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update
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c1cd48101b
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36
src/block_placement.rs
Normal file
36
src/block_placement.rs
Normal file
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@ -0,0 +1,36 @@
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use glam::Vec3;
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use shipyard::{UniqueViewMut, UniqueView, View, IntoIter};
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use crate::{
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player::MainPlayer,
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world::{raycast::LookingAtBlock, ChunkStorage, block::Block},
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input::Inputs
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};
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pub fn block_placement_system(
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main_player: View<MainPlayer>,
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raycast: View<LookingAtBlock>,
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input: UniqueView<Inputs>,
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mut world: UniqueViewMut<ChunkStorage>
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) {
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//this cant process both place and break btw
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if input.action_a || input.action_b {
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//get raycast info
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let Some(ray) = (&main_player, &raycast).iter().next().unwrap().1/**/.0 else { return };
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//update block
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let is_place = input.action_b;
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let place_position = if is_place {
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let position = (ray.position - ray.direction * 0.5).floor().as_ivec3();
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let Some(block) = world.get_block_mut(position) else { return };
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*block = Block::Dirt;
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position
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} else {
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let Some(block) = world.get_block_mut(ray.block_position) else { return };
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*block = Block::Air;
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ray.block_position
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};
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//mark chunk as dirty
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let (chunk_pos, _) = ChunkStorage::to_chunk_coords(place_position);
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let chunk = world.chunks.get_mut(&chunk_pos).unwrap();
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chunk.dirty = true;
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}
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}
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@ -24,6 +24,7 @@ pub(crate) mod camera;
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pub(crate) mod events;
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pub(crate) mod input;
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pub(crate) mod fly_controller;
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pub(crate) mod block_placement;
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use rendering::{
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Renderer,
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@ -34,7 +35,7 @@ use rendering::{
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use world::{
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init_game_world,
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loading::update_loaded_world_around_player,
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raycast::{update_raycasts, break_block_test_only}
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raycast::update_raycasts
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};
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use player::spawn_player;
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use prefabs::load_prefabs;
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@ -47,6 +48,7 @@ use rendering::{
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selection_box::render_selection_box,
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world::draw_world,
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};
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use block_placement::block_placement_system;
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#[derive(Unique)]
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pub(crate) struct DeltaTime(Duration);
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@ -65,7 +67,7 @@ fn update() -> Workload {
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update_controllers,
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update_loaded_world_around_player,
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update_raycasts,
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break_block_test_only,
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block_placement_system,
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compute_cameras
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).into_workload()
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}
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@ -47,7 +47,6 @@ impl Block {
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collision: CollisionType::Solid,
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raycast_collision: true,
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},
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_ => todo!()
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}
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}
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}
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@ -59,11 +58,11 @@ pub struct BlockDescriptor {
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pub collision: CollisionType,
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pub raycast_collision: bool,
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}
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impl BlockDescriptor {
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pub fn of(block: Block) -> Self {
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block.descriptor()
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}
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}
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// impl BlockDescriptor {
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// pub fn of(block: Block) -> Self {
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// block.descriptor()
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// }
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// }
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#[derive(Clone, Copy, Debug)]
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pub struct CubeTexture {
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@ -42,7 +42,12 @@ pub fn update_chunks_if_player_moved(
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//If it did, get it's position and current chunk
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let player_position = transform.0.to_scale_rotation_translation().2;
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let player_at_chunk = player_position.as_ivec3() / CHUNK_SIZE as i32;
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let player_position_ivec3 = player_position.as_ivec3();
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let player_at_chunk = ivec3(
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player_position_ivec3.x.div_euclid(CHUNK_SIZE as i32),
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player_position_ivec3.y.div_euclid(CHUNK_SIZE as i32),
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player_position_ivec3.z.div_euclid(CHUNK_SIZE as i32),
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);
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//Then, mark *ALL* chunks with ToUnload
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for (_, chunk) in &mut vm_world.chunks {
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@ -1,6 +1,6 @@
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use glam::{Vec3, IVec3};
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use shipyard::{View, Component, ViewMut, IntoIter, UniqueView, UniqueViewMut};
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use crate::{player::MainPlayer, transform::Transform, input::Inputs};
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use shipyard::{View, Component, ViewMut, IntoIter, UniqueView};
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use crate::transform::Transform;
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use super::{ChunkStorage, block::Block};
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@ -10,6 +10,7 @@ const RAYCAST_STEP: f32 = 0.25;
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pub struct RaycastReport {
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pub length: f32,
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pub position: Vec3,
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pub direction: Vec3,
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pub block_position: IVec3,
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pub block: Block,
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}
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@ -24,7 +25,13 @@ impl ChunkStorage {
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let block_position = position.floor().as_ivec3();
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if let Some(block) = self.get_block(block_position) {
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if block.descriptor().raycast_collision {
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return Some(RaycastReport { length, position, block_position, block });
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return Some(RaycastReport {
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length,
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position,
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direction,
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block_position,
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block
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});
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}
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}
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length += RAYCAST_STEP;
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@ -56,21 +63,3 @@ pub fn update_raycasts(
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*report = LookingAtBlock(world.raycast(position, direction, Some(30.)));
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}
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}
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pub fn break_block_test_only(
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raycast: View<LookingAtBlock>,
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input: UniqueView<Inputs>,
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mut world: UniqueViewMut<ChunkStorage>
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) {
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if input.action_a {
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//get raycast info
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let Some(ray) = raycast.iter().next().unwrap().0 else { return };
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//update block
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let Some(block) = world.get_block_mut(ray.block_position) else { return };
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*block = Block::Air;
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//mark chunk as dirty
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let (chunk_pos, _) = ChunkStorage::to_chunk_coords(ray.block_position);
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let chunk = world.chunks.get_mut(&chunk_pos).unwrap();
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chunk.dirty = true;
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}
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}
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