jecs/examples/luau/queries/spatial_grids.luau
2024-09-29 05:36:21 +02:00

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local jecs = require("@jecs")
local pair = jecs.pair
local ChildOf = jecs.ChildOf
local __ = jecs.Wildcard
local Name = jecs.Name
local world = jecs.World.new()
type Id<T=nil> = number & {__T: T}
local Voxel = world:component() :: Id
local Position = world:component() :: Id<Vector3>
local Perception = world:component() :: Id<{
range: number,
fov: number,
dir: Vector3
}>
local PrimaryPart = world:component() :: Id<Part>
local local_player = game:GetService("Players").LocalPlayer
local function distance(a: Vector3, b: Vector3)
return (b - a).Magnitude
end
local function is_in_fov(a: Vector3, b: Vector3, forward_dir: Vector3, fov_angle: number)
local to_target = b - a
local forward_xz = Vector3.new(forward_dir.X, 0, forward_dir.Z).Unit
local to_target_xz = Vector3.new(to_target.X, 0, to_target.Z).Unit
local angle_to_target = math.deg(math.atan2(to_target_xz.Z, to_target_xz.X))
local forward_angle = math.deg(math.atan2(forward_xz.Z, forward_xz.X))
local angle_difference = math.abs(forward_angle - angle_to_target)
if angle_difference > 180 then
angle_difference = 360 - angle_difference
end
return angle_difference <= (fov_angle / 2)
end
local map = {}
local grid = 50
local function add_to_voxel(source: number, position: Vector3,
prev_voxel_id: number?)
local hash = position // grid
local voxel_id = map[hash]
if not voxel_id then
voxel_id = world:entity()
world:add(voxel_id, Voxel)
world:set(voxel_id, Position, hash)
map[hash] = voxel_id
end
if prev_voxel_id ~= nil then
world:remove(source, pair(ChildOf, prev_voxel_id))
end
world:add(source, pair(ChildOf, voxel_id))
end
local function reconcile_client_owned_assembly_to_voxel(dt: number)
for e, part, position in world:query(PrimaryPart, Position) do
local p = part.Position
if p ~= position then
world:set(e, Position, p)
local voxel_id = world:target(e, ChildOf, 0)
if map[p // grid] == voxel_id then
continue
end
add_to_voxel(e, p, voxel_id)
end
end
end
local function update_camera_direction(dt: number)
for _, perception in world:query(Perception) do
perception.dir = workspace.CurrentCamera.CFrame.LookVector
end
end
local function perceive_enemies(dt: number)
local it = world:query(Perception, Position, PrimaryPart)
-- There is only going to be one entity matching the query
local e, self_perception, self_position, self_primary_part = it()
local voxel_id = map[self_primary_part.Position // grid]
local nearby_entities_query = world:query(Position, pair(ChildOf, voxel_id))
for enemy, target_position in nearby_entities_query do
if distance(self_position, target_position) > self_perception.range then
continue
end
if is_in_fov(self_position, target_position,
self_perception.dir, self_perception.fov) then
local p = target_position
print(`Entity {world:get(e, Name)} can see target {world:get(enemy, Name)} at ({p.X}, {p.Y}, {p.Z})`)
end
end
end
local player = world:entity()
world:set(player, Perception, {
range = 100,
fov = 90,
dir = Vector3.new(1, 0, 0)
})
world:set(player, Name, "LocalPlayer")
local primary_part = (local_player.Character :: Model).PrimaryPart :: Part
world:set(player, PrimaryPart, primary_part)
world:set(player, Position, Vector3.zero)
local enemy = world:entity()
world:set(enemy, Name, "Enemy $1")
world:set(enemy, Position, Vector3.new(50, 0, 20))
add_to_voxel(player, primary_part.Position)
add_to_voxel(enemy, world)
local dt = 1/60
reconcile_client_owned_assembly_to_voxel(dt)
update_camera_direction(dt)
perceive_enemies(dt)
-- Output:
-- LocalPlayer can see target Enemy $1