veloren/voxygen/src/session/target.rs

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use specs::{Join, WorldExt};
use vek::*;
use super::interactable::Interactable;
use crate::scene::terrain::Interaction;
use client::{self, Client};
use common::{
comp,
consts::MAX_PICKUP_RANGE,
terrain::{Block, TerrainChunk},
util::find_dist::{Cylinder, FindDist},
vol::ReadVol,
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volumes::vol_grid_2d::VolGrid2dError,
};
use common_base::span;
#[derive(Clone, Copy, Debug)]
pub enum TargetType {
Build,
Collectable,
Entity(specs::Entity),
Mine,
}
#[derive(Clone, Copy, Debug)]
pub struct Target {
pub typed: TargetType,
pub distance: f32,
pub position: Vec3<f32>,
}
impl Target {
pub fn position_int(self) -> Vec3<i32> { self.position.map(|p| p.floor() as i32) }
pub fn build_above_position(self, client: &Client) -> Option<Vec3<i32>> {
match self.typed {
TargetType::Build => {
let mut pos_above = self.position;
pos_above.z += 1.0;
let pos_above = pos_above.map(|p| p.floor() as i32);
if let Ok(block) = client.state().terrain().get(pos_above) {
if block.is_air() {
Some(pos_above)
} else {
None
}
} else {
None
}
},
_ => None,
}
}
pub fn make_interactable(self, client: &Client) -> Option<Interactable> {
match self.typed {
TargetType::Collectable => client
.state()
.terrain()
.get(self.position_int())
.ok()
.copied()
.map(|b| Interactable::Block(b, self.position_int(), Some(Interaction::Collect))),
TargetType::Entity(e) => Some(Interactable::Entity(e)),
TargetType::Mine => client
.state()
.terrain()
.get(self.position_int())
.ok()
.copied()
.map(|b| Interactable::Block(b, self.position_int(), None)),
TargetType::Build => None,
}
}
}
/// Max distance an entity can be "targeted"
const MAX_TARGET_RANGE: f32 = 300.0;
/// Calculate what the cursor is pointing at within the 3d scene
#[allow(clippy::type_complexity)]
pub(super) fn targets_under_cursor(
client: &Client,
cam_pos: Vec3<f32>,
cam_dir: Vec3<f32>,
can_build: bool,
is_mining: bool,
) -> (
Option<Target>,
Option<Target>,
Option<Target>,
Option<Target>,
f32,
) {
span!(_guard, "under_cursor");
// Choose a spot above the player's head for item distance checks
let player_entity = client.entity();
let ecs = client.state().ecs();
let positions = ecs.read_storage::<comp::Pos>();
let player_pos = match positions.get(player_entity) {
Some(pos) => pos.0,
None => cam_pos, // Should never happen, but a safe fallback
};
let scales = ecs.read_storage();
let colliders = ecs.read_storage();
let char_states = ecs.read_storage();
// Get the player's cylinder
let player_cylinder = Cylinder::from_components(
player_pos,
scales.get(player_entity).copied(),
colliders.get(player_entity),
char_states.get(player_entity),
);
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fn curry_find_pos<'a>(
client: &'a Client,
cam_pos: &'a Vec3<f32>,
cam_dir: &'a Vec3<f32>,
player_cylinder: &'a Cylinder,
) -> impl FnMut(
fn(Block) -> bool,
) -> (
Option<Vec3<f32>>,
(f32, Result<Option<Block>, VolGrid2dError<TerrainChunk>>),
) + 'a {
let terrain = client.state().terrain();
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move |hit: fn(Block) -> bool| {
let cam_ray = terrain
.ray(*cam_pos, *cam_pos + *cam_dir * 100.0)
.until(|block| hit(*block))
.cast();
let cam_ray = (cam_ray.0, cam_ray.1.map(|x| x.copied()));
let cam_dist = cam_ray.0;
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if matches!(
cam_ray.1,
Ok(Some(_)) if player_cylinder.min_distance(*cam_pos + *cam_dir * (cam_dist + 0.01)) <= MAX_PICKUP_RANGE
) {
(Some(*cam_pos + *cam_dir * cam_dist), cam_ray)
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} else {
(None, cam_ray)
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}
}
}
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let mut find_pos = curry_find_pos(client, &cam_pos, &cam_dir, &player_cylinder);
let (collect_pos, cam_ray_0) = find_pos(|b: Block| b.is_collectible());
let (mine_pos, cam_ray_1) = find_pos(|b: Block| b.mine_tool().is_some());
// FIXME: the `solid_pos` is used in the remove_block(). is this correct?
let (solid_pos, cam_ray_2) = find_pos(|b: Block| b.is_solid());
// find shortest cam_dist of non-entity targets
// note that some of these targets can technically be in Air, such as the
// collectable.
let mut cam_rays = vec![&cam_ray_0, &cam_ray_2];
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if is_mining {
cam_rays.push(&cam_ray_1);
}
let shortest_cam_dist = cam_rays
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.iter()
.filter_map(|x| match **x {
(d, Ok(Some(_))) => Some(d),
_ => None,
})
.min_by(|d1, d2| d1.partial_cmp(d2).unwrap())
.unwrap_or(MAX_PICKUP_RANGE);
// See if ray hits entities
// Don't cast through blocks, (hence why use shortest_cam_dist from non-entity
// targets) Could check for intersection with entity from last frame to
// narrow this down
let cast_dist = shortest_cam_dist.min(MAX_TARGET_RANGE);
// Need to raycast by distance to cam
// But also filter out by distance to the player (but this only needs to be done
// on final result)
let mut nearby = (
&ecs.entities(),
&positions,
scales.maybe(),
&ecs.read_storage::<comp::Body>(),
ecs.read_storage::<comp::Item>().maybe(),
)
.join()
.filter(|(e, _, _, _, _)| *e != player_entity)
.filter_map(|(e, p, s, b, i)| {
const RADIUS_SCALE: f32 = 3.0;
// TODO: use collider radius instead of body radius?
let radius = s.map_or(1.0, |s| s.0) * b.max_radius() * RADIUS_SCALE;
// Move position up from the feet
let pos = Vec3::new(p.0.x, p.0.y, p.0.z + radius);
// Distance squared from camera to the entity
let dist_sqr = pos.distance_squared(cam_pos);
// We only care about interacting with entities that contain items,
// or are not inanimate (to trade with)
if i.is_some() || !matches!(b, comp::Body::Object(_)) {
Some((e, pos, radius, dist_sqr))
} else {
None
}
})
// Roughly filter out entities farther than ray distance
.filter(|(_, _, r, d_sqr)| *d_sqr <= cast_dist.powi(2) + 2.0 * cast_dist * r + r.powi(2))
// Ignore entities intersecting the camera
.filter(|(_, _, r, d_sqr)| *d_sqr > r.powi(2))
// Substract sphere radius from distance to the camera
.map(|(e, p, r, d_sqr)| (e, p, r, d_sqr.sqrt() - r))
.collect::<Vec<_>>();
// Sort by distance
nearby.sort_unstable_by(|a, b| a.3.partial_cmp(&b.3).unwrap());
let seg_ray = LineSegment3 {
start: cam_pos,
end: cam_pos + cam_dir * shortest_cam_dist,
};
// TODO: fuzzy borders
let entity_target = nearby
.iter()
.map(|(e, p, r, _)| (e, *p, r))
// Find first one that intersects the ray segment
.find(|(_, p, r)| seg_ray.projected_point(*p).distance_squared(*p) < r.powi(2))
.and_then(|(e, p, _)| {
// Get the entity's cylinder
let target_cylinder = Cylinder::from_components(
p,
scales.get(*e).copied(),
colliders.get(*e),
char_states.get(*e),
);
let dist_to_player = player_cylinder.min_distance(target_cylinder);
if dist_to_player < MAX_TARGET_RANGE {
Some(Target {
typed: TargetType::Entity(*e),
position: p,
distance: dist_to_player,
})
} else { None }
});
let build_target = if let (true, Some(position)) = (can_build, solid_pos) {
Some(Target {
typed: TargetType::Build,
distance: cam_ray_2.0,
position,
})
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} else {
None
};
let collect_target = collect_pos.map(|position| Target {
typed: TargetType::Collectable,
distance: cam_ray_0.0,
position,
});
let mine_target = if let (true, Some(position)) = (is_mining, mine_pos) {
Some(Target {
typed: TargetType::Mine,
distance: cam_ray_1.0,
position,
})
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} else {
None
};
// Return multiple possible targets
// GameInput events determine which target to use.
(
build_target,
collect_target,
entity_target,
mine_target,
shortest_cam_dist,
)
}