place blocks
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@@ -1,48 +1,55 @@
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package world
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import "edgaru089.ml/go/gl01/internal/util/itype"
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import (
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"edgaru089.ml/go/gl01/internal/util/itype"
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)
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// CastViewRay
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func (w *World) CastViewRay(from, dir itype.Vec3d, maxlen float64) (ok bool, blockcoord itype.Vec3i, face itype.Direction, where itype.Vec3d, dist float64) {
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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) {
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bfrom := from.Floor()
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bfromdir := itype.Direction(-1)
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for bfrom.ToFloat64().Addv(0.5, 0.5, 0.5).Add(from.Negative()).Length() < maxlen {
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for todir := itype.Direction(0); todir < 6; todir++ {
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if todir == bfromdir {
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continue
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// Length test
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if current.ToFloat64().Addv(0.5, 0.5, 0.5).Add(from.Negative()).Length() > maxlen+1 {
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return
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}
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// Loose intersect test
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if ok, _, _, _ = (itype.Boxd{
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OffX: float64(current[0]),
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OffY: float64(current[1]),
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OffZ: float64(current[2]),
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SizeX: 1, SizeY: 1, SizeZ: 1,
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}).IntersectRay(from, dir, maxlen); !ok {
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return
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}
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// Go through the bounding boxes
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ba := w.Block(current).Appearance(current)
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if !ba.NotSolid {
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for _, b := range ba.Lookbox {
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if ok, face, where, dist = b.Offset(current.ToFloat64()).IntersectRay(from, dir, maxlen); ok {
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blockcoord = current
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return
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}
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}
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}
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bto := bfrom.Add(itype.DirectionVeci[todir])
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block := w.Block(bto)
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// Test the directions
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for i := itype.Direction(0); i < 6; i++ {
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if i == skipdir {
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continue
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}
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if block.Id != 0 {
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outbox := itype.Boxd{
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OffX: float64(bto[0]),
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OffY: float64(bto[1]),
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OffZ: float64(bto[2]),
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SizeX: 1,
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SizeY: 1,
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SizeZ: 1,
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}
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var outface itype.Direction
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if ok, outface, _, _ = outbox.IntersectRay(from, dir, maxlen); ok {
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app := block.Appearance(bto)
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for _, lb := range app.Lookbox {
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if ok, face, where, dist = lb.IntersectRay(from, dir, maxlen); ok {
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blockcoord = bto
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return
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}
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}
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}
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bfromdir = outface.Opposite()
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bfrom = bto
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break
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}
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ok, blockcoord, face, where, dist = w.castworker(from, dir, maxlen, current.Add(itype.DirectionVeci[i]), i.Opposite())
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if ok {
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return
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}
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}
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ok = false
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return
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}
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// CastViewRay
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func (w *World) CastViewRay(from, dir itype.Vec3d, maxlen float64) (ok bool, blockcoord itype.Vec3i, face itype.Direction, where itype.Vec3d, dist float64) {
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return w.castworker(from, dir, maxlen, from.Floor(), -1)
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}
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