player_interaction: Each instance keeps track of its own camera
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@ -18,6 +18,12 @@ class Data {
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#hidden
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var is_active: Bool = true
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#hidden
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var camera: Handle = 0
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#hidden
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var seen_interaction: Handle = 0
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}
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#api
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@ -48,9 +54,9 @@ class System is Modifier {
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attach(player: Entity, data: Data) {
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Log.print("attached to `%(Entity.name(player))` `%(player)` - `%(This)`")
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_camera = Camera.get_default(_world)
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data.camera = Camera.get_default(_world)
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Log.print("Camera Found: %(_camera != null) / %(Entity.name(_camera))")
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Log.print("Camera Found: %(data.camera != null) / %(Entity.name(data.camera))")
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// if (!Physics3D.has(_world)) {
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Physics3D.create_in(_world)
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@ -71,18 +77,26 @@ class System is Modifier {
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Log.print("[[ USE ]]")
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}
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var cam_pos = Transform.get_pos_world(_camera)
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var look_dir = Transform.local_dir_to_world(_camera, 0, 0, -1)
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var cam_pos = Transform.get_pos_world(data.camera)
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var look_dir = Transform.local_dir_to_world(data.camera, 0, 0, -1)
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var look_pos = Math.add(cam_pos, look_dir)
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var did_hit: Bool = false
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var hits = Physics3D.cast_ray(_world, cam_pos, look_dir, data.distance)
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var last_seen = data.seen_interaction
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data.seen_interaction = 0
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for (hit: CastRayResult in hits) {
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if (hit.body_entity == player) continue
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if (Body3D.get.is_sensor(hit.body_entity)) continue
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did_hit = true
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data.seen_interaction = hit.body_entity
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if (hit.body_entity != last_seen) {
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Log.print("Entity Seen: %(Entity.name(hit.body_entity))")
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}
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look_pos = hit.pos
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break
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}
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