Files
mcpe/source/world/phys/HitResult.hpp
iProgramInCpp 60b21356a1 Integrate touch related development. (#90)
* * Add BuildActionIntention crap

* * Set Client and World projects to use MP compilation

* asd

* * Use the new BuildActionIntention to break and place blocks.

* * Reverse engineer the IArea system.

* * Copy break logic from survival into creative conditionally

* * Reverse IBuildInput and MouseHandler
* Replace the new relative paths in the client project with $(MC_ROOT) again

* * Reverse Multitouch, MouseDevice

* * Reverse a bunch of auxiliary classes for input.

* * Use CustomInputHolder instead of holding inputs manually.

* * Reverse a whole BUNCH of things!

* * Add feedback textures to the gitignore.

* * D-pad now renders! Also loads of other work.

* * More Stuff

* * Finish touch control bug fixing.

* * Finalize work.

* * One last thing..

* * Add a "cramped" mode to the options screen and start menu.

* * Oh, forgot to do something
2023-11-02 00:49:11 +02:00

63 lines
1020 B
C++

/********************************************************************
Minecraft: Pocket Edition - Decompilation Project
Copyright (C) 2023 iProgramInCpp
The following code is licensed under the BSD 1 clause license.
SPDX-License-Identifier: BSD-1-Clause
********************************************************************/
#pragma once
#include "Vec3.hpp"
class Entity;
class HitResult
{
public:
// looks ass backwards, but what can you do about it
enum eHitResultType
{
AABB,
ENTITY,
NONE,
};
enum eHitSide
{
NOHIT = -1,
MINY = 0,
MAXY, // 1
MINZ, // 2
MAXZ, // 3
MINX, // 4
MAXX, // 5
};
private:
void _init();
public:
HitResult() { _init(); }
HitResult(Entity*);
HitResult(int x, int y, int z, eHitSide hitSide, const Vec3&);
bool isHit() const {
return m_hitType != NONE;
}
public:
eHitResultType m_hitType;
// block coords?
int m_tileX;
int m_tileY;
int m_tileZ;
eHitSide m_hitSide;
// hit position
Vec3 m_hitPos;
Entity* m_pEnt;
bool m_bUnk24;
};