mirror of
https://github.com/MihailRis/voxelcore.git
synced 2026-10-04 18:41:51 +00:00
commit
fae6b13367
13 changed files with 43 additions and 13 deletions
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@ -61,12 +61,16 @@ Determines how the physics engine will work with it.
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### *blocking*
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Determines whether the entity blocks installation of blocks.
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If true - the entity blocks the placement of a block that intersects with the entity's hitbox.
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*In the future will also block other entities movement.*
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Default value: *true*.
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### *selectable*
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If set to `false` the cursor will ignore the entity, passing the ray.
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### *sensors*
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A sensor is an area attached to a physical body that detects the entry of other bodies into it.
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@ -92,6 +92,8 @@ world.raycast(
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-- exclusion filtering mode:
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-- if true, filter_entities defines the list of ignored entity types
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entities_exclusion: bool = false,
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-- include entities with selectable=false
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nonselect_entities: bool = false;
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[==[ additional parameters (blocks) ]==]
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-- id of the block types used for filtering
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@ -61,12 +61,16 @@
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### Блокирование - *blocking*
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Определяет блокирует ли сущность установку блоков.
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Определяет, блокирует ли сущность установку блока, пересекающегося с хитбоксом сущности.
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*В будущем будет также блокировать движение других сущностей.*
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Значение по-умолчанию: *true*.
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### Выделяемость - *selectable*
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При значении в `false` курсор будет игнорировать cущность, пропуская луч далее.
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### Список сенсоров - *sensors*
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Сенсор - область пространства, привязанная к физическому телу, детектирующее попадание в него других тел.
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@ -91,6 +91,8 @@ world.raycast(
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-- исключающий режим фильтрации:
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-- при значении (true) filter_entities определяет список игнорируемых
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entities_exclusion: bool = false,
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-- учитывать сущности с selectable=false
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nonselect_entities: bool = false;
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[==[ дополнительные параметры (блоки) ]==]
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-- id типов блоков используемых для фильтрации
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@ -10,7 +10,7 @@ dropitem = ARGS
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if dropitem.item then
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dropitem.id = item.index(dropitem.item)
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end
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if dropitem then
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if dropitem then
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timer = dropitem.pickup_delay or timer
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end
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if SAVED_DATA.item then
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@ -26,6 +26,7 @@ function on_save()
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end
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if vc.is_client() then
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local SCALE = 0.3
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local scale = {1, 1, 1}
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local rotation = mat4.rotate({
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math.random(), math.random(), math.random()
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@ -35,7 +36,7 @@ if vc.is_client() then
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local matrix = mat4.idt()
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rig:set_model(0, item.model_name(dropitem.id))
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local bodysize = math.min(scale[1], scale[2], scale[3])
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body:set_size({scale[1], bodysize, scale[3]})
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body:set_size(vec3.mul({scale[1], bodysize, scale[3]}, SCALE))
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mat4.mul(matrix, rotation, matrix)
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mat4.scale(matrix, scale, matrix)
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rig:set_matrix(0, matrix)
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@ -26,17 +26,18 @@ std::unique_ptr<Content> ContentBuilder::build() {
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def.rt.tags.insert(tags.add(tag));
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}
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auto isSolid = [](const Variant& variant) {
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return variant.model.type == BlockModelType::BLOCK ||
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variant.culling == CullingMode::OPTIONAL;
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};
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if (def.variants) {
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for (auto& variant : def.variants->variants) {
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variant.rt.solid =
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variant.model.type == BlockModelType::BLOCK ||
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def.explictlySolid;
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variant.rt.solid = isSolid(variant) || def.explictlySolid;
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}
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def.defaults = def.variants->variants.at(0);
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} else {
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def.defaults.rt.solid =
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def.defaults.model.type == BlockModelType::BLOCK ||
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def.explictlySolid;
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def.defaults.rt.solid = isSolid(def.defaults) || def.explictlySolid;
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}
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const float EPSILON = 0.01f;
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@ -89,6 +89,7 @@ template<> void ContentUnitLoader<EntityDef>::loadUnit(
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root.at("skeleton-name").get(def.skeletonName);
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root.at("material").get(def.material);
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root.at("blocking").get(def.blocking);
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root.at("selectable").get(def.selectable);
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root.at("solid").get(def.solid);
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root.at("mass").get(def.mass);
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root.at("elasticity").get(def.elasticity);
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@ -30,6 +30,7 @@ void ContentGfxCache::refreshVariant(
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uint8_t variantIndex,
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const Atlas& atlas
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) {
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std::unordered_map<std::string, std::string> optionalTextures;
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bool denseRender = settings.denseRender.get();
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for (uint side = 0; side < 6; side++) {
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std::string tex = variant.textureFaces[side];
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@ -43,6 +44,7 @@ void ContentGfxCache::refreshVariant(
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texOpaque = tex;
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} else if (variant.culling == CullingMode::OPTIONAL && !denseRender) {
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tex = texOpaque;
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optionalTextures[variant.textureFaces[side]] = texOpaque;
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}
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size_t index = getRegionIndex(def.rt.id, variantIndex, side, false);
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sideregions[index] = atlas.get(tex);
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@ -56,7 +58,12 @@ void ContentGfxCache::refreshVariant(
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if (pos == std::string::npos) {
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continue;
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}
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if (auto region = atlas.getIf(mesh.texture.substr(pos+1))) {
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std::string texture = mesh.texture.substr(pos+1);
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const auto& found = optionalTextures.find(texture);
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if (found != optionalTextures.end()) {
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texture = found->second;
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}
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if (auto region = atlas.getIf(texture)) {
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for (auto& vertex : mesh.vertices) {
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vertex.uv = region->apply(vertex.uv);
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}
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@ -538,7 +538,6 @@ void BlocksRenderer::render(
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break;
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}
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case BlockModelType::CUSTOM: {
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if (!denseRender)
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blockCustomModel(
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{x, y, z},
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def,
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@ -311,6 +311,10 @@ static int l_world_raycast(lua::State* L) {
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entityRaycast.entityFilterExcludeMode = lua::toboolean(L, -1);
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lua::pop(L);
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}
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if (lua::getfield(L, "nonselect_entities", 1)) {
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entityRaycast.includeNonSelectable = lua::toboolean(L, -1);
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lua::pop(L);
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}
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if (lua::getfield(L, "filter_blocks", 1)) {
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load_blocks_filter(L, -1, filteredBlocks);
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blocksRaycast.filter = &filteredBlocks;
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@ -176,7 +176,8 @@ std::optional<Entities::RaycastResult> Entities::rayCast(
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for (auto [entity, eid, transform, body] : view.each()) {
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if (eid.uid == settings.ignoredUid || !body.enabled ||
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(settings.solidEntitiesOnly && !eid.def.solid)) {
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(settings.solidEntitiesOnly && !eid.def.solid) ||
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(!eid.def.selectable && !settings.includeNonSelectable)) {
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continue;
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}
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if (settings.entitiesFilter) {
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@ -85,6 +85,7 @@ public:
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bool solidEntitiesOnly = false;
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bool entityFilterExcludeMode = false;
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const std::set<entitydefid_t>* entitiesFilter = nullptr;
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bool includeNonSelectable = false;
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};
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struct RaycastResult {
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@ -42,6 +42,9 @@ struct EntityDef {
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/// @brief Solid entity material material
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std::string material;
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/// @brief Can the entity be interacted with cursor (on_attack, on_use)
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bool selectable = true;
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/// @brief Does entity prevent blocks setup
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bool blocking = true;
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