veloren/voxygen/src/session/target.rs

233 lines
7.3 KiB
Rust

use specs::{Join, WorldExt};
use vek::*;
use client::{self, Client};
use common::{
comp,
consts::MAX_PICKUP_RANGE,
link::Is,
mounting::Mount,
terrain::Block,
util::find_dist::{Cylinder, FindDist},
vol::ReadVol,
};
use common_base::span;
#[derive(Clone, Copy, Debug)]
pub struct Target<T> {
pub kind: T,
pub distance: f32,
pub position: Vec3<f32>,
}
#[derive(Clone, Copy, Debug)]
pub struct Build(pub Vec3<f32>);
#[derive(Clone, Copy, Debug)]
pub struct Collectable;
#[derive(Clone, Copy, Debug)]
pub struct Entity(pub specs::Entity);
#[derive(Clone, Copy, Debug)]
pub struct Mine;
#[derive(Clone, Copy, Debug)]
// line of sight (if not bocked by entity). Not build/mine mode dependent.
pub struct Terrain;
impl<T> Target<T> {
pub fn position_int(self) -> Vec3<i32> { self.position.map(|p| p.floor() as i32) }
}
/// Max distance an entity can be "targeted"
pub const MAX_TARGET_RANGE: f32 = 300.0;
/// Calculate what the cursor is pointing at within the 3d scene
pub(super) fn targets_under_cursor(
client: &Client,
cam_pos: Vec3<f32>,
cam_dir: Vec3<f32>,
can_build: bool,
is_mining: bool,
) -> (
Option<Target<Build>>,
Option<Target<Collectable>>,
Option<Target<Entity>>,
Option<Target<Mine>>,
Option<Target<Terrain>>,
) {
span!(_guard, "targets_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),
);
let terrain = client.state().terrain();
let find_pos = |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;
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 + 0.01)),
Some(cam_pos + cam_dir * (cam_dist - 0.01)),
Some(cam_ray),
)
} else {
(None, None, None)
}
};
let (collect_pos, _, collect_cam_ray) = find_pos(|b: Block| b.is_collectible());
let (mine_pos, _, mine_cam_ray) = is_mining
.then(|| find_pos(|b: Block| b.mine_tool().is_some()))
.unwrap_or((None, None, None));
let (solid_pos, place_block_pos, solid_cam_ray) = find_pos(|b: Block| b.is_filled());
// 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 = solid_cam_ray
.as_ref()
.map(|(d, _)| d.min(MAX_TARGET_RANGE))
.unwrap_or(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(),
!&ecs.read_storage::<Is<Mount>>(),
)
.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 * cast_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 {
kind: Entity(*e),
position: p,
distance: dist_to_player,
})
} else { None }
});
let solid_ray_dist = solid_cam_ray.map(|r| r.0);
let terrain_target = if let (None, Some(distance)) = (entity_target, solid_ray_dist) {
solid_pos.map(|position| Target {
kind: Terrain,
distance,
position,
})
} else {
None
};
let build_target = if let (true, Some(distance)) = (can_build, solid_ray_dist) {
place_block_pos
.zip(solid_pos)
.map(|(place_pos, position)| Target {
kind: Build(place_pos),
distance,
position,
})
} else {
None
};
let collect_target = collect_pos
.zip(collect_cam_ray)
.map(|(position, ray)| Target {
kind: Collectable,
distance: ray.0,
position,
});
let mine_target = mine_pos.zip(mine_cam_ray).map(|(position, ray)| Target {
kind: Mine,
distance: ray.0,
position,
});
// Return multiple possible targets
// GameInput events determine which target to use.
(
build_target,
collect_target,
entity_target,
mine_target,
terrain_target,
)
}