Add initial resource and presenter classes for game entities and effects
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59
Code/Services/GodotWorldQuery.cs
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59
Code/Services/GodotWorldQuery.cs
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using System;
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using CryptonymThunder.Code.Autoloads;
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using CryptonymThunder.Code.Extensions;
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using CryptonymThunder.Code.Presenters;
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using GameCore.ECS;
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using GameCore.ECS.Interfaces;
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using Godot;
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using GodotWorld = Godot.World3D;
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using Vector3 = GameCore.Math.Vector3;
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namespace CryptonymThunder.Code.Services;
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public class GodotWorldQuery(GamePresenter ownerNode) : IWorldQuery
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{
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private readonly PresenterRegistry _presenterRegistry = ownerNode.GetNode<PresenterRegistry>("/root/PresenterRegistry");
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private readonly GodotWorld _godotWorld = ((SceneTree)Engine.GetMainLoop()).Root.World3D;
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public HitResult Raycast(Vector3 from, Vector3 to, Entity? ownerToExclude = null)
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{
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var spaceState = _godotWorld.DirectSpaceState;
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var query = PhysicsRayQueryParameters3D.Create(from.ToGodot(), to.ToGodot());
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query.CollisionMask = 1;
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query.CollideWithBodies = true;
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query.CollideWithAreas = false;
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if (ownerToExclude.HasValue)
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{
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var ownerPresenter = ownerNode.GetPresenterNode(ownerToExclude.Value);
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if (ownerPresenter != null)
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{
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query.Exclude = [((PhysicsBody3D)ownerPresenter).GetRid()];
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}
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}
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var result = spaceState.IntersectRay(query);
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if (result.Count > 0 && result["collider"].Obj is Node3D collider)
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{
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if (_presenterRegistry.TryGetEntity(collider.GetInstanceId(), out var hitEntity))
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{
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return new HitResult
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{
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DidHit = true,
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HitEntity = hitEntity
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};
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}
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}
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return new HitResult { DidHit = false };
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}
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public Vector3 RotateVectorByYaw(Vector3 vector, float yawRadians)
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{
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var rotatedX = vector.X * (float)Math.Cos(yawRadians) + vector.Z * (float)Math.Sin(yawRadians);
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var rotatedZ = -vector.X * (float)Math.Sin(yawRadians) + vector.Z * (float)Math.Cos(yawRadians);
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return new Vector3(rotatedX, vector.Y, rotatedZ);
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}
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}
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