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material cycle and picker keys #505
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2865b56
add next/previous material keys
shadow-kestrel 769d547
add pick material key
shadow-kestrel c5bb960
slightly refactor player-looking-at code
shadow-kestrel 4bbf425
document material-picking code
shadow-kestrel cc8c661
reorder prev_mat to avoid implicit wrapping
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
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@@ -162,10 +162,52 @@ impl Sim { | |
| self.place_block_pressed = true; | ||
| } | ||
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| /// Returns the block the player is looking at, if any. Also includes distance and face | ||
| pub fn looking_at(&self) -> Option<graph_ray_casting::GraphCastHit> { | ||
| let view_position = self.view(); | ||
| let ray_casting_result = graph_ray_casting::ray_cast( | ||
| &self.graph, | ||
| &view_position, | ||
| &Ray::new(MPoint::w(), -MDirection::z()), | ||
| self.cfg.character.block_reach, | ||
| ); | ||
| if let Ok(ray_casting_result) = ray_casting_result { | ||
| ray_casting_result | ||
| } else { | ||
| tracing::warn!("Tried to run a raycast beyond generated terrain."); | ||
| None | ||
| } | ||
| } | ||
|
|
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| /// Selects the material from a preset palette. | ||
| pub fn select_material(&mut self, idx: usize) { | ||
| self.selected_material = *MATERIAL_PALETTE.get(idx).unwrap_or(&MATERIAL_PALETTE[0]); | ||
| } | ||
|
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| /// Cycles the selected material through all materials. | ||
| pub fn next_material(&mut self) { | ||
| self.selected_material = | ||
| Material::VALUES[(self.selected_material as usize + 1) % Material::COUNT]; | ||
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|
||
| } | ||
|
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| pub fn prev_material(&mut self) { | ||
| self.selected_material = Material::VALUES | ||
| [(self.selected_material as usize + Material::COUNT - 1) % Material::COUNT]; | ||
| } | ||
|
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| /// selects the material of the block the player is looking at. Will never select void. | ||
| pub fn pick_material(&mut self) { | ||
| let Some(hit) = self.looking_at() else { | ||
| return; | ||
| }; | ||
|
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| let mat = self.graph.get_material(hit.chunk, hit.voxel_coords); | ||
| let Some(mat) = mat else { | ||
| return; | ||
| }; | ||
| self.selected_material = mat; | ||
| } | ||
|
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| pub fn selected_material(&self) -> Material { | ||
| self.selected_material | ||
| } | ||
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@@ -555,20 +597,7 @@ impl Sim { | |
| return None; | ||
| }; | ||
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| let view_position = self.view(); | ||
| let ray_casing_result = graph_ray_casting::ray_cast( | ||
| &self.graph, | ||
| &view_position, | ||
| &Ray::new(MPoint::w(), -MDirection::z()), | ||
| self.cfg.character.block_reach, | ||
| ); | ||
|
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| let Ok(ray_casting_result) = ray_casing_result else { | ||
| tracing::warn!("Tried to run a raycast beyond generated terrain."); | ||
| return None; | ||
| }; | ||
|
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| let hit = ray_casting_result?; | ||
| let hit = self.looking_at()?; | ||
|
Collaborator
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Nice refactor! |
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| let block_pos = if placing { | ||
| self.graph.get_block_neighbor( | ||
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nit: prefer to include changes to code introduced in the same PR in the commit that introduced the revised code. This makes for easier review.