probe(const Vec3& pos);
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Probe(const Vec3& pos, int roomNumber);
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Probe(const Vec3& origin, int roomNumber, const Vec3& dir, float dist);
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Probe(const Vec3& origin, int roomNumber, const Rotation& rot, float dist);
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Probe(const Vec3& origin, int roomNumber, const Rotation& rot, const Vec3& relOffset);
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@ -124,7 +124,7 @@ namespace TEN::Scripting
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"lasersightLightColor", &CameraSettings::LasersightLightColor,
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/// Specify whether camera can collide with objects.
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// @tfield bool objectCollision when enabled, camera will collide with moveables and statics. Disable or TR4-like camera behaviour.
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// @tfield bool objectCollision when enabled, camera will collide with moveables and statics. Disable for TR4-like camera behaviour.
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"objectCollision", &CameraSettings::ObjectCollision);
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}
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