mod cells;
mod local;
mod query;
mod state;
pub use local::{BlockArea, BlockKind, ClickMode, LocalState, NearbyEntity};
pub use query::{
BlockHit, BlockInfo, EntityInfo, Face, PlacedBlock, PlayerInfo, Rotation, ScreenSlot,
SlotStack, Stack, entity_flags,
};
pub use state::{join_state, split_state};
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default, yog_data::Schema)]
#[data(view)]
pub struct BlockPos {
pub x: i32,
pub y: i32,
pub z: i32,
}
#[derive(Debug, Clone, Copy, PartialEq, Default, yog_data::Schema)]
#[data(view)]
pub struct Point {
pub x: f64,
pub y: f64,
pub z: f64,
}
impl BlockPos {
pub const fn new(x: i32, y: i32, z: i32) -> Self {
Self { x, y, z }
}
}
impl From<(i32, i32, i32)> for BlockPos {
fn from((x, y, z): (i32, i32, i32)) -> Self {
Self { x, y, z }
}
}
impl From<[i32; 3]> for BlockPos {
fn from([x, y, z]: [i32; 3]) -> Self {
Self { x, y, z }
}
}
impl From<BlockPos> for [i32; 3] {
fn from(p: BlockPos) -> Self {
[p.x, p.y, p.z]
}
}
impl From<[f64; 3]> for Point {
fn from([x, y, z]: [f64; 3]) -> Self {
Self { x, y, z }
}
}
impl From<Point> for [f64; 3] {
fn from(p: Point) -> Self {
[p.x, p.y, p.z]
}
}
impl From<(f64, f64, f64)> for Point {
fn from((x, y, z): (f64, f64, f64)) -> Self {
Self { x, y, z }
}
}
impl From<BlockPos> for Point {
fn from(p: BlockPos) -> Self {
Self {
x: f64::from(p.x),
y: f64::from(p.y),
z: f64::from(p.z),
}
}
}