Merge pull request #42 from A-lex-Ra/main

Реализация рэйкастинга для AABB в произвольной позиции
This commit is contained in:
MihailRis 2023-12-09 21:47:03 +03:00 committed by GitHub
commit 545057ee1a
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GPG Key ID: 4AEE18F83AFDEB23
10 changed files with 516 additions and 77 deletions

1
.gitignore vendored
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@ -4,6 +4,7 @@ Debug/src/**/*.o
Debug/voxel_engine
/build
/screenshots
/world
/worlds/**/*

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@ -93,7 +93,8 @@ namespace gui {
void back();
void clearHistory();
void reset();
//FIXME "gui::PagesControl::current() returns Page by-value! (can initiate unexpected behaviour)")
Page current();
};
}

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@ -110,7 +110,7 @@ void CameraControl::update(PlayerInput& input, float delta) {
vec3 PlayerController::selectedBlockPosition;
vec3 PlayerController::selectedPointPosition;
vec3 PlayerController::selectedBlockNormal;
ivec3 PlayerController::selectedBlockNormal;
int PlayerController::selectedBlockId = -1;
int PlayerController::selectedBlockStates = 0;
@ -192,7 +192,8 @@ void PlayerController::updateInteraction(){
Lighting* lighting = level->lighting;
Camera* camera = player->camera;
vec3 end;
vec3 norm;
ivec3 iend;
ivec3 norm;
bool xkey = Events::pressed(keycode::X);
bool lclick = Events::jactive(BIND_PLAYER_ATTACK) ||
@ -203,7 +204,7 @@ void PlayerController::updateInteraction(){
if (xkey) {
maxDistance *= 20.0f;
}
vec3 iend;
voxel* vox = chunks->rayCast(camera->position,
camera->front,
maxDistance,
@ -215,9 +216,9 @@ void PlayerController::updateInteraction(){
selectedBlockPosition = iend;
selectedPointPosition = end;
selectedBlockNormal = norm;
int x = (int)iend.x;
int y = (int)iend.y;
int z = (int)iend.z;
int x = iend.x;
int y = iend.y;
int z = iend.z;
uint8_t states = 0;
Block* def = contentIds->getBlockDef(player->choosenBlock);
@ -250,9 +251,9 @@ void PlayerController::updateInteraction(){
}
if (rclick){
if (block->model != BlockModel::xsprite){
x = (int)(iend.x)+(int)(norm.x);
y = (int)(iend.y)+(int)(norm.y);
z = (int)(iend.z)+(int)(norm.z);
x = (iend.x)+(norm.x);
y = (iend.y)+(norm.y);
z = (iend.z)+(norm.z);
}
vox = chunks->get(x, y, z);
if (vox && (block = contentIds->getBlockDef(vox->id))->replaceable) {

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@ -37,7 +37,7 @@ class PlayerController {
void updateInteraction();
public:
static glm::vec3 selectedBlockPosition;
static glm::vec3 selectedBlockNormal;
static glm::ivec3 selectedBlockNormal;
static glm::vec3 selectedPointPosition;
static int selectedBlockId;
static int selectedBlockStates;

351
src/maths/rays.cpp Normal file
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@ -0,0 +1,351 @@
#include "rays.h"
#include "aabb.h"
#include "glm/glm.hpp"
std::unordered_map<rayvec3, AABBFaces> Rays::raysBoxCache_ = {};
const rayvec3 X_AXIS = rayvec3(1,0,0), Y_AXIS = rayvec3(0,1,0), Z_AXIS = rayvec3(0,0,1);
//make faces from AABB
AABBFaces::AABBFaces(const rayvec3& parentBoxPos, const AABB& parentBox){
rayvec3 pbMin = parentBox.min(), // every face is min-point and opposite corner point
pbMax = parentBox.max(),
pbRealPos = parentBoxPos + pbMin;
rayvec2 yzMax = rayvec2(parentBoxPos.y + pbMax.y, parentBoxPos.z + pbMax.z ),
xzMax = rayvec2(parentBoxPos.x + pbMax.x, parentBoxPos.z + pbMax.z ),
xyMax = rayvec2(parentBoxPos.x + pbMax.x, parentBoxPos.y + pbMax.y );
faces[0] = {pbRealPos, yzMax}; //in order of AABBFaces::KINDS_ORDER!
faces[1] = {parentBoxPos + rayvec3(pbMax.x, pbMin.y, pbMin.z), yzMax};
faces[2] = {pbRealPos, xzMax};
faces[3] = {parentBoxPos + rayvec3(pbMin.x, pbMax.y, pbMin.z), xzMax};
faces[4] = {pbRealPos, xyMax};
faces[5] = {parentBoxPos + rayvec3(pbMin.x, pbMin.y, pbMax.z), xyMax};
}
template <>
RayRelation Rays::rayIntersectAAFace<AAFaceKind::Xperp>(
const rayvec3& rayOrigin,
const rayvec3& rayDir,
const rayvec3& faceMin,
const rayvec2& faceOppositeCorner, //y and z global coords of opposite corner
rayvec3& intersectPoint_ret
){
if (fabs(glm::dot(rayDir, X_AXIS)) < 1.0E-8){ //precision
return RayRelation::Parallel;
}
glm::float64 rayCoef = (faceMin.x - rayOrigin.x) / (rayDir.x);
intersectPoint_ret = {faceMin.x,
rayCoef*rayDir.y + rayOrigin.y,
rayCoef*rayDir.z + rayOrigin.z};
if (rayDir.x > 0){
if (intersectPoint_ret.y >= faceMin.y
&& intersectPoint_ret.y <= faceOppositeCorner[0]
&& intersectPoint_ret.z >= faceMin.z
&& intersectPoint_ret.z <= faceOppositeCorner[1]){
return RayRelation::Intersect;
}
}
else{
if (intersectPoint_ret.y <= faceMin.y
&& intersectPoint_ret.y >= faceOppositeCorner[0]
&& intersectPoint_ret.z <= faceMin.z
&& intersectPoint_ret.z >= faceOppositeCorner[1]){
return RayRelation::Intersect;
}
}
return RayRelation::None;
}
template <>
RayRelation Rays::rayIntersectAAFace<AAFaceKind::Yperp>(
const rayvec3& rayOrigin,
const rayvec3& rayDir,
const rayvec3& faceMin,
const rayvec2& faceOppositeCorner, //x and z global coords of opposite corner
rayvec3& intersectPoint_ret
){
if (fabs(glm::dot(rayDir, Y_AXIS)) < 1.0E-8){ //precision
return RayRelation::Parallel;
}
glm::float64 rayCoef = (faceMin.y - rayOrigin.y) / (rayDir.y);
intersectPoint_ret = {rayCoef*rayDir.x + rayOrigin.x,
faceMin.y,
rayCoef*rayDir.z + rayOrigin.z};
if (rayDir.y > 0){
if (intersectPoint_ret.x >= faceMin.x //Face-hit check
&& intersectPoint_ret.x <= faceOppositeCorner[0]
&& intersectPoint_ret.z >= faceMin.z
&& intersectPoint_ret.z <= faceOppositeCorner[1] ){
return RayRelation::Intersect;
}
}
else{
if (intersectPoint_ret.x <= faceMin.x //Face-hit check for negative dir.
&& intersectPoint_ret.x >= faceOppositeCorner[0]
&& intersectPoint_ret.z <= faceMin.z
&& intersectPoint_ret.z >= faceOppositeCorner[1]){
return RayRelation::Intersect;
}
}
return RayRelation::None;
}
template <>
RayRelation Rays::rayIntersectAAFace<AAFaceKind::Zperp>(
const rayvec3& rayOrigin,
const rayvec3& rayDir,
const rayvec3& faceMin,
const rayvec2& faceOppositeCorner, //x and y global coords of opposite corner
rayvec3& intersectPoint_ret
){
if (fabs(glm::dot(rayDir, Z_AXIS)) < 1.0E-8){ //precision
return RayRelation::Parallel;
}
glm::float64 rayCoef = (faceMin.z - rayOrigin.z) / (rayDir.z);
intersectPoint_ret = {rayCoef*rayDir.x + rayOrigin.x,
rayCoef*rayDir.y + rayOrigin.y,
faceMin.z};
if (rayDir.z > 0){
if (intersectPoint_ret.x >= faceMin.x //Face-hit check
&& intersectPoint_ret.x <= faceOppositeCorner[0]
&& intersectPoint_ret.y >= faceMin.y
&& intersectPoint_ret.y <= faceOppositeCorner[1] ){
return RayRelation::Intersect;
}
}
else{
if (intersectPoint_ret.x <= faceMin.x //Face-hit check
&& intersectPoint_ret.x >= faceOppositeCorner[0]
&& intersectPoint_ret.y <= faceMin.y
&& intersectPoint_ret.y >= faceOppositeCorner[1] ){
return RayRelation::Intersect;
}
}
return RayRelation::None;
}
double Rays::updateNormal(
double newDistApprox,
const glm::ivec3& newNormal,
double currentDistApprox,
glm::ivec3& normal_ret
){
if (newDistApprox < currentDistApprox){
currentDistApprox = newDistApprox;
normal_ret = newNormal;
}
return currentDistApprox;
}
template <>
RayRelation Rays::isRayIntersectsAAFace<AAFaceKind::Xperp>(
const rayvec3& rayOrigin,
const rayvec3& rayDir,
const rayvec3& faceMin,
const rayvec2& faceOppositeCorner,
glm::ivec3& normal_ret,
double& currentDistApprox
){
if (fabs(glm::dot(rayDir, X_AXIS)) < 1.0E-8){ //precision of "parallelity"
return RayRelation::Parallel;
}
glm::float64 rayCoef = (faceMin.x - rayOrigin.x);
rayvec3 intersectPointMult = {faceMin.x * rayDir.x,
rayCoef*rayDir.y + rayOrigin.y * rayDir.x,
rayCoef*rayDir.z + rayOrigin.z * rayDir.x};
if (rayDir.x > 0){
if (intersectPointMult.y >= faceMin.y * rayDir.x //Face-hit check
&& intersectPointMult.y <= faceOppositeCorner[0] * rayDir.x
&& intersectPointMult.z >= faceMin.z * rayDir.x
&& intersectPointMult.z <= faceOppositeCorner[1] * rayDir.x){
currentDistApprox = updateNormal(fabs(rayCoef * rayDir.y * rayDir.z), -X_AXIS, currentDistApprox, normal_ret);
return RayRelation::Intersect;
}
}
else{
if (intersectPointMult.y <= faceMin.y * rayDir.x //Face-hit check for negative dir.
&& intersectPointMult.y >= faceOppositeCorner[0] * rayDir.x
&& intersectPointMult.z <= faceMin.z * rayDir.x
&& intersectPointMult.z >= faceOppositeCorner[1] * rayDir.x){
currentDistApprox = updateNormal(fabs(rayCoef * rayDir.y * rayDir.z), X_AXIS, currentDistApprox, normal_ret);
return RayRelation::Intersect;
}
}
return RayRelation::None;
}
template <>
RayRelation Rays::isRayIntersectsAAFace<AAFaceKind::Yperp>(
const rayvec3& rayOrigin,
const rayvec3& rayDir,
const rayvec3& faceMin,
const rayvec2& faceOppositeCorner,
glm::ivec3& normal_ret,
double& currentDistApprox
){
if (fabs(glm::dot(rayDir, Y_AXIS)) < 1.0E-8){ //precision of "parallelity"
return RayRelation::Parallel;
}
glm::float64 rayCoef = (faceMin.y - rayOrigin.y);
rayvec3 intersectPointMult = {rayCoef*rayDir.x + rayOrigin.x * rayDir.y,
faceMin.y * rayDir.y,
rayCoef*rayDir.z + rayOrigin.z * rayDir.y};
if (rayDir.y > 0){
if (intersectPointMult.x >= faceMin.x * rayDir.y //Face-hit check
&& intersectPointMult.x <= faceOppositeCorner[0] * rayDir.y
&& intersectPointMult.z >= faceMin.z * rayDir.y
&& intersectPointMult.z <= faceOppositeCorner[1] * rayDir.y){
currentDistApprox = updateNormal(fabs(rayCoef * rayDir.x * rayDir.z), -Y_AXIS, currentDistApprox, normal_ret);
return RayRelation::Intersect;
}
}
else{
if (intersectPointMult.x <= faceMin.x * rayDir.y //Face-hit check for negative dir.
&& intersectPointMult.x >= faceOppositeCorner[0] * rayDir.y
&& intersectPointMult.z <= faceMin.z * rayDir.y
&& intersectPointMult.z >= faceOppositeCorner[1] * rayDir.y){
currentDistApprox = updateNormal(fabs(rayCoef * rayDir.x * rayDir.z), Y_AXIS, currentDistApprox, normal_ret);
return RayRelation::Intersect;
}
}
return RayRelation::None;
}
template <>
RayRelation Rays::isRayIntersectsAAFace<AAFaceKind::Zperp>(
const rayvec3& rayOrigin,
const rayvec3& rayDir,
const rayvec3& faceMin,
const rayvec2& faceOppositeCorner,
glm::ivec3& normal_ret,
double& currentDistApprox
){
if (fabs(glm::dot(rayDir, Z_AXIS)) < 1.0E-8){ //precision of "parallelity"
return RayRelation::Parallel;
}
glm::float64 rayCoef = (faceMin.z - rayOrigin.z);
rayvec3 intersectPointMult = {rayCoef*rayDir.x + rayOrigin.x * rayDir.z,
rayCoef*rayDir.y + rayOrigin.y * rayDir.z,
faceMin.z * rayDir.z};
if (rayDir.z > 0){
if (intersectPointMult.x >= faceMin.x * rayDir.z //Face-hit check
&& intersectPointMult.x <= faceOppositeCorner[0] * rayDir.z
&& intersectPointMult.y >= faceMin.y * rayDir.z
&& intersectPointMult.y <= faceOppositeCorner[1] * rayDir.z){
currentDistApprox = updateNormal(fabs(rayCoef * rayDir.x * rayDir.y), -Z_AXIS, currentDistApprox, normal_ret);
return RayRelation::Intersect;
}
}
else{
if (intersectPointMult.x <= faceMin.x * rayDir.z //Face-hit check
&& intersectPointMult.x >= faceOppositeCorner[0] * rayDir.z
&& intersectPointMult.y <= faceMin.y * rayDir.z
&& intersectPointMult.y >= faceOppositeCorner[1] * rayDir.z){
currentDistApprox = updateNormal(fabs(rayCoef * rayDir.x * rayDir.y), Z_AXIS, currentDistApprox, normal_ret);
return RayRelation::Intersect;
}
}
return RayRelation::None;
}
RayRelation Rays::rayIntersectAABB(
const rayvec3& rayOrigin,
const rayvec3& rayDir,
const rayvec3& boxPos,
const AABB& box,
float maxDist,
rayvec3& pointIn_ret,
rayvec3& pointOut_ret,
glm::ivec3& normal_ret){
if constexpr (IS_RAYS_BOX_CACHE_ON){
if (raysBoxCache_.find(boxPos) != raysBoxCache_.end()){
const AABBFaces& boxFaces = raysBoxCache_[boxPos];
return rayIntersectAABBFaces(rayOrigin, rayDir, boxFaces, maxDist, pointIn_ret, pointOut_ret, normal_ret);
} else {
const AABBFaces& boxFaces = AABBFaces(boxPos, box);
raysBoxCache_[boxPos] = boxFaces;
return rayIntersectAABBFaces(rayOrigin, rayDir, boxFaces, maxDist, pointIn_ret, pointOut_ret, normal_ret);
}
} else {
const AABBFaces& boxFaces = AABBFaces(boxPos, box);
return rayIntersectAABBFaces(rayOrigin, rayDir, boxFaces, maxDist, pointIn_ret, pointOut_ret, normal_ret);
}
}
RayRelation Rays::rayIntersectAABBFaces(
const rayvec3& rayOrigin,
const rayvec3& rayDir,
const AABBFaces& boxFaces,
float maxDist,
rayvec3& pointIn_ret,
rayvec3& pointOut_ret,
glm::ivec3& normal_ret){//TODO: points returning
RayRelation rel;
double faceDistApprox = maxDist;
unsigned char intersectedCount = 0; //this code is very uncomfortable, DONT LEARN IT!
rel = isRayIntersectsAAFace<AABBFaces::KINDS_ORDER[0]>(
rayOrigin, rayDir, boxFaces.faces[0].first, boxFaces.faces[0].second, normal_ret, faceDistApprox
);
if (rel > RayRelation::None){
++intersectedCount;
}
rel = isRayIntersectsAAFace<AABBFaces::KINDS_ORDER[1]>(
rayOrigin, rayDir, boxFaces.faces[1].first, boxFaces.faces[1].second, normal_ret, faceDistApprox
);
if (rel > RayRelation::None){
++intersectedCount;
}
rel = isRayIntersectsAAFace<AABBFaces::KINDS_ORDER[2]>(
rayOrigin, rayDir, boxFaces.faces[2].first, boxFaces.faces[2].second, normal_ret, faceDistApprox
);
if (rel > RayRelation::None){
++intersectedCount;
}
rel = isRayIntersectsAAFace<AABBFaces::KINDS_ORDER[3]>(
rayOrigin, rayDir, boxFaces.faces[3].first, boxFaces.faces[3].second, normal_ret, faceDistApprox
);
if (rel > RayRelation::None){
++intersectedCount;
}
rel = isRayIntersectsAAFace<AABBFaces::KINDS_ORDER[4]>(
rayOrigin, rayDir, boxFaces.faces[4].first, boxFaces.faces[4].second, normal_ret, faceDistApprox
);
if (rel > RayRelation::None){
++intersectedCount;
}
rel = isRayIntersectsAAFace<AABBFaces::KINDS_ORDER[5]>(
rayOrigin, rayDir, boxFaces.faces[5].first, boxFaces.faces[5].second, normal_ret, faceDistApprox
);
if (rel > RayRelation::None){
++intersectedCount;
}
if (intersectedCount > 0) return RayRelation::Intersect;
return RayRelation::None;
}

97
src/maths/rays.h Normal file
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@ -0,0 +1,97 @@
#ifndef MATHS_RAYS_H_
#define MATHS_RAYS_H_
// #include "../typedefs.h"
#include "aabb.h"
#include "glm/glm.hpp"
#include <unordered_map>
typedef glm::highp_dvec3 rayvec3;
typedef glm::highp_dvec2 rayvec2;
enum class RayRelation{
Embed=2, Intersect=1, Parallel=0, None=0
};
enum class AAFaceKind : unsigned char{
Xperp=0, Yperp=1, Zperp=2 //perpendicular faces to corresponding axis
};
const unsigned char AABBFACES_COUNT = 6;
class AABBFaces{
public:
std::array<std::pair<rayvec3, rayvec2>, AABBFACES_COUNT> faces; // every face is min-point and opposite corner point
static constexpr std::array<AAFaceKind,AABBFACES_COUNT> KINDS_ORDER = {
AAFaceKind::Xperp, AAFaceKind::Xperp,
AAFaceKind::Yperp, AAFaceKind::Yperp,
AAFaceKind::Zperp, AAFaceKind::Zperp};
AABBFaces(){};
AABBFaces(const rayvec3& parentBoxPos, const AABB& parentBox);
};
template<>
struct std::hash<rayvec3>{
std::size_t operator()(const rayvec3& r) const noexcept{
return std::hash<double>{}(r.x) ^ (std::hash<double>{}(r.y) << 1) ^ (std::hash<double>{}(r.z) << 2);
}
};
class Rays{
protected:
static const bool IS_RAYS_BOX_CACHE_ON = false;
static std::unordered_map<rayvec3, AABBFaces> raysBoxCache_; //[boxPos]: faces array
public:
template <AAFaceKind faceKind>
static RayRelation rayIntersectAAFace(
const rayvec3& rayOrigin,
const rayvec3& rayDir,
const rayvec3& faceMin,
const rayvec2& faceOppositeCorner,
rayvec3& intersectPoint_ret
);
static double updateNormal(
double newDistApprox,
const glm::ivec3& newNormal,
double currentDistApprox,
glm::ivec3& normal_ret
);
//optimized, not returns intersectPoint coordinates
template <AAFaceKind faceKind>
static RayRelation isRayIntersectsAAFace(
const rayvec3& rayOrigin,
const rayvec3& rayDir,
const rayvec3& faceMin,
const rayvec2& faceOppositeCorner,
glm::ivec3& normal_ret,
double& currentDistApprox
);
static RayRelation rayIntersectAABB(
const rayvec3& rayOrigin,
const rayvec3& rayDir,
const rayvec3& boxPos,
const AABB& box,
float maxDist,
rayvec3& pointIn_ret,
rayvec3& pointOut_ret,
glm::ivec3& normal_ret);
static RayRelation rayIntersectAABBFaces(
const rayvec3& rayOrigin,
const rayvec3& rayDir,
const AABBFaces& boxFaces,
float maxDist,
rayvec3& pointIn_ret,
rayvec3& pointOut_ret,
glm::ivec3& normal_ret);
};
#endif // SRC_VOXNATHS_H_

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@ -1,5 +1,7 @@
#include "timeutil.h"
#include <iostream>
using std::chrono::high_resolution_clock;
using std::chrono::duration_cast;
using std::chrono::microseconds;
@ -11,6 +13,12 @@ int64_t timeutil::Timer::stop() {
return duration_cast<microseconds>(high_resolution_clock::now()-start).count();
}
timeutil::ScopeLogTimer::ScopeLogTimer(long long id) : scopeid_(id) {}
timeutil::ScopeLogTimer::~ScopeLogTimer() {
std::cout << "Scope "<< scopeid_ <<" finished in "<< ScopeLogTimer::stop() << " micros. \n";
}
float timeutil::time_value(float hour, float minute, float second) {
return (hour + (minute + second / 60.0f) / 60.0f) / 24.0f;
}

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@ -12,6 +12,19 @@ namespace timeutil {
int64_t stop();
};
/* Timer that stops and prints time when destructor called
* @example:
* { // some scope (custom, function, if/else, cycle etc.)
* timeutil::ScopeLogTimer scopeclock();
* ...
* } */
class ScopeLogTimer : public Timer{
long long scopeid_;
public:
ScopeLogTimer(long long id);
~ScopeLogTimer();
};
float time_value(float hour, float minute, float second);
void from_value(float value, int& hour, int& minute, int& second);
}

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@ -10,11 +10,14 @@
#include "../graphics/Mesh.h"
#include "../maths/voxmaths.h"
#include "../maths/aabb.h"
#include "../maths/rays.h"
#include <math.h>
#include <limits.h>
using glm::vec3;
using glm::ivec3;
using std::shared_ptr;
Chunks::Chunks(int w, int d,
@ -45,7 +48,7 @@ Chunks::~Chunks(){
}
voxel* Chunks::get(int x, int y, int z){
x -= ox * CHUNK_W;
x -= ox * CHUNK_W;
z -= oz * CHUNK_D;
int cx = x / CHUNK_W;
int cy = y / CHUNK_H;
@ -55,7 +58,7 @@ voxel* Chunks::get(int x, int y, int z){
if (z < 0) cz--;
if (cx < 0 || cy < 0 || cz < 0 || cx >= w || cy >= 1 || cz >= d)
return nullptr;
shared_ptr<Chunk> chunk = chunks[(cy * d + cz) * w + cx];
shared_ptr<Chunk> chunk = chunks[cz * w + cx]; // chunks is 2D-array
if (chunk == nullptr)
return nullptr;
int lx = x - cx * CHUNK_W;
@ -174,13 +177,13 @@ void Chunks::set(int x, int y, int z, int id, uint8_t states){
if (lz == CHUNK_D-1 && (chunk = getChunk(cx+ox, cz+oz+1)))
chunk->setModified(true);
}
#include "../util/timeutil.h"
voxel* Chunks::rayCast(vec3 start,
vec3 dir,
float maxDist,
vec3& end,
vec3& norm,
vec3& iend) {
ivec3& norm,
ivec3& iend) {
float px = start.x;
float py = start.y;
float pz = start.z;
@ -194,9 +197,9 @@ voxel* Chunks::rayCast(vec3 start,
int iy = floor(py);
int iz = floor(pz);
float stepx = (dx > 0.0f) ? 1.0f : -1.0f;
float stepy = (dy > 0.0f) ? 1.0f : -1.0f;
float stepz = (dz > 0.0f) ? 1.0f : -1.0f;
int stepx = (dx > 0.0f) ? 1 : -1;
int stepy = (dy > 0.0f) ? 1 : -1;
int stepz = (dz > 0.0f) ? 1 : -1;
constexpr float infinity = std::numeric_limits<float>::infinity();
@ -212,71 +215,37 @@ voxel* Chunks::rayCast(vec3 start,
float tyMax = (tyDelta < infinity) ? tyDelta * ydist : infinity;
float tzMax = (tzDelta < infinity) ? tzDelta * zdist : infinity;
int steppedIndex = -1;
int steppedIndex = -1;
while (t <= maxDist){
voxel* voxel = get(ix, iy, iz);
if (!voxel){ return nullptr; }
while (t <= maxDist){
voxel* voxel = get(ix, iy, iz);
const Block* def = nullptr;
if (voxel == nullptr || (def = contentIds->getBlockDef(voxel->id))->selectable){
const Block* def = contentIds->getBlockDef(voxel->id);
if (def->selectable){
timeutil::ScopeLogTimer lg((long long)def);
end.x = px + t * dx;
end.y = py + t * dy;
end.z = pz + t * dz;
iend.x = ix;
iend.y = iy;
iend.z = iz;
// TODO: replace this dumb solution with something better
if (def && !def->rt.solid) {
const int gridSize = BLOCK_AABB_GRID * 2;
if (!def->rt.solid) {
const AABB& box = def->rotatable
? def->rt.hitboxes[voxel->rotation()]
: def->hitbox;
const int subs = gridSize;
iend = vec3(ix, iy, iz);
end -= iend;
int six = end.x * gridSize;
int siy = end.y * gridSize;
int siz = end.z * gridSize;
float stxMax = (txDelta < infinity) ? txDelta * xdist : infinity;
float styMax = (tyDelta < infinity) ? tyDelta * ydist : infinity;
float stzMax = (tzDelta < infinity) ? tzDelta * zdist : infinity;
for (int i = 0; i < subs*2; i++) {
end.x = six / float(gridSize);
end.y = siy / float(gridSize);
end.z = siz / float(gridSize);
if (box.inside(end)) {
end += iend;
norm.x = norm.y = norm.z = 0.0f;
if (steppedIndex == 0) norm.x = -stepx;
if (steppedIndex == 1) norm.y = -stepy;
if (steppedIndex == 2) norm.z = -stepz;
return voxel;
}
if (stxMax < styMax) {
if (stxMax < stzMax) {
six += stepx;
stxMax += txDelta;
steppedIndex = 0;
} else {
siz += stepz;
stzMax += tzDelta;
steppedIndex = 2;
}
} else {
if (styMax < stzMax) {
siy += stepy;
styMax += tyDelta;
steppedIndex = 1;
} else {
siz += stepz;
stzMax += tzDelta;
steppedIndex = 2;
}
}
rayvec3 in, out; // <- now not used, but for future...
if (Rays::rayIntersectAABB(start, dir, iend, box, maxDist, in, out, norm) > RayRelation::None){
return voxel;
}
} else {
iend.x = ix;
iend.y = iy;
iend.z = iz;
norm.x = norm.y = norm.z = 0.0f;
norm.x = norm.y = norm.z = 0;
if (steppedIndex == 0) norm.x = -stepx;
if (steppedIndex == 1) norm.y = -stepy;
if (steppedIndex == 2) norm.z = -stepz;
@ -316,7 +285,7 @@ voxel* Chunks::rayCast(vec3 start,
end.x = px + t * dx;
end.y = py + t * dy;
end.z = pz + t * dz;
norm.x = norm.y = norm.z = 0.0f;
norm.x = norm.y = norm.z = 0;
return nullptr;
}
@ -336,7 +305,7 @@ void Chunks::translate(int dx, int dz){
}
for (int z = 0; z < d; z++){
for (int x = 0; x < w; x++){
shared_ptr<Chunk> chunk = chunks[z * d + x];
shared_ptr<Chunk> chunk = chunks[z * w + x];
int nx = x - dx;
int nz = z - dz;
if (chunk == nullptr)
@ -351,9 +320,7 @@ void Chunks::translate(int dx, int dz){
chunksSecond[nz * w + nx] = chunk;
}
}
shared_ptr<Chunk>* ctemp = chunks;
chunks = chunksSecond;
chunksSecond = ctemp;
std::swap(chunks, chunksSecond);
ox += dx;
oz += dz;

View File

@ -48,8 +48,8 @@ public:
glm::vec3 dir,
float maxLength,
glm::vec3& end,
glm::vec3& norm,
glm::vec3& iend);
glm::ivec3& norm,
glm::ivec3& iend);
const AABB* isObstacle(float x, float y, float z);