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Allows for raycasting onto mathematically defined objects

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mc-geometry

Lets you take a ray, and cast it onto geometrical objects.

It calculates things to 3.d.p precision, as such, all inputs and outputs are multiplied by 1000.

Usage

To get the ray of a player, run mcgeo:get_ray as the player, and the following scores will be set in the rayData scoreboard:

  • out_ovecx, out_ovecy, out_ovecz - The centre of the player's head

  • out_dvecx, out_dvecy, out_dvecz - The player's looking direction

For this to work however, there must exist an area_effect_cloud with the tag mcgeo_ray that exists in the same tick that the function is ran. This is used to calculate the direction vector, and only one needs to exist to be able to use the function on every player.

Currently Supported Geometries

Axis-Aligned Bounding Box

The following inputs should be stored in the rayData scoreboard to use this.

Inputs:

  • boxAX, boxAY, boxAZ (x, y, z coordinates of one corner)

  • boxBX, boxBY, boxBZ (x, y, z coordinates of opposing corner)

  • in_ovecx, in_ovecy, in_ovecz (components of ray origin vector)

  • in_dvecx, in_dvecy, in_dvecz (components of ray direction vector)

If mcgeo:get/ray_aabb is ran, the following is output (in rayData):

  • out_dist - The distance from the ray origin to the hit position. This will be -1 if there was no intersection.

  • out_x, out_y, out_z - The position the ray hit the geometry. This is only set / changed if the distance output is not -1.

If mcgeo:get/ray_aabb_distance is ran, the following is output (in rayData):

  • out_dist - The distance from the ray origin to the hit position. This will be -1 if there was no intersection.

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