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authorDániel Juhász <juhdanad@gmail.com>2017-01-04 19:18:40 +0100
committerest31 <est31@users.noreply.github.com>2017-01-04 19:18:40 +0100
commit3f8261830e0503cd59d8713d5c9aab12fc1491db (patch)
treeb49d898815a6c2e692cfe2fc0978cfedd49cd34f /src/client.h
parent8aadc62856cc3789ed345ddf3870e311af60afe9 (diff)
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Improve getPointedThing() (#4346)
* Improved getPointedThing() The new algorithm checks every node exactly once. Now the point and normal vector of the collision is also returned in the PointedThing (currently they are not used outside of the function). Now the CNodeDefManager keeps the union of all possible nodeboxes, so the raycast won't miss any nodes. Also if there are only small nodeboxes, getPointedThing() is exceptionally fast. Also adds unit test for VoxelLineIterator. * Cleanup, code move This commit moves getPointedThing() and Client::getSelectedActiveObject() to ClientEnvironment. The map nodes now can decide which neighbors they are connecting to (MapNode::getNeighbors()).
Diffstat (limited to 'src/client.h')
-rw-r--r--src/client.h8
1 files changed, 0 insertions, 8 deletions
diff --git a/src/client.h b/src/client.h
index 9f5bda059..891fe62f8 100644
--- a/src/client.h
+++ b/src/client.h
@@ -445,14 +445,6 @@ public:
Inventory* getInventory(const InventoryLocation &loc);
void inventoryAction(InventoryAction *a);
- // Gets closest object pointed by the shootline
- // Returns NULL if not found
- ClientActiveObject * getSelectedActiveObject(
- f32 max_d,
- v3f from_pos_f_on_map,
- core::line3d<f32> shootline_on_map
- );
-
const std::list<std::string> &getConnectedPlayerNames()
{
return m_env.getPlayerNames();