de8df15d3f
Instance classes are now strongly typed with real property fields that are derived from the JSON API Dump! This required a lot of reworking across the board: - Classes and Enums are auto-generated in the 'Generated' folder now. This is done using a custom built-in plugin, which can be found in the Plugins folder of this project. - Property objects are now tied to .NET's reflection system. Reading and writing from them will try to redirect into a field of the Instance they are bound to. - Property types that were loosely defined now have proper data types (such as Color3uint8, Content, ProtectedString, SharedString, etc) - Fixed an error with the CFrame directional vectors. - The binary PRNT chunk now writes instances in child->parent order. - Enums are now generated correctly, with up-to-date values. - INST chunks are now referred to as 'Classes' instead of 'Types'. - Unary operator added to Vector2 and Vector3. - CollectionService tags can now be manipulated per-instance using the Instance.Tags member. - The Instance.Archivable property now works correctly. - XML files now save/load metadata correctly. - Cleaned up the property tokens directory. I probably missed a few things, but that's a general overview of everything that changed.
52 lines
1.2 KiB
C#
52 lines
1.2 KiB
C#
namespace RobloxFiles.DataTypes
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{
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public class Ray
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{
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public readonly Vector3 Origin;
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public readonly Vector3 Direction;
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public Ray Unit
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{
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get
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{
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Ray unit;
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if (Direction.Magnitude == 1.0f)
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unit = this;
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else
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unit = new Ray(Origin, Direction.Unit);
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return unit;
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}
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}
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public Ray(Vector3 origin = null, Vector3 direction = null)
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{
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Origin = origin ?? new Vector3();
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Direction = direction ?? new Vector3();
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}
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public override string ToString()
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{
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return '{' + Origin.ToString() + "}, {" + Direction.ToString() + '}';
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}
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public Vector3 ClosestPoint(Vector3 point)
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{
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Vector3 result = Origin;
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float dist = Direction.Dot(point - result);
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if (dist >= 0)
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result += (Direction * dist);
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return result;
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}
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public float Distance(Vector3 point)
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{
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Vector3 closestPoint = ClosestPoint(point);
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return (point - closestPoint).Magnitude;
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}
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}
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}
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