pub struct Vec3 {
pub x: f64,
pub y: f64,
pub z: f64,
}Expand description
Used to represent an exact position in the world where an entity could be.
For blocks, BlockPos is used instead.
Fields§
§x: f64§y: f64§z: f64Implementations§
Source§impl Vec3
impl Vec3
pub const fn new(x: f64, y: f64, z: f64) -> Self
Sourcepub fn length_squared(&self) -> f64
pub fn length_squared(&self) -> f64
Get the distance of this vector to the origin by doing x^2 + y^2 + z^2.
Sourcepub fn distance_squared_to(self, other: Self) -> f64
pub fn distance_squared_to(self, other: Self) -> f64
Get the squared distance from this position to another position.
Equivalent to (self - other).length_squared().
pub fn horizontal_distance_squared(&self) -> f64
pub fn horizontal_distance_squared_to(self, other: Self) -> f64
Sourcepub fn down(&self, y: f64) -> Self
pub fn down(&self, y: f64) -> Self
Return a new instance of this position with the y coordinate decreased by the given number.
Sourcepub fn up(&self, y: f64) -> Self
pub fn up(&self, y: f64) -> Self
Return a new instance of this position with the y coordinate increased by the given number.
Examples found in repository?
13pub fn register(commands: &mut Dispatcher) {
14 commands.register(
15 literal("goto")
16 .executes(|ctx: &Ctx| {
17 let source = ctx.source.lock();
18 println!("got goto");
19 // look for the sender
20 let Some(entity) = source.entity() else {
21 source.reply("I can't see you!");
22 return Ok(0);
23 };
24 let position = entity.position()?;
25 source.reply("ok");
26 source
27 .bot
28 .start_goto(BlockPosGoal(BlockPos::from(position.up(0.5))));
29 Ok(1)
30 })
31 .then(literal("xz").then(argument("x", integer()).then(
32 argument("z", integer()).executes(|ctx: &Ctx| {
33 let source = ctx.source.lock();
34 let x = get_integer(ctx, "x").unwrap();
35 let z = get_integer(ctx, "z").unwrap();
36 println!("goto xz {x} {z}");
37 source.reply("ok");
38 source.bot.start_goto(XZGoal { x, z });
39 Ok(1)
40 }),
41 )))
42 .then(literal("radius").then(argument("radius", float()).then(
43 argument("x", integer()).then(argument("y", integer()).then(
44 argument("z", integer()).executes(|ctx: &Ctx| {
45 let source = ctx.source.lock();
46 let radius = get_float(ctx, "radius").unwrap();
47 let x = get_integer(ctx, "x").unwrap();
48 let y = get_integer(ctx, "y").unwrap();
49 let z = get_integer(ctx, "z").unwrap();
50 println!("goto radius {radius}, position: {x} {y} {z}");
51 source.reply("ok");
52 source.bot.start_goto(RadiusGoal {
53 pos: BlockPos::new(x, y, z).center(),
54 radius,
55 });
56 Ok(1)
57 }),
58 )),
59 )))
60 .then(argument("x", integer()).then(argument("y", integer()).then(
61 argument("z", integer()).executes(|ctx: &Ctx| {
62 let source = ctx.source.lock();
63 let x = get_integer(ctx, "x").unwrap();
64 let y = get_integer(ctx, "y").unwrap();
65 let z = get_integer(ctx, "z").unwrap();
66 println!("goto xyz {x} {y} {z}");
67 source.reply("ok");
68 source.bot.start_goto(BlockPosGoal(BlockPos::new(x, y, z)));
69 Ok(1)
70 }),
71 ))),
72 );
73
74 commands.register(literal("follow").executes(|ctx: &Ctx| {
75 let source = ctx.source.lock();
76 println!("got follow");
77 // look for the sender
78 let Some(entity) = source.entity() else {
79 source.reply("I can't see you!");
80 return Ok(0);
81 };
82 source.reply("ok");
83 *source.state.following_entity.lock() = Some(entity);
84 Ok(1)
85 }));
86
87 commands.register(literal("down").executes(|ctx: &Ctx| {
88 let source = ctx.source.clone();
89 let bot = source.lock().bot.clone();
90 let position = BlockPos::from(bot.position()?);
91 tokio::spawn(async move {
92 source.lock().reply("mining...");
93 bot.mine(position.down(1)).await;
94 source.lock().reply("done");
95 });
96 Ok(1)
97 }));
98
99 commands.register(
100 literal("look")
101 .executes(|ctx: &Ctx| {
102 // look for the sender
103 let source = ctx.source.lock();
104 let Some(entity) = source.entity() else {
105 source.reply("I can't see you!");
106 return Ok(0);
107 };
108 let eye_position = entity.eye_position()?;
109 source.bot.look_at(eye_position);
110 Ok(1)
111 })
112 .then(argument("x", integer()).then(argument("y", integer()).then(
113 argument("z", integer()).executes(|ctx: &Ctx| {
114 let pos = BlockPos::new(
115 get_integer(ctx, "x").unwrap(),
116 get_integer(ctx, "y").unwrap(),
117 get_integer(ctx, "z").unwrap(),
118 );
119 println!("{pos:?}");
120 let source = ctx.source.lock();
121 source.bot.look_at(pos.center());
122 Ok(1)
123 }),
124 ))),
125 );
126
127 fn walk_command(ctx: &Ctx, direction: WalkDirection) -> eyre::Result<i32> {
128 let mut seconds = get_float(ctx, "seconds").unwrap();
129 let source = ctx.source.lock();
130 let bot = source.bot.clone();
131
132 if seconds < 0. {
133 bot.walk(direction.opposite());
134 seconds = -seconds;
135 } else {
136 bot.walk(direction);
137 }
138
139 tokio::spawn(async move {
140 tokio::time::sleep(Duration::from_secs_f32(seconds)).await;
141 bot.walk(WalkDirection::None);
142 });
143 source.reply(format!("ok, walking {direction:?} for {seconds} seconds"));
144 Ok(1)
145 }
146
147 commands.register(
148 literal("walk").then(
149 argument("seconds", float())
150 .executes(|ctx: &Ctx| walk_command(ctx, WalkDirection::Forward)),
151 ),
152 );
153 commands.register(literal("left").then(
154 argument("seconds", float()).executes(|ctx: &Ctx| walk_command(ctx, WalkDirection::Left)),
155 ));
156 commands.register(literal("right").then(
157 argument("seconds", float()).executes(|ctx: &Ctx| walk_command(ctx, WalkDirection::Left)),
158 ));
159 commands.register(
160 literal("sprint").then(argument("seconds", float()).executes(|ctx: &Ctx| {
161 let seconds = get_float(ctx, "seconds").unwrap();
162 let source = ctx.source.lock();
163 let bot = source.bot.clone();
164 bot.sprint(SprintDirection::Forward);
165 tokio::spawn(async move {
166 tokio::time::sleep(Duration::from_secs_f32(seconds)).await;
167 bot.walk(WalkDirection::None);
168 });
169 source.reply(format!("ok, sprinting for {seconds} seconds"));
170 Ok(1)
171 })),
172 );
173
174 commands.register(literal("north").executes(|ctx: &Ctx| {
175 let source = ctx.source.lock();
176 source.bot.set_direction(180., 0.)?;
177 source.reply("ok");
178 Ok(1)
179 }));
180 commands.register(literal("south").executes(|ctx: &Ctx| {
181 let source = ctx.source.lock();
182 source.bot.set_direction(0., 0.)?;
183 source.reply("ok");
184 Ok(1)
185 }));
186 commands.register(literal("east").executes(|ctx: &Ctx| {
187 let source = ctx.source.lock();
188 source.bot.set_direction(-90., 0.)?;
189 source.reply("ok");
190 Ok(1)
191 }));
192 commands.register(literal("west").executes(|ctx: &Ctx| {
193 let source = ctx.source.lock();
194 source.bot.set_direction(90., 0.)?;
195 source.reply("ok");
196 Ok(1)
197 }));
198 commands.register(
199 literal("jump")
200 .executes(|ctx: &Ctx| {
201 let source = ctx.source.lock();
202 source.bot.jump();
203 source.reply("ok");
204 Ok(1)
205 })
206 .then(argument("enabled", bool()).executes(|ctx: &Ctx| {
207 let jumping = get_bool(ctx, "enabled").unwrap();
208 let source = ctx.source.lock();
209 source.bot.set_jumping(jumping)?;
210 Ok(1)
211 })),
212 );
213
214 let sneak = |ctx: &Ctx| {
215 let source = ctx.source.lock();
216 source.bot.set_crouching(!source.bot.crouching())?;
217 source.reply("ok");
218 Ok(1)
219 };
220 let sneak_enabled = argument("enabled", bool()).executes(|ctx: &Ctx| {
221 let sneaking = get_bool(ctx, "enabled").unwrap();
222 let source = ctx.source.lock();
223 source.bot.set_crouching(sneaking)?;
224 Ok(1)
225 });
226 commands.register(literal("sneak").executes(sneak).then(sneak_enabled.clone()));
227 commands.register(literal("crouch").executes(sneak).then(sneak_enabled));
228
229 commands.register(literal("stop").executes(|ctx: &Ctx| {
230 let source = ctx.source.lock();
231 source.bot.stop_pathfinding();
232 source.reply("ok");
233 *source.state.following_entity.lock() = None;
234 Ok(1)
235 }));
236 commands.register(literal("forcestop").executes(|ctx: &Ctx| {
237 let source = ctx.source.lock();
238 source.bot.force_stop_pathfinding();
239 source.reply("ok");
240 *source.state.following_entity.lock() = None;
241 Ok(1)
242 }));
243}Sourcepub fn north(&self, z: f64) -> Self
pub fn north(&self, z: f64) -> Self
Return a new instance of this position with the z coordinate subtracted by the given number.
Sourcepub fn east(&self, x: f64) -> Self
pub fn east(&self, x: f64) -> Self
Return a new instance of this position with the x coordinate increased by the given number.
Sourcepub fn south(&self, z: f64) -> Self
pub fn south(&self, z: f64) -> Self
Return a new instance of this position with the z coordinate increased by the given number.
Sourcepub fn west(&self, x: f64) -> Self
pub fn west(&self, x: f64) -> Self
Return a new instance of this position with the x coordinate subtracted by the given number.
pub fn dot(&self, other: Self) -> f64
pub fn cross(&self, other: Self) -> Self
Sourcepub fn min(&self, other: Self) -> Self
pub fn min(&self, other: Self) -> Self
Make a new position with the lower coordinates for each axis.
Sourcepub fn max(&self, other: Self) -> Self
pub fn max(&self, other: Self) -> Self
Make a new position with the higher coordinates for each axis.
pub fn with_x(&self, x: f64) -> Self
pub fn with_y(&self, y: f64) -> Self
pub fn with_z(&self, z: f64) -> Self
Source§impl Vec3
impl Vec3
Sourcepub fn length(&self) -> f64
pub fn length(&self) -> f64
Get the distance of this vector to the origin by doing
sqrt(x^2 + y^2 + z^2).
Sourcepub fn distance_to(self, other: Self) -> f64
pub fn distance_to(self, other: Self) -> f64
Get the distance from this position to another position.
Equivalent to (self - other).length().
Examples found in repository?
9pub fn tick(bot: Client, state: State) -> eyre::Result<()> {
10 if !state.killaura {
11 return Ok(());
12 }
13 if bot.has_attack_cooldown() {
14 return Ok(());
15 }
16 let bot_position = bot.eye_position()?;
17
18 let nearest_entity = bot.nearest_entity_by::<&Position, (
19 With<AbstractMonster>,
20 Without<LocalEntity>,
21 Without<Dead>,
22 )>(|position: &Position| {
23 let distance = bot_position.distance_to(**position);
24 distance < 4.
25 })?;
26
27 if let Some(nearest_entity) = nearest_entity {
28 println!("attacking {nearest_entity:?}");
29 nearest_entity.attack();
30 }
31
32 Ok(())
33}pub fn horizontal_distance_to(self, other: Self) -> f64
pub fn horizontal_distance(self) -> f64
pub fn x_rot(self, radians: f32) -> Vec3
pub fn y_rot(self, radians: f32) -> Vec3
pub fn to_block_pos_floor(&self) -> BlockPos
pub fn to_block_pos_ceil(&self) -> BlockPos
Sourcepub fn closer_than(&self, other: Vec3, range: f64) -> bool
pub fn closer_than(&self, other: Vec3, range: f64) -> bool
Whether the distance between this point and other is less than
range.
Trait Implementations§
Source§impl AddAssign for Vec3
impl AddAssign for Vec3
Source§fn add_assign(&mut self, rhs: Self)
fn add_assign(&mut self, rhs: Self)
+= operation. Read moreimpl Copy for Vec3
Source§impl<'de> Deserialize<'de> for Vec3
impl<'de> Deserialize<'de> for Vec3
Source§fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
Source§impl DivAssign<f64> for Vec3
impl DivAssign<f64> for Vec3
Source§fn div_assign(&mut self, divisor: f64)
fn div_assign(&mut self, divisor: f64)
/= operation. Read moreSource§impl From<&Vec3> for ChunkBlockPos
impl From<&Vec3> for ChunkBlockPos
Source§impl From<&Vec3> for ChunkSectionPos
impl From<&Vec3> for ChunkSectionPos
Source§impl<T: PositionDeltaTrait> From<T> for Vec3
impl<T: PositionDeltaTrait> From<T> for Vec3
Source§impl From<Vec3> for ChunkBlockPos
impl From<Vec3> for ChunkBlockPos
Source§impl From<Vec3> for ChunkSectionPos
impl From<Vec3> for ChunkSectionPos
Source§impl FromNbtTag for Vec3
impl FromNbtTag for Vec3
fn from_nbt_tag(tag: NbtTag<'_, '_>) -> Option<Self>
fn from_optional_nbt_tag( tag: Option<NbtTag<'_, '_>>, ) -> Result<Option<Self>, DeserializeError>
Source§impl FromStr for Vec3
Parses a string in the format “X Y Z” into a Vec3.
impl FromStr for Vec3
Parses a string in the format “X Y Z” into a Vec3.
The input string should contain three floating-point values separated by
spaces, representing the x, y, and z components of the vector respectively.
This can be used to parse user input or from Vec3::to_string.
Source§impl MulAssign<f64> for Vec3
impl MulAssign<f64> for Vec3
Source§fn mul_assign(&mut self, multiplier: f64)
fn mul_assign(&mut self, multiplier: f64)
*= operation. Read moreimpl StructuralPartialEq for Vec3
Auto Trait Implementations§
impl Freeze for Vec3
impl RefUnwindSafe for Vec3
impl Send for Vec3
impl Sync for Vec3
impl Unpin for Vec3
impl UnsafeUnpin for Vec3
impl UnwindSafe for Vec3
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> ConditionalSend for Twhere
T: Send,
impl<T> DeserializeOwned for Twhere
T: for<'de> Deserialize<'de>,
§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>, which can then be
downcast into Box<dyn ConcreteType> where ConcreteType implements Trait.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Rc<Trait> (where Trait: Downcast) to Rc<Any>, which can then be further
downcast into Rc<ConcreteType> where ConcreteType implements Trait.§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
&Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &Any’s vtable from &Trait’s.§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
&mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot
generate &mut Any’s vtable from &mut Trait’s.§impl<T> DowncastSend for T
impl<T> DowncastSend for T
§impl<T> FromWorld for Twhere
T: Default,
impl<T> FromWorld for Twhere
T: Default,
§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates Self using default().
§impl<T> Instrument for T
impl<T> Instrument for T
§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
§fn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
§impl<T> IntoResult<T> for T
impl<T> IntoResult<T> for T
§fn into_result(self) -> Result<T, RunSystemError>
fn into_result(self) -> Result<T, RunSystemError>
Source§impl<T> Serialize for T
impl<T> Serialize for T
fn erased_serialize(&self, serializer: &mut dyn Serializer) -> Result<(), Error>
fn do_erased_serialize( &self, serializer: &mut dyn Serializer, ) -> Result<(), ErrorImpl>
§impl<T> ToCompactString for Twhere
T: Display,
impl<T> ToCompactString for Twhere
T: Display,
§fn try_to_compact_string(&self) -> Result<CompactString, ToCompactStringError>
fn try_to_compact_string(&self) -> Result<CompactString, ToCompactStringError>
ToCompactString::to_compact_string()] Read more§fn to_compact_string(&self) -> CompactString
fn to_compact_string(&self) -> CompactString
CompactString]. Read more