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use crate::{
direction::Direction,
position::{BlockPos, Vec3},
};
/// The block or entity that our player is looking at and can interact with.
///
/// If there's nothing, it'll be a [`BlockHitResult`] with `miss` set to true.
#[derive(Debug, Clone, PartialEq)]
pub enum HitResult {
Block(BlockHitResult),
/// TODO
Entity,
}
impl HitResult {
pub fn is_miss(&self) -> bool {
match self {
HitResult::Block(block_hit_result) => block_hit_result.miss,
HitResult::Entity => false,
}
}
pub fn is_block_hit_and_not_miss(&self) -> bool {
match self {
HitResult::Block(block_hit_result) => !block_hit_result.miss,
HitResult::Entity => false,
}
}
/// Returns the [`BlockHitResult`], if we were looking at a block and it
/// wasn't a miss.
pub fn as_block_hit_result_if_not_miss(&self) -> Option<&BlockHitResult> {
match self {
HitResult::Block(block_hit_result) if !block_hit_result.miss => Some(block_hit_result),
_ => None,
}
}
}
#[derive(Debug, Clone, PartialEq)]
pub struct BlockHitResult {
pub location: Vec3,
pub direction: Direction,
pub block_pos: BlockPos,
pub inside: bool,
pub world_border: bool,
pub miss: bool,
}
impl BlockHitResult {
pub fn miss(location: Vec3, direction: Direction, block_pos: BlockPos) -> Self {
Self {
location,
direction,
block_pos,
miss: true,
inside: false,
world_border: false,
}
}
pub fn with_direction(&self, direction: Direction) -> Self {
Self { direction, ..*self }
}
pub fn with_position(&self, block_pos: BlockPos) -> Self {
Self { block_pos, ..*self }
}
}
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