diff --git a/internal/asset/texture/world/log_oak.png b/internal/asset/texture/world/log_oak_side.png similarity index 100% rename from internal/asset/texture/world/log_oak.png rename to internal/asset/texture/world/log_oak_side.png diff --git a/internal/entity/entity.go b/internal/entity/entity.go index 81723c7..d6821bf 100644 --- a/internal/entity/entity.go +++ b/internal/entity/entity.go @@ -64,6 +64,7 @@ func NewEntity(typename string, pos itype.Vec3d) *Entity { b: b, pos: pos, name: typename, + ds: make(itype.Dataset), } } @@ -106,3 +107,29 @@ func (e *Entity) EyeHeight() float64 { func (e *Entity) EyePosition() itype.Vec3d { return e.pos.Addv(0, e.EyeHeight(), 0) } + +func (e *Entity) DatasetI(name string) int64 { + return e.ds[name].(int64) +} +func (e *Entity) DatasetF(name string) float64 { + return e.ds[name].(float64) +} +func (e *Entity) DatasetS(name string) string { + return e.ds[name].(string) +} +func (e *Entity) DatasetB(name string) bool { + return e.ds[name].(bool) +} + +func (e *Entity) SetDatasetI(name string, val int64) { + e.ds[name] = val +} +func (e *Entity) SetDatasetF(name string, val float64) { + e.ds[name] = val +} +func (e *Entity) SetDatasetS(name string, val string) { + e.ds[name] = val +} +func (e *Entity) SetDatasetB(name string, val bool) { + e.ds[name] = val +} diff --git a/internal/game/game.go b/internal/game/game.go index f798dfd..38194d3 100644 --- a/internal/game/game.go +++ b/internal/game/game.go @@ -1,6 +1,8 @@ package game import ( + "time" + "edgaru089.ml/go/gl01/internal/entity" "edgaru089.ml/go/gl01/internal/render" "edgaru089.ml/go/gl01/internal/util/itype" @@ -28,6 +30,8 @@ type Game struct { fullscreen bool lastPos, lastSize itype.Vec2i // Window size before entering fullscreen + runtime time.Duration + io imgui.IO gui guiState paused bool diff --git a/internal/game/imgui.go b/internal/game/imgui.go index 3d2dd86..4324817 100644 --- a/internal/game/imgui.go +++ b/internal/game/imgui.go @@ -74,6 +74,11 @@ func (g *Game) imgui() { pos := g.player.Position() igwrap.TextBackground("Player: (%.3f, %.5f, %.3f) (Y%.2f, Z%.2f)", pos[0], pos[1], pos[2], g.rotY.Degrees(), g.rotZ) + + if ok, bc, face, _, _ := g.world.CastViewRay(io.ViewPos, io.ViewDir.Normalize(), 10); ok { + igwrap.TextBackground("Looking At: (%d %d %d) facing %s", bc[0], bc[1], bc[2], itype.DirectionName[face]) + } + imgui.End() } } @@ -138,4 +143,43 @@ func (g *Game) imgui() { } imgui.End() + + imgui.SetNextWindowPosV(imgui.Vec2{float32(io.DisplaySize[0] / 2), float32(io.DisplaySize[1]) + 1}, imgui.ConditionAlways, imgui.Vec2{0.5, 1}) + if igwrap.Begin("InventoryBar", nil, imgui.WindowFlagsAlwaysAutoResize|imgui.WindowFlagsNoNavFocus|imgui.WindowFlagsNoNavInputs|imgui.WindowFlagsNoDecoration|imgui.WindowFlagsNoBringToFrontOnFocus|imgui.WindowFlagsNoSavedSettings|imgui.WindowFlagsNoFocusOnAppearing) { + + imgui.PushStyleColor(imgui.StyleColorBorder, imgui.Vec4{0.8, 0.8, 0.8, 1}) + for i, id := range placeId { + if i != 0 { + imgui.SameLineV(0, 1) + } + + if i == placei { + imgui.PushStyleVarFloat(imgui.StyleVarFrameBorderSize, 2) + } + + app := world.GetBlockBehaviour(id).Appearance(itype.Vec3i{}, 0, nil, g.world) + var name string + switch app.RenderType { + case world.OneTexture: + name = app.Name + ".png" + case world.ThreeTexture: + name = app.Name + "_top.png" + case world.SixTexture: + name = app.Name + "_y+.png" + } + igwrap.ImageButtonV( + g.render.texture.Handle(), + itype.Vec2f{32, 32}, + asset.WorldTextureAtlas.RectNormalized(name), + 0, itype.Vec4f{}, itype.Vec4f{1, 1, 1, 1}, + ) + + if i == placei { + imgui.PopStyleVar() + } + } + imgui.PopStyleColor() + + imgui.End() + } } diff --git a/internal/game/logic.go b/internal/game/logic.go index 125a2a8..b9c1384 100644 --- a/internal/game/logic.go +++ b/internal/game/logic.go @@ -12,12 +12,21 @@ import ( "edgaru089.ml/go/gl01/internal/util" "edgaru089.ml/go/gl01/internal/util/itype" "edgaru089.ml/go/gl01/internal/world" + "edgaru089.ml/go/gl01/internal/world/blocks" "edgaru089.ml/go/gl01/internal/world/worldgen" "github.com/go-gl/glfw/v3.3/glfw" "github.com/go-gl/mathgl/mgl64" "github.com/inkyblackness/imgui-go/v4" ) +const ( + PlayerBreakCooldown = 200 * time.Millisecond + PlayerPlaceCooldown = 200 * time.Millisecond +) + +var placeId = [10]int{blocks.Stone, blocks.Dirt, blocks.Grass, blocks.LogOak, blocks.PlanksOak, blocks.LeavesOak, blocks.Debug, blocks.DebugDir, blocks.Bedrock, blocks.Water} +var placei = 0 + var logs string type logger struct{} @@ -43,6 +52,9 @@ func (g *Game) Init(win *glfw.Window) { panic(err) } + g.player.SetDatasetI("LastBreak", 0) + g.player.SetDatasetI("LastPlace", 0) + var seed int64 = time.Now().Unix() gensync := make(chan struct{}) gensynccnt := 0 @@ -163,6 +175,18 @@ func (g *Game) Init(win *glfw.Window) { win.SetScrollCallback(func(w *glfw.Window, xpos, ypos float64) { if g.paused { backend.MouseScrollCallback(xpos, ypos) + } else { + if ypos > 0 { + placei-- + } else if ypos < 0 { + placei++ + } + if placei < 0 { + placei += len(placeId) + } + if placei >= len(placeId) { + placei -= len(placeId) + } } }) @@ -172,6 +196,7 @@ const airAccel = 0.1 // Update updates the game state, not necessarily in the main thread. func (g *Game) Update(win *glfw.Window, delta time.Duration) { + g.runtime += delta backend.NewFrame() clock := util.NewClock() @@ -242,6 +267,42 @@ func (g *Game) Update(win *glfw.Window, delta time.Duration) { g.player.SetSpeed(itype.Vec3d{}) } + if ok, bc, dir, _, _ := g.world.CastViewRay(io.ViewPos, io.ViewDir.Normalize(), 6); ok { + ba := g.world.Block(bc).Appearance(bc) + for _, r := range ba.Lookbox { + render.Framewire.PushBox(r.GrowEven(itype.Vec3d{0.03125, 0.03125, 0.03125}).Offset(bc.ToFloat64()).ToFloat32(), color.White) + } + + // Break/Place block + if win.GetMouseButton(glfw.MouseButtonLeft) == glfw.Press && g.runtime-time.Duration(g.player.DatasetI("LastBreak")) >= PlayerBreakCooldown { + // Break + g.world.Break(bc) + g.player.SetDatasetI("LastBreak", int64(g.runtime)) + } else if win.GetMouseButton(glfw.MouseButtonRight) == glfw.Press && g.runtime-time.Duration(g.player.DatasetI("LastPlace")) >= PlayerBreakCooldown { + // Place + // Check hitbox + tobehit := world.GetBlockBehaviour(placeId[placei]).Appearance(bc.Add(itype.DirectionVeci[dir]), 0, nil, g.world).Hitbox + if len(tobehit) == 0 { + tobehit = []itype.Boxd{{OffX: 0, OffY: 0, OffZ: 0, SizeX: 1, SizeY: 1, SizeZ: 1}} + } + canplace := true + outer: + for _, pb := range g.player.WorldHitbox() { + for _, b := range tobehit { + if ok, _ := b.Offset(bc.Add(itype.DirectionVeci[dir]).ToFloat64()).Intersect(pb); ok { + canplace = false + break outer + } + } + } + + if canplace { + g.world.SetBlock(bc.Add(itype.DirectionVeci[dir]), placeId[placei], 0, nil) + g.player.SetDatasetI("LastPlace", int64(g.runtime)) + } + } + } + io.Diagnostics.Times.Logic = clock.Restart() imgui.ShowDemoWindow(nil) diff --git a/internal/game/render.go b/internal/game/render.go index bcdb432..febabf6 100644 --- a/internal/game/render.go +++ b/internal/game/render.go @@ -479,4 +479,5 @@ func (g *Game) Render(win *glfw.Window) { } backend.Render(win) + } diff --git a/internal/igwrap/backend/shader.vert b/internal/igwrap/backend/shader.vert index 1aac6df..b5b4a22 100644 --- a/internal/igwrap/backend/shader.vert +++ b/internal/igwrap/backend/shader.vert @@ -24,8 +24,5 @@ void main() { fragUV = uv; fragColor = color; gl_Position = projection * vec4(pos.xy, 0, 1); - - if ((flags & FLAG_FLIP_Y) != 0) - fragUV.y = 1 - fragUV.y; } diff --git a/internal/igwrap/imagewrap.go b/internal/igwrap/imagewrap.go index 9aa1a85..4bf43f2 100644 --- a/internal/igwrap/imagewrap.go +++ b/internal/igwrap/imagewrap.go @@ -13,11 +13,13 @@ import ( // size is in pixels. texRange is in [0, 1]. func Image(tex uint32, size itype.Vec2f, texRange itype.Rectf) { min, max := texRange.MinPoint(), texRange.MaxPoint() + if GetTextureFlag(tex)&TextureFlag_FlipY == 0 { + min[1], max[1] = max[1], min[1] // swap minY/maxY + } imgui.ImageV( imgui.TextureID(tex), Vec2(size), - imgui.Vec2{X: min[0], Y: max[1]}, - imgui.Vec2{X: max[0], Y: min[1]}, + Vec2(min), Vec2(max), Color(255, 255, 255, 255), imgui.Vec4{}, ) @@ -28,17 +30,52 @@ func Image(tex uint32, size itype.Vec2f, texRange itype.Rectf) { // // size is in pixels. texRange is in [0, 1]. func ImageV(tex uint32, size itype.Vec2f, texRange itype.Rectf, texColor itype.Vec4f, borderColor itype.Vec4f) { + min, max := texRange.MinPoint(), texRange.MaxPoint() + if GetTextureFlag(tex)&TextureFlag_FlipY == 0 { + min[1], max[1] = max[1], min[1] // swap minY/maxY + } imgui.ImageV( imgui.TextureID(tex), Vec2(size), - Vec2(texRange.MinPoint()), - Vec2(texRange.MaxPoint()), + Vec2(min), Vec2(max), Vec4(texColor), Vec4(borderColor), ) } -// Per-texture flags. This is passed to the shader as-is and handled only there. +func ImageButton(tex uint32, size itype.Vec2f, texRange itype.Rectf) bool { + min, max := texRange.MinPoint(), texRange.MaxPoint() + if GetTextureFlag(tex)&TextureFlag_FlipY == 0 { + min[1], max[1] = max[1], min[1] // swap minY/maxY + } + return imgui.ImageButtonV( + imgui.TextureID(tex), + Vec2(size), + Vec2(min), Vec2(max), + -1, + imgui.Vec4{}, + imgui.Vec4{1, 1, 1, 1}, + ) +} + +func ImageButtonV(tex uint32, size itype.Vec2f, texRange itype.Rectf, padding int, bgCol, tintCol itype.Vec4f) bool { + min, max := texRange.MinPoint(), texRange.MaxPoint() + if GetTextureFlag(tex)&TextureFlag_FlipY == 0 { + min[1], max[1] = max[1], min[1] // swap minY/maxY + } + return imgui.ImageButtonV( + imgui.TextureID(tex), + Vec2(size), + Vec2(min), Vec2(max), + padding, + Vec4(bgCol), + Vec4(tintCol), + ) +} + +// Per-texture flags. This is passed to the shader as-is. +// +// FilpY is handled by the ImageXXX() call. type TextureFlag int const ( diff --git a/internal/render/render_framewire.go b/internal/render/render_framewire.go index 8aca7f5..c86e4a6 100644 --- a/internal/render/render_framewire.go +++ b/internal/render/render_framewire.go @@ -75,7 +75,7 @@ func (f *FramewireRenderer) PushLine(p0, p1 itype.Vec3f, color0, color1 color.Co ) } -const FramewireSizeShrink = 1e-2 +const FramewireSizeShrink = 1e-4 // PushBox pushes a 3D box into the vertex array. // diff --git a/internal/util/itype/dataset.go b/internal/util/itype/dataset.go index 29b3de8..a6929b8 100644 --- a/internal/util/itype/dataset.go +++ b/internal/util/itype/dataset.go @@ -4,7 +4,7 @@ package itype // This is the major way how complicated data is stored in blocks and entities. // // The empty interface should only hold these 4 types: -// - int +// - int64 // - float64 // - bool // - string diff --git a/internal/util/itype/direction.go b/internal/util/itype/direction.go index 97c507c..678bf5a 100644 --- a/internal/util/itype/direction.go +++ b/internal/util/itype/direction.go @@ -62,6 +62,10 @@ func (d Direction) Opposite() Direction { return 0 } +func (d Direction) String() string { + return DirectionName[d] +} + // DirectionIs returns X/Y/Z for 0/1/2, and +/- for #pos/neg. func DirectionIs(index int, positive bool) Direction { switch index { diff --git a/internal/util/itype/rect.go b/internal/util/itype/rect.go index 2ad06a0..9e30e70 100644 --- a/internal/util/itype/rect.go +++ b/internal/util/itype/rect.go @@ -1,6 +1,8 @@ package itype -import "sort" +import ( + "sort" +) // Recti is a 2D rectangle with int coordinates. type Recti struct { @@ -113,6 +115,32 @@ func (b Boxd) Offsetv(x, y, z float64) Boxd { } } +// GrowEven grows the box on each axis by deltaSize, +// not moving its center. +func (b Boxd) GrowEven(deltaSize Vec3d) Boxd { + return Boxd{ + OffX: b.OffX - deltaSize[0]/2, + OffY: b.OffY - deltaSize[1]/2, + OffZ: b.OffZ - deltaSize[2]/2, + SizeX: b.SizeX + deltaSize[0], + SizeY: b.SizeY + deltaSize[1], + SizeZ: b.SizeZ + deltaSize[2], + } +} + +// GrowOrigin grows the box on each axis by deltaSize, +// not moving its origin. +func (b Boxd) GrowOrigin(deltaSize Vec3d) Boxd { + return Boxd{ + OffX: b.OffX, + OffY: b.OffY, + OffZ: b.OffZ, + SizeX: b.SizeX + deltaSize[0], + SizeY: b.SizeY + deltaSize[1], + SizeZ: b.SizeZ + deltaSize[2], + } +} + func (b Boxd) MinPoint() Vec3d { return Vec3d{b.OffX, b.OffY, b.OffZ} } @@ -121,9 +149,9 @@ func (b Boxd) MaxPoint() Vec3d { } func (b Boxd) Contains(point Vec3d) bool { - return point[0] >= b.OffX && point[0] <= b.OffX+b.SizeX && - point[1] >= b.OffY && point[1] <= b.OffY+b.SizeY && - point[2] >= b.OffZ && point[2] <= b.OffZ+b.SizeZ + return point[0] > b.OffX && point[0] < b.OffX+b.SizeX && + point[1] > b.OffY && point[1] < b.OffY+b.SizeY && + point[2] > b.OffZ && point[2] < b.OffZ+b.SizeZ } func pointIntersect(n, m, p, q float64) (min, len float64) { @@ -157,7 +185,7 @@ func (box1 Boxd) Intersect(box2 Boxd) (ok bool, intersect Boxd) { } func between(val, min, max float64) bool { - return min <= val && val <= max + return min < val && val < max } // IntersectRay computes if a Box intersects with a ray. @@ -174,14 +202,14 @@ func (box Boxd) IntersectRay(start, dir Vec3d, length float64) (ok bool, hitface for i := 0; i < 3; i++ { if dir[i] > 0 { t[i] = (min[i] - start[i]) / dir[i] - } else { + } else if dir[i] < 0 { t[i] = (max[i] - start[i]) / dir[i] } } maxi := 0 - for i, ti := range t { - if ti > t[maxi] { + for i := range t { + if t[i] > t[maxi] { maxi = i } } @@ -190,7 +218,7 @@ func (box Boxd) IntersectRay(start, dir Vec3d, length float64) (ok bool, hitface pt := start.Add(dir.Multiply(t[maxi])) o1 := (maxi + 1) % 3 - o2 := (maxi + 1) % 3 + o2 := (maxi + 2) % 3 if between(pt[o1], min[o1], max[o1]) && between(pt[o2], min[o2], max[o2]) { ok = true @@ -201,5 +229,6 @@ func (box Boxd) IntersectRay(start, dir Vec3d, length float64) (ok bool, hitface } } + ok = false return } diff --git a/internal/world/block.go b/internal/world/block.go index 2cad027..f464205 100644 --- a/internal/world/block.go +++ b/internal/world/block.go @@ -19,7 +19,7 @@ const ( // BlockAppearance describes basic appearance of a kind of block. type BlockAppearance struct { Name string // A short name, like "stone" or "dirt", used for texture lookups - Transparent bool // Is block transparent? + Transparent bool // Is block transparent, i.e., does not block nearby blocks in rendering? NotSolid bool // Is block not solid, i.e., has no hitbox at all? (this makes the zero value reasonable) Light int // The light level it emits, 0 is none @@ -72,6 +72,9 @@ type BlockBehaviour interface { // // Return true if this block also changed state, false otherwise. BlockUpdate(position itype.Vec3i, aux int, data itype.Dataset, world *World) bool + + // Break is called when the block is broken by natural means. + Break(position itype.Vec3i, aux int, data itype.Dataset, world *World) } type blockBehaviourStatic struct { @@ -87,6 +90,7 @@ func (b blockBehaviourStatic) Appearance(position itype.Vec3i, aux int, data ity func (blockBehaviourStatic) BlockUpdate(position itype.Vec3i, aux int, data itype.Dataset, world *World) bool { return false } +func (blockBehaviourStatic) Break(position itype.Vec3i, aux int, data itype.Dataset, world *World) {} // BlockBehaviourStatic returns a Static BlockBehaviour that has the given BlockAppearance. func BlockBehaviourStatic(app BlockAppearance) BlockBehaviour { @@ -172,6 +176,9 @@ type Block struct { // Appearance is a shortcut for Behaviour.Appearance(). // It returns the Appearance of the block with the given parameters. func (b Block) Appearance(position itype.Vec3i) BlockAppearance { + if b.Behaviour == nil { + return BlockAppearance{} + } app := b.Behaviour.Appearance(position, b.Aux, b.Dataset, b.World) if !app.NotSolid && len(app.Hitbox) == 0 { app.Hitbox = []itype.Boxd{{ diff --git a/internal/world/blocks/water.go b/internal/world/blocks/water.go index 5ff8c67..02226a6 100644 --- a/internal/world/blocks/water.go +++ b/internal/world/blocks/water.go @@ -35,3 +35,4 @@ func (WaterBehaviour) Appearance(position itype.Vec3i, aux int, data itype.Datas func (WaterBehaviour) BlockUpdate(position itype.Vec3i, aux int, data itype.Dataset, w *world.World) bool { return false } +func (WaterBehaviour) Break(position itype.Vec3i, aux int, data itype.Dataset, w *world.World) {} diff --git a/internal/world/chunk.go b/internal/world/chunk.go index 553f141..0e54382 100644 --- a/internal/world/chunk.go +++ b/internal/world/chunk.go @@ -4,6 +4,8 @@ import ( "encoding/gob" "io" "log" + + "edgaru089.ml/go/gl01/internal/util/itype" ) const ( @@ -40,6 +42,27 @@ func (c *Chunk) SetBlock(x, y, z int, id, aux int) { c.Id[x][y][z] = uint16(id) c.Aux[x][y][z] = uint16(aux) c.renderChanged = true + + switch x { + case 0: + if cb, ok := c.world.Chunks[itype.Vec2i{c.X - 1, c.Z}]; ok { + cb.InvalidateRender() + } + case ChunkSizeX - 1: + if cb, ok := c.world.Chunks[itype.Vec2i{c.X + 1, c.Z}]; ok { + cb.InvalidateRender() + } + } + switch z { + case 0: + if cb, ok := c.world.Chunks[itype.Vec2i{c.X, c.Z - 1}]; ok { + cb.InvalidateRender() + } + case ChunkSizeZ - 1: + if cb, ok := c.world.Chunks[itype.Vec2i{c.X, c.Z + 1}]; ok { + cb.InvalidateRender() + } + } } // InvalidateRender should be called if a block inside the chunk has changed diff --git a/internal/world/viewray.go b/internal/world/viewray.go index e32f87a..423fd84 100644 --- a/internal/world/viewray.go +++ b/internal/world/viewray.go @@ -1,48 +1,55 @@ package world -import "edgaru089.ml/go/gl01/internal/util/itype" +import ( + "edgaru089.ml/go/gl01/internal/util/itype" +) -// CastViewRay -func (w *World) CastViewRay(from, dir itype.Vec3d, maxlen float64) (ok bool, blockcoord itype.Vec3i, face itype.Direction, where itype.Vec3d, dist float64) { +func (w *World) castworker(from, dir itype.Vec3d, maxlen float64, current itype.Vec3i, skipdir itype.Direction) (ok bool, blockcoord itype.Vec3i, face itype.Direction, where itype.Vec3d, dist float64) { - bfrom := from.Floor() - bfromdir := itype.Direction(-1) - for bfrom.ToFloat64().Addv(0.5, 0.5, 0.5).Add(from.Negative()).Length() < maxlen { - for todir := itype.Direction(0); todir < 6; todir++ { - if todir == bfromdir { - continue + // Length test + if current.ToFloat64().Addv(0.5, 0.5, 0.5).Add(from.Negative()).Length() > maxlen+1 { + return + } + + // Loose intersect test + if ok, _, _, _ = (itype.Boxd{ + OffX: float64(current[0]), + OffY: float64(current[1]), + OffZ: float64(current[2]), + SizeX: 1, SizeY: 1, SizeZ: 1, + }).IntersectRay(from, dir, maxlen); !ok { + return + } + + // Go through the bounding boxes + ba := w.Block(current).Appearance(current) + if !ba.NotSolid { + for _, b := range ba.Lookbox { + if ok, face, where, dist = b.Offset(current.ToFloat64()).IntersectRay(from, dir, maxlen); ok { + blockcoord = current + return } + } + } - bto := bfrom.Add(itype.DirectionVeci[todir]) - block := w.Block(bto) + // Test the directions + for i := itype.Direction(0); i < 6; i++ { + if i == skipdir { + continue + } - if block.Id != 0 { - outbox := itype.Boxd{ - OffX: float64(bto[0]), - OffY: float64(bto[1]), - OffZ: float64(bto[2]), - SizeX: 1, - SizeY: 1, - SizeZ: 1, - } - var outface itype.Direction - if ok, outface, _, _ = outbox.IntersectRay(from, dir, maxlen); ok { - app := block.Appearance(bto) - for _, lb := range app.Lookbox { - if ok, face, where, dist = lb.IntersectRay(from, dir, maxlen); ok { - blockcoord = bto - return - } - } - } - - bfromdir = outface.Opposite() - bfrom = bto - break - } + ok, blockcoord, face, where, dist = w.castworker(from, dir, maxlen, current.Add(itype.DirectionVeci[i]), i.Opposite()) + if ok { + return } } ok = false return } + +// CastViewRay +func (w *World) CastViewRay(from, dir itype.Vec3d, maxlen float64) (ok bool, blockcoord itype.Vec3i, face itype.Direction, where itype.Vec3d, dist float64) { + + return w.castworker(from, dir, maxlen, from.Floor(), -1) +} diff --git a/internal/world/world.go b/internal/world/world.go index efb37ca..8fb12e1 100644 --- a/internal/world/world.go +++ b/internal/world/world.go @@ -84,6 +84,18 @@ func BlockPosToInChunk(blockpos itype.Vec3i) (x, y, z int) { return } +// Break breaks the block. +func (w *World) Break(pos itype.Vec3i) { + cx, cz := BlockPosToChunk(pos) + cix, ciy, ciz := BlockPosToInChunk(pos) + c, ok := w.Chunks[itype.Vec2i{cx, cz}] + if !ok || ciy < 0 || ciy >= ChunkSizeY { + return + } + + c.SetBlock(cix, ciy, ciz, 0, 0) +} + // Block returns the block at the position [pos], or an empty Block{} if it does not exist. func (w *World) Block(pos itype.Vec3i) Block { cx, cz := BlockPosToChunk(pos)