Major Update Overview
BlockHighlighter Class
Block Interaction Manager
Key Methods
- Ray Casting Implementation:
castRay() {
const { direction, position, gridPos, step, normal } = this.vectors;
// Initialize ray direction and position
this.camera.getWorldDirection(direction);
position.copy(this.camera.position);
gridPos.copy(position).floor();
// DDA implementation
while (distance <= this.maxDistance) {
const block = this.getBlockAt(gridPos.x, gridPos.y, gridPos.z);
if (block.blockType !== 0) {
return {
position: gridPos.clone(),
normal: normal.clone(),
blockType: block.blockType,
// ... additional return properties
};
}
}
}
- Block Placement/Removal:
tryPlaceBlock() {
const hit = this.castRay();
if (!hit) return;
const currentSlot = this.inventory.hotbar[this.inventory.selectedSlot];
if (!currentSlot?.count) return;
const placePos = hit.position.clone().add(hit.normal);
// Collision check
const playerBox = new THREE.Box3();
const blockBox = new THREE.Box3();
// Update inventory and place block if valid
this.inventory.updateSlot(
this.inventory.selectedSlot,
currentSlot.blockType,
currentSlot.count - 1
);
}
Network Integration
Block Update Handling
Technical Specifications
Performance Considerations
Usage Example
// Initialize the block interaction system
const blockManager = initializeBlockInteractions(player);
// Update loop
function gameLoop() {
blockManager.update();
// ... other game updates
}
// Cleanup
function dispose() {
blockManager.dispose();
}
Error Handling
Raycasting System
Block Modification Synchronization System