import "fpkit: system/player_interaction.modifier.api" for API, Modifier, APIGet, APISet, Wire, Fields, State, Op import "luxe: io" for IO import "luxe: assets" for Assets, Strings import "luxe: math" for Math import "luxe: input" for Input import "luxe: system/camera.modifier" for Camera import "luxe: system/physics/physics3D.modifier" for Physics3D import "luxe: system/physics/body3D.modifier" for Body3D import "luxe: world" for Entity, World, Transform import "luxe.project/asset" for Asset import "luxe: draw" for Draw, PathStyle #block = data class Data { var event_name: String = "interact" var distance: Num = 1.3 #hidden var is_active: Bool = true #hidden var camera: Handle = 0 #hidden var seen_interaction: Handle = 0 } #api #display = "FPKit: Player Interaction" #desc = "**Lets player use interactive entities**. Handles events when the player looks at, looks away from, or presses the Use key on an entity." #icon = "luxe: image/modifier/modifier.svg" class PlayerInteraction is API { //add public facing API here } #system #phase(on, tick) class System is Modifier { //required atm construct new(world: World) { super(world) } init(world: World) { Log.print("init `%(This)` in world `%(world)`") _world = world _drawing = Draw.create(World.render_set(world)) _style = PathStyle.new() _style.color = [0.5, 0.5, 0.5, 1] _style.thickness = 0.001 } #hidden attach(player: Entity, data: Data) { Log.print("attached to `%(Entity.name(player))` `%(player)` - `%(This)`") data.camera = Camera.get_default(_world) Log.print("Camera Found: %(data.camera != null) / %(Entity.name(data.camera))") // if (!Physics3D.has(_world)) { Physics3D.create_in(_world) // } } #hidden detach(player: Entity, data: Data) { Log.print("detached from `%(Entity.name(player))` `%(player)` - `%(This)`") } #hidden tick(delta: Num) { each {|player: Entity, data: Data| if (!data.is_active) return if (Input.event_began(data.event_name)) { Log.print("[[ USE ]]") } var cam_pos = Transform.get_pos_world(data.camera) var look_dir = Transform.local_dir_to_world(data.camera, 0, 0, -1) var look_pos = Math.add(cam_pos, look_dir) var did_hit: Bool = false var hits = Physics3D.cast_ray(_world, cam_pos, look_dir, data.distance) var last_seen = data.seen_interaction data.seen_interaction = 0 for (hit: CastRayResult in hits) { if (hit.body_entity == player) continue if (Body3D.get.is_sensor(hit.body_entity)) continue did_hit = true data.seen_interaction = hit.body_entity if (hit.body_entity != last_seen) { Log.print("Entity Seen: %(Entity.name(hit.body_entity))") } look_pos = hit.pos break } _style.color = did_hit ? [0.2, 1, 0.2, 1] : [1, 0.2, 0.2, 1] Draw.sphere3D_slice(_drawing, look_pos, [0.1, 0.1], 0, 360, 8, _style) Draw.commit(_drawing) } } }