openspades/Resources/Scripts/Reference/API/GameMap.as

99 lines
2.8 KiB
ActionScript

/*
Copyright (c) 2013 yvt
This file is part of OpenSpades.
OpenSpades is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
OpenSpades is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
*/
namespace spades {
/** Represents a game world map. */
class GameMap {
/**
* Creates a new map.
* @param width You must specify 512.
* @param height You must specify 512.
* @param depth You must specify 64.
*/
GameMap(int width, int height, int depth) {}
/** Loads a map from the specified file. */
GameMap(const string @path) {}
/** Gets the color of the specified voxel. */
uint GetColor(int x, int y, int z) {}
/** Returns if the specified voxel is solid (or air). */
bool IsSolid(int x, int y, int z) {}
/** Gets the color of the specified voxel. */
uint GetColorWrapped(int x, int y, int z) {}
/** Returns if the specified voxel is solid (or air). */
bool IsSolidWrapped(int x, int y, int z) {}
/** Makes the specified voxel non-solid. */
void SetAir(int x, int y, int z) {}
/** Makes the specified voxel solid, and sets its color. */
void SetSolid(int x, int y, int z, uint color) {}
/** Retrieves the width of the map. */
int Width {
get {}
}
/** Retrieves the height of the map. */
int Height {
get {}
}
/** Retrieves the depth of the map. */
int Depth {
get {}
}
bool ClipBox(int x, int y, int z) {}
bool ClipWorld(int x, int y, int z) {}
bool ClipBox(float x, float y, float z) {}
bool ClipWorld(float x, float y, float z) {}
/** Casts a ray. */
GameMapRayCastResult CastRay(Vector3 start, Vector3 direction, int maxScanSteps);
}
/** GameMapRayCastResult contains the result of the ray-cast. */
class GameMapRayCastResult {
/** true when the ray hit a solid voxel. */
bool hit;
/** true when the start position is in a solid voxel. */
bool startSolid;
/** Position where the ray hit a solid voxel. */
Vector3 hitPos;
/** Coordinate of the voxel that the ray hit. */
IntVector3 hitBlock;
/** Normal of the face that the ray hit. */
IntVector3 normal;
}
}