1use specs::{Join, LendJoin, WorldExt};
2use vek::*;
3
4use client::{self, Client};
5use common::{
6 comp::{self, CapsulePrism, tool::ToolKind},
7 consts::MAX_PICKUP_RANGE,
8 link::Is,
9 mounting::{Mount, Rider},
10 terrain::Block,
11 uid::Uid,
12 util::{
13 find_dist::{Cylinder, FindDist},
14 lines::closest_points_3d,
15 },
16 vol::ReadVol,
17};
18use common_base::span;
19
20#[derive(Clone, Copy, Debug)]
21pub struct Target<T> {
22 pub kind: T,
23 pub distance: f32,
24 pub position: Vec3<f32>,
25}
26
27#[derive(Clone, Copy, Debug)]
28pub struct Build(pub Vec3<f32>);
29
30#[derive(Clone, Copy, Debug)]
31pub struct Collectable;
32
33#[derive(Clone, Copy, Debug)]
34pub struct Entity(pub specs::Entity);
35
36#[derive(Clone, Copy, Debug)]
37pub struct Mine;
38
39#[derive(Clone, Copy, Debug)]
40pub struct Terrain;
42
43impl<T> Target<T> {
44 pub fn position_int(self) -> Vec3<i32> { self.position.map(|p| p.floor() as i32) }
45}
46
47pub const MAX_TARGET_RANGE: f32 = 300.0;
49
50pub(super) fn targets_under_cursor(
52 client: &Client,
53 cam_pos: Vec3<f32>,
54 cam_dir: Vec3<f32>,
55 can_build: bool,
56 active_mine_tool: Option<ToolKind>,
57 viewpoint_entity: specs::Entity,
58) -> (
59 Option<Target<Build>>,
60 Option<Target<Collectable>>,
61 Option<Target<Entity>>,
62 Option<Target<Mine>>,
63 Option<Target<Terrain>>,
64) {
65 span!(_guard, "targets_under_cursor");
66 let player_entity = client.entity();
68 let ecs = client.state().ecs();
69 let positions = ecs.read_storage::<comp::Pos>();
70 let player_pos = match positions.get(player_entity) {
71 Some(pos) => pos.0,
72 None => cam_pos, };
74 let scales = ecs.read_storage();
75 let colliders = ecs.read_storage();
76 let char_states = ecs.read_storage::<comp::CharacterState>();
77 let player_char_state = char_states.get(player_entity);
78 let player_cylinder = Cylinder::from_components(
80 player_pos,
81 scales.get(player_entity).copied(),
82 colliders.get(player_entity),
83 player_char_state,
84 );
85 let terrain = client.state().terrain();
86
87 let find_pos = |hit: fn(Block) -> bool, pickup_range: bool, start_pos: Vec3<f32>| {
88 let dist = 250.0;
89
90 let cam_ray = terrain
91 .ray(start_pos, start_pos + cam_dir * dist)
92 .max_iter(500)
93 .until(|block| hit(*block))
94 .cast();
95
96 let cam_ray = (cam_ray.0, cam_ray.1.map(|x| x.copied()));
97 let cam_dist = cam_ray.0;
98
99 if matches!(
100 cam_ray.1,
101 Ok(Some(_)) if !pickup_range || player_cylinder.min_distance(start_pos + cam_dir * (cam_dist + 0.01)) <= MAX_PICKUP_RANGE
102 ) {
103 (
104 Some(start_pos + cam_dir * (cam_dist + 0.01)),
105 Some(start_pos + cam_dir * (cam_dist - 0.01)),
106 Some(cam_ray),
107 )
108 } else {
109 (None, None, None)
110 }
111 };
112
113 let (collect_pos, _, collect_cam_ray) =
114 find_pos(|b: Block| b.is_directly_collectible(), true, cam_pos);
115 let (mine_pos, _, mine_cam_ray) = if active_mine_tool.is_some() {
116 find_pos(|b: Block| b.mine_tool().is_some(), true, cam_pos)
117 } else {
118 (None, None, None)
119 };
120 let (build_pos, place_block_pos, build_cam_ray) =
121 find_pos(|b: Block| b.is_filled(), true, cam_pos);
122 let (solid_pos, _, solid_cam_ray) = find_pos(
123 |b: Block| b.is_filled(),
124 false,
125 player_pos + Vec3::unit_z() * 1.5,
126 );
127
128 let cast_dist = solid_cam_ray
133 .as_ref()
134 .map(|(d, _)| d.min(MAX_TARGET_RANGE))
135 .unwrap_or(MAX_TARGET_RANGE);
136
137 let uids = ecs.read_storage::<Uid>();
138
139 let mut nearby = (
143 &ecs.entities(),
144 &positions,
145 scales.maybe(),
146 &ecs.read_storage::<comp::Body>(),
147 ecs.read_storage::<comp::PickupItem>().maybe(),
148 !&ecs.read_storage::<Is<Mount>>(),
149 ecs.read_storage::<Is<Rider>>().maybe(),
150 )
151 .join()
152 .filter(|(e, _, _, _, _, _, _)| *e != player_entity)
153 .filter_map(|(e, p, s, b, i, _, is_rider)| {
154 const RADIUS_SCALE: f32 = 3.0;
155 let radius = s.map_or(1.0, |s| s.0) * b.max_radius() * RADIUS_SCALE;
157 let pos = Vec3::new(p.0.x, p.0.y, p.0.z + radius);
159 let dist_sqr = pos.distance_squared(cam_pos);
161 let not_riding_player = is_rider.is_none_or(|is_rider| Some(&is_rider.mount) != uids.get(viewpoint_entity));
164 if (i.is_some() || !matches!(b, comp::Body::Object(_))) && not_riding_player {
165 Some((e, pos, radius, dist_sqr))
166 } else {
167 None
168 }
169 })
170 .filter(|(_, _, r, d_sqr)| *d_sqr <= cast_dist.powi(2) + 2.0 * cast_dist * r + r.powi(2))
172 .filter(|(_, _, r, d_sqr)| *d_sqr > r.powi(2))
174 .map(|(e, p, r, d_sqr)| (e, p, r, d_sqr.sqrt() - r))
176 .collect::<Vec<_>>();
177 nearby.sort_unstable_by(|a, b| a.3.partial_cmp(&b.3).unwrap());
179
180 let seg_ray = LineSegment3 {
181 start: cam_pos,
182 end: cam_pos + cam_dir * cast_dist,
183 };
184 let entity_target = nearby
186 .iter()
187 .map(|(e, p, r, _)| (e, *p, r))
188 .find(|(_, p, r)| {
190 if player_char_state.is_some_and(|cs| cs.is_wield()) {
191 seg_ray.projected_point(*p).distance_squared(*p) < (*r + cam_pos.distance(*p) / 10.0).powi(2)
192 } else {
193 seg_ray.projected_point(*p).distance_squared(*p) < r.powi(2)
194 }
195 })
196 .and_then(|(e, p, _)| {
197 let target_cylinder = Cylinder::from_components(
199 p,
200 scales.get(*e).copied(),
201 colliders.get(*e),
202 char_states.get(*e),
203 );
204
205 let dist_to_player = player_cylinder.min_distance(target_cylinder);
206 if dist_to_player < MAX_TARGET_RANGE {
207 Some(Target {
208 kind: Entity(*e),
209 position: p,
210 distance: dist_to_player,
211 })
212 } else { None }
213 });
214
215 let terrain_target = solid_pos.zip(solid_cam_ray).map(|(position, ray)| Target {
216 kind: Terrain,
217 distance: ray.0,
218 position,
219 });
220
221 let build_target = if let (true, Some(ray)) = (can_build, build_cam_ray) {
222 place_block_pos
223 .zip(build_pos)
224 .map(|(place_pos, position)| Target {
225 kind: Build(place_pos),
226 distance: ray.0,
227 position,
228 })
229 } else {
230 None
231 };
232
233 let collect_target = collect_pos
234 .zip(collect_cam_ray)
235 .map(|(position, ray)| Target {
236 kind: Collectable,
237 distance: ray.0,
238 position,
239 });
240
241 let mine_target = mine_pos.zip(mine_cam_ray).map(|(position, ray)| Target {
242 kind: Mine,
243 distance: ray.0,
244 position,
245 });
246
247 (
250 build_target,
251 collect_target,
252 entity_target,
253 mine_target,
254 terrain_target,
255 )
256}
257
258pub(super) fn ray_entities(
259 client: &Client,
260 start: Vec3<f32>,
261 end: Vec3<f32>,
262 cast_dist: f32,
263) -> (f32, Option<Entity>) {
264 let player_entity = client.entity();
265 let ecs = client.state().ecs();
266 let positions = ecs.read_storage::<comp::Pos>();
267 let colliders = ecs.read_storage::<comp::Collider>();
268
269 let mut nearby = (
270 &ecs.entities(),
271 &positions,
272 &colliders,
273 )
274 .join()
275 .filter(|(e, _, _)| *e != player_entity)
276 .map(|(e, p, c)| {
277 let height = c.get_height();
278 let radius = c.bounding_radius().max(height / 2.0);
279 let pos = Vec3::new(p.0.x, p.0.y, p.0.z + c.get_z_limits(1.0).0 + height/2.0);
281 let dist_sqr = pos.distance_squared(start);
283 (e, pos, radius, dist_sqr, c)
284 })
285 .filter(|(_, _, _, d_sqr, _)| *d_sqr <= cast_dist.powi(2))
287 .collect::<Vec<_>>();
288 nearby.sort_unstable_by(|a, b| a.3.partial_cmp(&b.3).unwrap());
290
291 let seg_ray = LineSegment3 { start, end };
292
293 let entity = nearby.iter().find_map(|(e, p, r, _, c)| {
294 let nearest = seg_ray.projected_point(*p);
295
296 match c {
297 comp::Collider::CapsulePrism(CapsulePrism {
298 p0,
299 p1,
300 radius,
301 z_min,
302 z_max,
303 }) => {
304 if nearest.distance_squared(*p) > (r * 3.0_f32.sqrt()).powi(2) {
308 return None;
309 }
310
311 let entity_rotation = ecs
312 .read_storage::<comp::Ori>()
313 .get(*e)
314 .copied()
315 .unwrap_or_default();
316 let entity_position = ecs.read_storage::<comp::Pos>().get(*e).copied().unwrap();
317 let world_p0 = entity_position.0
318 + (entity_rotation.to_quat()
319 * Vec3::new(p0.x, p0.y, z_min + c.get_height() / 2.0));
320 let world_p1 = entity_position.0
321 + (entity_rotation.to_quat()
322 * Vec3::new(p1.x, p1.y, z_min + c.get_height() / 2.0));
323
324 let (p_a, p_b) = if p0 != p1 {
328 let seg_capsule = LineSegment3 {
329 start: world_p0,
330 end: world_p1,
331 };
332 closest_points_3d(seg_ray, seg_capsule)
333 } else {
334 let nearest = seg_ray.projected_point(world_p0);
335 (nearest, world_p0)
336 };
337
338 let distance = p_a.xy().distance_squared(p_b.xy());
342 if distance < radius.powi(2)
343 && p_a.z >= entity_position.0.z + z_min
344 && p_a.z <= entity_position.0.z + z_max
345 {
346 return Some((p_a.distance(start), Entity(*e)));
347 }
348
349 None
351 },
352 _ => {
354 if nearest.distance_squared(*p) < r.powi(2) {
355 return Some((nearest.distance(start), Entity(*e)));
356 }
357 None
358 },
359 }
360 });
361 entity
362 .map(|(dist, e)| (dist, Some(e)))
363 .unwrap_or((cast_dist, None))
364}