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hub / github.com/OpenStarbound/OpenStarbound / nearestTo

Method nearestTo

source/game/scripting/StarWorldLuaBindings.cpp:650–671  ·  view source on GitHub ↗

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648 }
649
650 LuaValue WorldCallbacks::nearestTo(World* world, LuaEngine& engine, Variant<Vec2F, float> const& sourcePositionOrX, Variant<Vec2F, float> const& targetPositionOrX) {
651 if (targetPositionOrX.is<Vec2F>()) {
652 Vec2F targetPosition = targetPositionOrX.get<Vec2F>();
653 Vec2F sourcePosition;
654 if (sourcePositionOrX.is<Vec2F>())
655 sourcePosition = sourcePositionOrX.get<Vec2F>();
656 else
657 sourcePosition[0] = sourcePositionOrX.get<float>();
658
659 return engine.luaFrom<Vec2F>(world->geometry().nearestTo(sourcePosition, targetPosition));
660
661 } else {
662 float targetX = targetPositionOrX.get<float>();
663 float sourceX;
664 if (sourcePositionOrX.is<Vec2F>())
665 sourceX = sourcePositionOrX.get<Vec2F>()[0];
666 else
667 sourceX = sourcePositionOrX.get<float>();
668
669 return LuaFloat(world->geometry().nearestTo(sourceX, targetX));
670 }
671 }
672
673 bool WorldCallbacks::rectCollision(World* world, RectF const& arg1, Maybe<CollisionSet> const& arg2) {
674 PolyF body = PolyF(arg1);

Callers 9

lightingCalcMethod · 0.45
hitOtherMethod · 0.45
queryCollisionsMethod · 0.45
lightLevelFunction · 0.45
spawnWeatherParticlesMethod · 0.45
worldToScreenMethod · 0.45
lineCollisionMethod · 0.45
polyCollisionMethod · 0.45

Calls 1

geometryMethod · 0.45

Tested by

no test coverage detected