valence/crates/valence_spatial_index/src/lib.rs
Ryan Johnson eaf1e18610
Reorganize Project (#321)
## Description

- `valence` and `valence_protocol` have been divided into smaller crates
in order to parallelize the build and improve IDE responsiveness. In the
process, code architecture has been made clearer by removing circular
dependencies between modules. `valence` is now just a shell around the
other crates.
- `workspace.packages` and `workspace.dependencies` are now used. This
makes dependency managements and crate configuration much easier.
- `valence_protocol` is no more. Most things from `valence_protocol`
ended up in `valence_core`. We won't advertise `valence_core` as a
general-purpose protocol library since it contains too much
valence-specific stuff. Closes #308.
- Networking code (login, initial TCP connection handling, etc.) has
been extracted into the `valence_network` crate. The API has been
expanded and improved with better defaults. Player counts and initial
connections to the server are now tracked separately. Player counts
function by default without any user configuration.
- Some crates like `valence_anvil`, `valence_network`,
`valence_player_list`, `valence_inventory`, etc. are now optional. They
can be enabled/disabled with feature flags and `DefaultPlugins` just
like bevy.
- Whole-server unit tests have been moved to `valence/src/tests` in
order to avoid [cyclic
dev-dependencies](https://github.com/rust-lang/cargo/issues/4242).
- Tools like `valence_stresser` and `packet_inspector` have been moved
to a new `tools` directory. Renamed `valence_stresser` to `stresser`.
Closes #241.
- Moved all benches to `valence/benches/` to make them easier to run and
organize.

Ignoring transitive dependencies and `valence_core`, here's what the
dependency graph looks like now:

```mermaid
graph TD
	network --> client
	client --> instance
	biome --> registry
	dimension --> registry
	instance --> biome
	instance --> dimension
	instance --> entity
	player_list --> client
	inventory --> client
	anvil --> instance
	entity --> block
```

### Issues
- Inventory tests inspect many private implementation details of the
inventory module, forcing us to mark things as `pub` and
`#[doc(hidden)]`. It would be ideal if the tests only looked at
observable behavior.
- Consider moving packets in `valence_core` elsewhere. `Particle` wants
to use `BlockState`, but that's defined in `valence_block`, so we can't
use it without causing cycles.
- Unsure what exactly should go in `valence::prelude`.
- This could use some more tests of course, but I'm holding off on that
until I'm confident this is the direction we want to take things.

## TODOs
- [x] Update examples.
- [x] Update benches.
- [x] Update main README.
- [x] Add short READMEs to crates.
- [x] Test new schedule to ensure behavior is the same. 
- [x] Update tools.
- [x] Copy lints to all crates.
- [x] Fix docs, clippy, etc.
2023-04-21 14:43:59 -07:00

194 lines
5.5 KiB
Rust

#![doc = include_str!("../README.md")]
#![deny(
rustdoc::broken_intra_doc_links,
rustdoc::private_intra_doc_links,
rustdoc::missing_crate_level_docs,
rustdoc::invalid_codeblock_attributes,
rustdoc::invalid_rust_codeblocks,
rustdoc::bare_urls,
rustdoc::invalid_html_tags
)]
#![warn(
trivial_casts,
trivial_numeric_casts,
unused_lifetimes,
unused_import_braces,
unreachable_pub,
clippy::dbg_macro
)]
use vek::{Aabb, Vec3};
pub mod bvh;
pub trait SpatialIndex<N = f64> {
type Object: Bounded3D<N>;
/// Invokes `f` with every object in the spatial index considered
/// colliding according to `collides` in an arbitrary order.
///
/// `collides` takes an AABB and returns whether or not a collision
/// occurred with the given AABB.
///
/// `f` is called with every object considered colliding. If `f` returns
/// with `Some(x)`, then `query` exits early with `Some(x)`. If `f` never
/// returns with `Some`, then query returns `None`.
fn query<C, F, T>(&self, collides: C, f: F) -> Option<T>
where
C: FnMut(Aabb<N>) -> bool,
F: FnMut(&Self::Object) -> Option<T>;
/// Casts a ray defined by `origin` and `direction` through object AABBs
/// and returns the closest intersection for which `f` returns `true`.
///
/// `f` is a predicate used to filter intersections. For instance, if a ray
/// is shot from a player's eye position, you probably don't want the
/// ray to intersect with the player's own hitbox.
///
/// If no intersections are found or if `f` never returns `true` then `None`
/// is returned. Additionally, the given ray direction must be
/// normalized.
fn raycast<F>(
&self,
origin: Vec3<f64>,
direction: Vec3<f64>,
f: F,
) -> Option<RaycastHit<Self::Object, N>>
where
F: FnMut(RaycastHit<Self::Object, N>) -> bool;
}
pub trait Bounded3D<N = f64> {
fn aabb(&self) -> Aabb<N>;
}
/// Represents an intersection between a ray and an entity's axis-aligned
/// bounding box (hitbox).
#[derive(PartialEq, Eq, Debug)]
pub struct RaycastHit<'a, O, N = f64> {
/// The object that was hit by the ray.
pub object: &'a O,
/// The distance from the ray origin to the closest intersection point.
/// If the origin of the ray is inside the bounding box, then this will be
/// zero.
pub near: N,
/// The distance from the ray origin to the second intersection point. This
/// represents the point at which the ray exits the bounding box.
pub far: N,
}
impl<O, N: Clone> Clone for RaycastHit<'_, O, N> {
fn clone(&self) -> Self {
Self {
object: self.object,
near: self.near.clone(),
far: self.far.clone(),
}
}
}
impl<O, N: Copy> Copy for RaycastHit<'_, O, N> {}
impl<N: Clone> Bounded3D<N> for Aabb<N> {
fn aabb(&self) -> Aabb<N> {
self.clone()
}
}
#[derive(Copy, Clone, PartialEq, Eq, Hash, Default, Debug)]
pub struct WithAabb<O, N = f64> {
pub object: O,
pub aabb: Aabb<N>,
}
impl<O, N> WithAabb<O, N> {
pub fn new(object: O, aabb: Aabb<N>) -> Self {
Self { object, aabb }
}
}
impl<O, N: Clone> Bounded3D<N> for WithAabb<O, N> {
fn aabb(&self) -> Aabb<N> {
self.aabb.clone()
}
}
/// Calculates the intersection between an axis-aligned bounding box and a ray
/// defined by its origin `ro` and direction `rd`.
///
/// If an intersection occurs, `Some((near, far))` is returned. `near` and `far`
/// are the distance from the origin to the closest and furthest intersection
/// points respectively. If the intersection occurs inside the bounding box,
/// then `near` is zero.
pub fn ray_box_intersect(ro: Vec3<f64>, rd: Vec3<f64>, bb: Aabb<f64>) -> Option<(f64, f64)> {
let mut near = -f64::INFINITY;
let mut far = f64::INFINITY;
for i in 0..3 {
// Rust's definition of min and max properly handle the NaNs that these
// computations might produce.
let t0 = (bb.min[i] - ro[i]) / rd[i];
let t1 = (bb.max[i] - ro[i]) / rd[i];
near = near.max(t0.min(t1));
far = far.min(t0.max(t1));
}
if near <= far && far >= 0.0 {
Some((near.max(0.0), far))
} else {
None
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn ray_box_edge_cases() {
let bb = Aabb {
min: Vec3::new(0.0, 0.0, 0.0),
max: Vec3::new(1.0, 1.0, 1.0),
};
let ros = [
// On a corner
Vec3::new(0.0, 0.0, 0.0),
// Outside
Vec3::new(-0.5, 0.5, -0.5),
// In the center
Vec3::new(0.5, 0.5, 0.5),
// On an edge
Vec3::new(0.0, 0.5, 0.0),
// On a face
Vec3::new(0.0, 0.5, 0.5),
// Outside slabs
Vec3::new(-2.0, -2.0, -2.0),
];
let rds = [
Vec3::new(1.0, 0.0, 0.0),
Vec3::new(-1.0, 0.0, 0.0),
Vec3::new(0.0, 1.0, 0.0),
Vec3::new(0.0, -1.0, 0.0),
Vec3::new(0.0, 0.0, 1.0),
Vec3::new(0.0, 0.0, -1.0),
];
assert!(rds.iter().all(|d| d.is_normalized()));
for ro in ros {
for rd in rds {
if let Some((near, far)) = ray_box_intersect(ro, rd, bb) {
assert!(near.is_finite());
assert!(far.is_finite());
assert!(near <= far);
assert!(near >= 0.0);
assert!(far >= 0.0);
}
}
}
}
}