Merge branch 'main' into animation

This commit is contained in:
MihailRis 2026-07-22 23:56:17 +03:00
commit 7c06a74244
67 changed files with 1231 additions and 260 deletions

View file

@ -166,8 +166,7 @@ std::optional<Entities::RaycastResult> Entities::rayCast(
glm::vec3 start,
glm::vec3 dir,
float maxDistance,
entityid_t ignore,
bool solidOnly
const RaycastSettings& settings
) {
Ray ray(start, dir);
auto view = registry->view<EntityId, Transform, Rigidbody>();
@ -176,10 +175,18 @@ std::optional<Entities::RaycastResult> Entities::rayCast(
glm::ivec3 foundNormal;
for (auto [entity, eid, transform, body] : view.each()) {
if (eid.uid == ignore || !body.enabled || (solidOnly && !eid.def.solid)) {
if (eid.uid == settings.ignoredUid || !body.enabled ||
(settings.solidEntitiesOnly && !eid.def.solid)) {
continue;
}
auto& hitbox = body.hitbox;
if (settings.entitiesFilter) {
bool matches = settings.entitiesFilter->find(eid.def.rt.id) !=
settings.entitiesFilter->end();
if (matches == settings.entityFilterExcludeMode) {
continue;
}
}
const auto& hitbox = body.hitbox;
glm::ivec3 normal;
double distance;
if (ray.intersectAABB(

View file

@ -5,6 +5,7 @@
#include <optional>
#include <vector>
#include "constants.hpp"
#include "physics/Hitbox.hpp"
#include "Transform.hpp"
#include "Rigidbody.hpp"
@ -46,12 +47,6 @@ class Entities final {
);
void preparePhysics(float delta);
public:
struct RaycastResult {
entityid_t entity;
glm::ivec3 normal;
float distance;
};
Entities(Level& level);
~Entities();
@ -82,20 +77,33 @@ public:
std::optional<Entity> get(entityid_t id);
struct RaycastSettings {
/// @param ignore Ignored entity uid
entityid_t ignoredUid;
/// @param solidEntitiesOnly If true, only entities with solid hitboxes
/// will be checked
bool solidEntitiesOnly = false;
bool entityFilterExcludeMode = false;
const std::set<entitydefid_t>* entitiesFilter = nullptr;
};
struct RaycastResult {
entityid_t entity;
glm::ivec3 normal;
float distance;
};
/// @brief Entities raycast. No blocks check included, use combined with
/// Chunks.rayCast
/// @param start Ray start
/// @param dir Ray direction normalized vector
/// @param maxDistance Max ray length
/// @param ignore Ignored entity ID
/// @param solidOnly If true, only entities with solid hitboxes will be checked
/// @return An optional structure containing entity, normal and distance
std::optional<RaycastResult> rayCast(
glm::vec3 start,
glm::vec3 dir,
float maxDistance,
entityid_t ignore = -1,
bool solidOnly = false
const RaycastSettings& settings
);
void loadEntities(dv::value map);

View file

@ -113,6 +113,11 @@ int64_t Entity::getPlayer() const {
}
void Entity::setPlayer(int64_t id) {
registry.get<EntityId>(entity).player = id;
auto& eid = registry.get<EntityId>(entity);
if (eid.player == id) {
return;
}
eid.player = id;
scripting::on_entity_player_set(*this, id);
}

View file

@ -81,7 +81,7 @@ void Player::updateEntity() {
}
}
Hitbox* Player::getHitbox() {
Hitbox* Player::getHitbox() const {
if (auto entity = level.entities->get(eid)) {
return &entity->getRigidbody().hitbox;
}

View file

@ -135,7 +135,7 @@ public:
bool isCurrentCameraBuiltin() const;
Hitbox* getHitbox();
Hitbox* getHitbox() const;
void setSpawnPoint(glm::vec3 point);
glm::vec3 getSpawnPoint() const;

View file

@ -17,6 +17,7 @@ struct EntityFuncsSet {
bool on_aim_off;
bool on_attacked;
bool on_used;
bool on_player_set;
};
struct UserComponent {