raycast impl
(not finished normals and intersection point returning)
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333
src/maths/rays.cpp
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333
src/maths/rays.cpp
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#include "rays.h"
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#include "aabb.h"
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#include "glm/glm.hpp"
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constexpr std::array<AAFaceKind,AABBFACES_COUNT> AABBFACES_KINDS_ORDER = {
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AAFaceKind::Xperp, AAFaceKind::Xperp,
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AAFaceKind::Yperp, AAFaceKind::Yperp,
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AAFaceKind::Zperp, AAFaceKind::Zperp};
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std::unordered_map<rayvec3, AABBFaces> Rays::raysBoxCache_ = {};
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const rayvec3 X_AXIS = rayvec3(1,0,0), Y_AXIS = rayvec3(0,1,0), Z_AXIS = rayvec3(0,0,1);
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//make edges from AABB
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AABBFaces::AABBFaces(const rayvec3& parentBoxPos, const AABB& parentBox){
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rayvec3 pbMin = parentBox.min(),
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pbMax = parentBox.max(),
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pbRealPos = parentBoxPos + pbMin;
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rayvec2 yzMax = rayvec2(parentBoxPos.y + pbMax.y, parentBoxPos.z + pbMax.z ),
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xzMax = rayvec2(parentBoxPos.x + pbMax.x, parentBoxPos.z + pbMax.z ),
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xyMax = rayvec2(parentBoxPos.x + pbMax.x, parentBoxPos.y + pbMax.y );
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faces[0] = {pbRealPos, yzMax};
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faces[1] = {parentBoxPos + rayvec3(pbMax.x, pbMin.y, pbMin.z), yzMax};
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faces[2] = {pbRealPos, xzMax};
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faces[3] = {parentBoxPos + rayvec3(pbMin.x, pbMax.y, pbMin.z), xzMax};
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faces[4] = {pbRealPos, xyMax};
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faces[5] = {parentBoxPos + rayvec3(pbMin.x, pbMin.y, pbMax.z), xyMax};
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}
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template <>
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RayRelation Rays::rayIntersectAAFace<AAFaceKind::Xperp>(
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const rayvec3& rayOrigin,
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const rayvec3& rayDir,
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const rayvec3& faceMin,
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const rayvec2& faceOppositeCorner, //y and z global coords of opposite corner
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rayvec3& intersectPoint_ret
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){
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if (fabs(glm::dot(rayDir, X_AXIS)) < 1.0E-8){ //precision
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if (rayOrigin.x == faceMin.x) {
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return RayRelation::Embed; // there can be check of hit, but not necessarily
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}
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return RayRelation::Parallel;
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}
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glm::float64 rayCoef = (faceMin.x - rayOrigin.x) / (rayDir.x);
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intersectPoint_ret = {faceMin.x,
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rayCoef*rayDir.y + rayOrigin.y,
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rayCoef*rayDir.z + rayOrigin.z};
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if (rayDir.x > 0){
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if (intersectPoint_ret.y >= faceMin.y
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&& intersectPoint_ret.y <= faceOppositeCorner[0]
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&& intersectPoint_ret.z >= faceMin.z
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&& intersectPoint_ret.z <= faceOppositeCorner[1]){
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return RayRelation::Intersect;
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}
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}
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else{
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if (intersectPoint_ret.y <= faceMin.y
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&& intersectPoint_ret.y >= faceOppositeCorner[0]
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&& intersectPoint_ret.z <= faceMin.z
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&& intersectPoint_ret.z >= faceOppositeCorner[1]){
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return RayRelation::Intersect;
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}
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}
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return RayRelation::None;
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}
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template <>
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RayRelation Rays::rayIntersectAAFace<AAFaceKind::Yperp>(
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const rayvec3& rayOrigin,
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const rayvec3& rayDir,
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const rayvec3& faceMin,
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const rayvec2& faceOppositeCorner, //x and z global coords of opposite corner
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rayvec3& intersectPoint_ret
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){
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if (fabs(glm::dot(rayDir, Y_AXIS)) < 1.0E-8){ //precision
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if (rayOrigin.y == faceMin.y) {
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return RayRelation::Embed; // there can be check of hit, but not necessarily
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}
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return RayRelation::Parallel;
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}
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glm::float64 rayCoef = (faceMin.y - rayOrigin.y) / (rayDir.y);
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intersectPoint_ret = {rayCoef*rayDir.x + rayOrigin.x,
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faceMin.y,
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rayCoef*rayDir.z + rayOrigin.z};
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if (rayDir.y > 0){
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if (intersectPoint_ret.x >= faceMin.x //Face-hit check
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&& intersectPoint_ret.x <= faceOppositeCorner[0]
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&& intersectPoint_ret.z >= faceMin.z
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&& intersectPoint_ret.z <= faceOppositeCorner[1] ){
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return RayRelation::Intersect;
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}
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}
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else{
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if (intersectPoint_ret.x <= faceMin.x //Face-hit check for negative dir.
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&& intersectPoint_ret.x >= faceOppositeCorner[0]
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&& intersectPoint_ret.z <= faceMin.z
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&& intersectPoint_ret.z >= faceOppositeCorner[1]){
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return RayRelation::Intersect;
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}
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}
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return RayRelation::None;
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}
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template <>
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RayRelation Rays::rayIntersectAAFace<AAFaceKind::Zperp>(
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const rayvec3& rayOrigin,
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const rayvec3& rayDir,
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const rayvec3& faceMin,
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const rayvec2& faceOppositeCorner, //x and y global coords of opposite corner
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rayvec3& intersectPoint_ret
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){
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if (fabs(glm::dot(rayDir, Z_AXIS)) < 1.0E-8){ //precision
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if (rayOrigin.z == faceMin.z) {
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return RayRelation::Embed; // there can be check of hit, but not necessarily
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}
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return RayRelation::Parallel;
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}
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glm::float64 rayCoef = (faceMin.z - rayOrigin.z) / (rayDir.z);
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intersectPoint_ret = {rayCoef*rayDir.x + rayOrigin.x,
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rayCoef*rayDir.y + rayOrigin.y,
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faceMin.z};
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if (rayDir.y > 0){
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if (intersectPoint_ret.x >= faceMin.x //Face-hit check
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&& intersectPoint_ret.x <= faceOppositeCorner[0]
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&& intersectPoint_ret.y >= faceMin.y
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&& intersectPoint_ret.y <= faceOppositeCorner[1] ){
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return RayRelation::Intersect;
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}
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}
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else{
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if (intersectPoint_ret.x <= faceMin.x //Face-hit check
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&& intersectPoint_ret.x >= faceOppositeCorner[0]
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&& intersectPoint_ret.y <= faceMin.y
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&& intersectPoint_ret.y >= faceOppositeCorner[1] ){
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return RayRelation::Intersect;
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}
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}
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return RayRelation::None;
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}
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template <>
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RayRelation Rays::isRayIntersectsAAFace<AAFaceKind::Xperp>(
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const rayvec3& rayOrigin,
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const rayvec3& rayDir,
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const rayvec3& faceMin,
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const rayvec2& faceOppositeCorner
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){
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if (fabs(glm::dot(rayDir, X_AXIS)) < 1.0E-8){ //precision of "parallelity"
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if (rayOrigin.x == faceMin.x) {
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return RayRelation::Embed; // there can be check of hit, but not necessarily
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}
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return RayRelation::Parallel;
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}
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glm::float64 rayCoef = (faceMin.x - rayOrigin.x);
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rayvec3 intersectPointMult = {faceMin.x * rayDir.x,
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rayCoef*rayDir.y + rayOrigin.y * rayDir.x,
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rayCoef*rayDir.z + rayOrigin.z * rayDir.x};
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if (rayDir.x > 0){
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if (intersectPointMult.y >= faceMin.y * rayDir.x //Face-hit check
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&& intersectPointMult.y <= faceOppositeCorner[0] * rayDir.x
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&& intersectPointMult.z >= faceMin.z * rayDir.x
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&& intersectPointMult.z <= faceOppositeCorner[1] * rayDir.x){
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return RayRelation::Intersect;
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}
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}
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else{
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if (intersectPointMult.y <= faceMin.y * rayDir.x //Face-hit check for negative dir.
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&& intersectPointMult.y >= faceOppositeCorner[0] * rayDir.x
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&& intersectPointMult.z <= faceMin.z * rayDir.x
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&& intersectPointMult.z >= faceOppositeCorner[1] * rayDir.x){
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return RayRelation::Intersect;
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}
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}
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return RayRelation::None;
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}
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template <>
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RayRelation Rays::isRayIntersectsAAFace<AAFaceKind::Yperp>(
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const rayvec3& rayOrigin,
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const rayvec3& rayDir,
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const rayvec3& faceMin,
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const rayvec2& faceOppositeCorner
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){
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if (fabs(glm::dot(rayDir, Y_AXIS)) < 1.0E-8){ //precision
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if (rayOrigin.y == faceMin.y) {
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return RayRelation::Embed; // there can be check of hit, but not necessarily
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}
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return RayRelation::Parallel;
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}
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glm::float64 rayCoef = (faceMin.y - rayOrigin.y);
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rayvec3 intersectPointMult = {rayCoef*rayDir.x + rayOrigin.x * rayDir.y,
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faceMin.y * rayDir.y,
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rayCoef*rayDir.z + rayOrigin.z * rayDir.y};
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if (rayDir.y > 0){
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if (intersectPointMult.x >= faceMin.x * rayDir.y //Face-hit check
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&& intersectPointMult.x <= faceOppositeCorner[0] * rayDir.y
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&& intersectPointMult.z >= faceMin.z * rayDir.y
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&& intersectPointMult.z <= faceOppositeCorner[1] * rayDir.y){
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return RayRelation::Intersect;
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}
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}
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else{
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if (intersectPointMult.x <= faceMin.x * rayDir.y //Face-hit check for negative dir.
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&& intersectPointMult.x >= faceOppositeCorner[0] * rayDir.y
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&& intersectPointMult.z <= faceMin.z * rayDir.y
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&& intersectPointMult.z >= faceOppositeCorner[1] * rayDir.y){
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return RayRelation::Intersect;
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}
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}
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return RayRelation::None;
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}
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template <>
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RayRelation Rays::isRayIntersectsAAFace<AAFaceKind::Zperp>(
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const rayvec3& rayOrigin,
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const rayvec3& rayDir,
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const rayvec3& faceMin,
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const rayvec2& faceOppositeCorner
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){
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if (fabs(glm::dot(rayDir, Z_AXIS)) < 1.0E-8){ //precision
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if (rayOrigin.z == faceMin.z) {
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return RayRelation::Embed; // there can be check of hit, but not necessarily
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}
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return RayRelation::Parallel;
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}
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glm::float64 rayCoef = (faceMin.z - rayOrigin.z);
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rayvec3 intersectPointMult = {rayCoef*rayDir.x + rayOrigin.x * rayDir.z,
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rayCoef*rayDir.y + rayOrigin.y * rayDir.z,
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faceMin.z * rayDir.z};
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if (rayDir.y > 0){
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if (intersectPointMult.x >= faceMin.x * rayDir.z //Face-hit check
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&& intersectPointMult.x <= faceOppositeCorner[0] * rayDir.z
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&& intersectPointMult.y >= faceMin.y * rayDir.z
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&& intersectPointMult.y <= faceOppositeCorner[1] * rayDir.z){
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return RayRelation::Intersect;
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}
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}
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else{
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if (intersectPointMult.x <= faceMin.x * rayDir.z //Face-hit check
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&& intersectPointMult.x >= faceOppositeCorner[0] * rayDir.z
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&& intersectPointMult.y <= faceMin.y * rayDir.z
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&& intersectPointMult.y >= faceOppositeCorner[1] * rayDir.z){
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return RayRelation::Intersect;
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}
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}
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return RayRelation::None;
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}
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RayRelation Rays::rayIntersectAABB(
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const rayvec3& rayOrigin,
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const rayvec3& rayDir,
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const rayvec3& boxPos,
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const AABB& box,
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rayvec3& pointIn_ret,
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rayvec3& pointOut_ret,
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glm::ivec3& normal_ret){
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if constexpr (IS_RAYS_BOX_CACHE_ON){
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if (raysBoxCache_.find(boxPos) != raysBoxCache_.end()){
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const AABBFaces& boxFaces = raysBoxCache_[boxPos];
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return rayIntersectAABBFaces(rayOrigin, rayDir, boxFaces, pointIn_ret, pointOut_ret, normal_ret);
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} else {
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const AABBFaces& boxFaces = AABBFaces(boxPos, box);
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raysBoxCache_[boxPos] = boxFaces;
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return rayIntersectAABBFaces(rayOrigin, rayDir, boxFaces, pointIn_ret, pointOut_ret, normal_ret);
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}
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} else {
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const AABBFaces& boxFaces = AABBFaces(boxPos, box);
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return rayIntersectAABBFaces(rayOrigin, rayDir, boxFaces, pointIn_ret, pointOut_ret, normal_ret);
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}
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}
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RayRelation Rays::rayIntersectAABBFaces(
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const rayvec3& rayOrigin,
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const rayvec3& rayDir,
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const AABBFaces& boxFaces,
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rayvec3& pointIn_ret,
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rayvec3& pointOut_ret,
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glm::ivec3& normal_ret){//TODO: refs update
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RayRelation rel;
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unsigned char intersectedCount = 0;
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rel = isRayIntersectsAAFace<AABBFACES_KINDS_ORDER[0]>(
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rayOrigin, rayDir, boxFaces.faces[0].first, boxFaces.faces[0].second
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);
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intersectedCount+= (bool)rel;
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rel = isRayIntersectsAAFace<AABBFACES_KINDS_ORDER[1]>(
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rayOrigin, rayDir, boxFaces.faces[1].first, boxFaces.faces[1].second
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);
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intersectedCount+= (bool)rel;
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rel = isRayIntersectsAAFace<AABBFACES_KINDS_ORDER[2]>(
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rayOrigin, rayDir, boxFaces.faces[2].first, boxFaces.faces[2].second
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);
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intersectedCount+= (bool)rel;
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rel = isRayIntersectsAAFace<AABBFACES_KINDS_ORDER[3]>(
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rayOrigin, rayDir, boxFaces.faces[3].first, boxFaces.faces[3].second
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);
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intersectedCount+= (bool)rel;
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rel = isRayIntersectsAAFace<AABBFACES_KINDS_ORDER[4]>(
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rayOrigin, rayDir, boxFaces.faces[4].first, boxFaces.faces[4].second
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);
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intersectedCount+= (bool)rel;
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rel = isRayIntersectsAAFace<AABBFACES_KINDS_ORDER[5]>(
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rayOrigin, rayDir, boxFaces.faces[5].first, boxFaces.faces[5].second
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);
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intersectedCount+= (bool)rel;
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if (intersectedCount > 0) return RayRelation::Intersect;
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return RayRelation::None;
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}
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81
src/maths/rays.h
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81
src/maths/rays.h
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@ -0,0 +1,81 @@
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#ifndef MATHS_RAYS_H_
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#define MATHS_RAYS_H_
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// #include "../typedefs.h"
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#include "aabb.h"
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#include "glm/glm.hpp"
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#include <unordered_map>
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typedef glm::highp_dvec3 rayvec3;
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typedef glm::highp_dvec2 rayvec2;
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enum class RayRelation{
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Embed=2, Intersect=1, Parallel=0, None=0
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};
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enum class AAFaceKind : unsigned char{
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Xperp=0, Yperp=1, Zperp=2 //perpendicular faces to corresponding axis
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};
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const unsigned char AABBFACES_COUNT = 6;
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class AABBFaces{
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public:
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std::array<std::pair<rayvec3, rayvec2>, AABBFACES_COUNT> faces; // every face is min-point and opposite corner point
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AABBFaces(){};
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AABBFaces(const rayvec3& parentBoxPos, const AABB& parentBox);
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};
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template<>
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struct std::hash<rayvec3>{
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std::size_t operator()(const rayvec3& r) const noexcept{
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return std::hash<double>{}(r.x) ^ (std::hash<double>{}(r.y) << 1) ^ (std::hash<double>{}(r.z) << 2);
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}
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};
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class Rays{
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protected:
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static const bool IS_RAYS_BOX_CACHE_ON = false;
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static std::unordered_map<rayvec3, AABBFaces> raysBoxCache_; //[boxPos]: faces array
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public:
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template <AAFaceKind faceKind>
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static RayRelation rayIntersectAAFace(
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const rayvec3& rayOrigin,
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const rayvec3& rayDir,
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const rayvec3& faceMin,
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const rayvec2& faceOppositeCorner,
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rayvec3& intersectPoint_ret
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);
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//optimized, not returns intersectPoint coordinates
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template <AAFaceKind faceKind>
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static RayRelation isRayIntersectsAAFace(
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const rayvec3& rayOrigin,
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const rayvec3& rayDir,
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const rayvec3& faceMin,
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const rayvec2& faceOppositeCorner
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);
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static RayRelation rayIntersectAABB(
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const rayvec3& rayOrigin,
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const rayvec3& rayDir,
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const rayvec3& boxPos,
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const AABB& box,
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rayvec3& pointIn_ret,
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rayvec3& pointOut_ret,
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glm::ivec3& normal_ret);
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static RayRelation rayIntersectAABBFaces(
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const rayvec3& rayOrigin,
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const rayvec3& rayDir,
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const AABBFaces& boxFaces,
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rayvec3& pointIn_ret,
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rayvec3& pointOut_ret,
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glm::ivec3& normal_ret);
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};
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#endif // SRC_VOXNATHS_H_
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@ -10,6 +10,8 @@
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#include "../graphics/Mesh.h"
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#include "../maths/voxmaths.h"
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#include "../maths/aabb.h"
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#include "../maths/rays.h"
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#include <math.h>
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#include <limits.h>
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@ -55,7 +57,7 @@ voxel* Chunks::get(int x, int y, int z){
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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;
|
||||
@ -175,6 +177,7 @@ void Chunks::set(int x, int y, int z, int id, uint8_t states){
|
||||
chunk->setModified(true);
|
||||
}
|
||||
#include "../util/timeutil.h"
|
||||
#include <iostream>
|
||||
voxel* Chunks::rayCast(vec3 start,
|
||||
vec3 dir,
|
||||
float maxDist,
|
||||
@ -212,33 +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;
|
||||
const AABB& box = def->rotatable
|
||||
? def->rt.hitboxes[voxel->rotation()]
|
||||
: def->hitbox;
|
||||
const int subs = gridSize;
|
||||
/*const int subs = gridSize;
|
||||
iend = vec3(ix, iy, iz);
|
||||
end -= iend;
|
||||
end -= iend; // in-block coordinates
|
||||
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++) {
|
||||
for (int i = 0; i < subs*3; i++) {
|
||||
end.x = six / float(gridSize);
|
||||
end.y = siy / float(gridSize);
|
||||
end.z = siz / float(gridSize);
|
||||
@ -271,7 +278,17 @@ voxel* Chunks::rayCast(vec3 start,
|
||||
steppedIndex = 2;
|
||||
}
|
||||
}
|
||||
}*/
|
||||
rayvec3 in, out;
|
||||
glm::ivec3 normal;
|
||||
if ((bool)Rays::rayIntersectAABB(start, dir, iend, box, in, out, normal)){
|
||||
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;
|
||||
}
|
||||
|
||||
} else {
|
||||
iend.x = ix;
|
||||
iend.y = iy;
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user