fix correct line generation algorithm and bounds calculation (#657)
* fix correct line generation algorithm and bounds calculation - Fix closest_point_on_segment algorithm using proper dot product projection - Correct loop bounds calculation for radius=0 lines - Use precise integer arithmetic to avoid rounding errors - Resolves missing blocks in vertical line structures * fix ai hallucinations * polishing closest_point_on_segment * refactor: extract dot product calculation
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@ -118,6 +118,11 @@ namespace util {
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return x * x + y * y + z * z;
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}
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/// @return integer dot product of two vectors
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inline int dot(const glm::ivec3& a, const glm::ivec3& b) {
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return a.x * b.x + a.y * b.y + a.z * b.z;
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}
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/// @brief Find nearest point on segment to given
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/// @param a segment point A
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/// @param b segment point B
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@ -144,12 +149,17 @@ namespace util {
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inline glm::ivec3 closest_point_on_segment(
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const glm::ivec3& a, const glm::ivec3& b, const glm::ivec3& point
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) {
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auto vec = b - a;
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float da = distance2(point, a);
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float db = distance2(point, b);
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float len = length2(vec);
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float t = (((da - db) / len) * 0.5f + 0.5f);
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t = std::min(1.0f, std::max(0.0f, t));
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return a + glm::ivec3(glm::vec3(vec) * t);
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glm::ivec3 vec = b - a;
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int len2 = length2(vec);
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if (len2 == 0) return a;
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glm::ivec3 ap = point - a;
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int dot_product = dot(ap, vec);
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float t = static_cast<float>(dot_product) / static_cast<float>(len2);
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t = glm::clamp(t, 0.0f, 1.0f);
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return a + glm::ivec3(glm::round(glm::vec3(vec) * t));
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}
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}
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@ -547,13 +547,13 @@ void WorldGenerator::generateLine(
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auto b = line.b;
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int minX = std::max(0, std::min(a.x-radius-cgx, b.x-radius-cgx));
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int maxX = std::min(CHUNK_W, std::max(a.x+radius-cgx, b.x+radius-cgx));
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int maxX = std::min(CHUNK_W, std::max(a.x+radius-cgx, b.x+radius-cgx) + 1);
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int minZ = std::max(0, std::min(a.z-radius-cgz, b.z-radius-cgz));
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int maxZ = std::min(CHUNK_D, std::max(a.z+radius-cgz, b.z+radius-cgz));
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int maxZ = std::min(CHUNK_D, std::max(a.z+radius-cgz, b.z+radius-cgz) + 1);
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int minY = std::max(0, std::min(a.y-radius, b.y-radius));
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int maxY = std::min(CHUNK_H, std::max(a.y+radius, b.y+radius));
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int maxY = std::min(CHUNK_H, std::max(a.y+radius, b.y+radius) + 1);
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for (int y = minY; y < maxY; y++) {
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for (int z = minZ; z < maxZ; z++) {
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