add advanced entities.raycast overload

This commit is contained in:
MihailRis 2026-07-15 22:21:18 +03:00
parent 66c99adab9
commit f29f3b1bba
10 changed files with 235 additions and 128 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);