Major Update Overview


BlockHighlighter Class

Block Interaction Manager

Key Methods

  1. 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
            };
        }
    }
}

  1. 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