place blocks
This commit is contained in:
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		 Before Width: | Height: | Size: 528 B After Width: | Height: | Size: 528 B  | 
@@ -64,6 +64,7 @@ func NewEntity(typename string, pos itype.Vec3d) *Entity {
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		b:    b,
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							b:    b,
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		pos:  pos,
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							pos:  pos,
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		name: typename,
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							name: typename,
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							ds:   make(itype.Dataset),
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	}
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						}
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}
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					}
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@@ -106,3 +107,29 @@ func (e *Entity) EyeHeight() float64 {
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func (e *Entity) EyePosition() itype.Vec3d {
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					func (e *Entity) EyePosition() itype.Vec3d {
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	return e.pos.Addv(0, e.EyeHeight(), 0)
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						return e.pos.Addv(0, e.EyeHeight(), 0)
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}
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					}
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					func (e *Entity) DatasetI(name string) int64 {
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						return e.ds[name].(int64)
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					}
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					func (e *Entity) DatasetF(name string) float64 {
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						return e.ds[name].(float64)
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					}
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					func (e *Entity) DatasetS(name string) string {
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						return e.ds[name].(string)
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					}
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					func (e *Entity) DatasetB(name string) bool {
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						return e.ds[name].(bool)
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					}
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					func (e *Entity) SetDatasetI(name string, val int64) {
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						e.ds[name] = val
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					}
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					func (e *Entity) SetDatasetF(name string, val float64) {
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						e.ds[name] = val
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					}
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					func (e *Entity) SetDatasetS(name string, val string) {
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						e.ds[name] = val
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					}
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					func (e *Entity) SetDatasetB(name string, val bool) {
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						e.ds[name] = val
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					}
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@@ -1,6 +1,8 @@
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package game
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					package game
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import (
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					import (
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						"time"
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	"edgaru089.ml/go/gl01/internal/entity"
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						"edgaru089.ml/go/gl01/internal/entity"
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	"edgaru089.ml/go/gl01/internal/render"
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						"edgaru089.ml/go/gl01/internal/render"
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	"edgaru089.ml/go/gl01/internal/util/itype"
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						"edgaru089.ml/go/gl01/internal/util/itype"
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@@ -28,6 +30,8 @@ type Game struct {
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	fullscreen        bool
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						fullscreen        bool
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	lastPos, lastSize itype.Vec2i // Window size before entering fullscreen
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						lastPos, lastSize itype.Vec2i // Window size before entering fullscreen
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						runtime time.Duration
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	io     imgui.IO
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						io     imgui.IO
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	gui    guiState
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						gui    guiState
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	paused bool
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						paused bool
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@@ -74,6 +74,11 @@ func (g *Game) imgui() {
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			pos := g.player.Position()
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								pos := g.player.Position()
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			igwrap.TextBackground("Player: (%.3f, %.5f, %.3f) (Y%.2f, Z%.2f)", pos[0], pos[1], pos[2], g.rotY.Degrees(), g.rotZ)
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								igwrap.TextBackground("Player: (%.3f, %.5f, %.3f) (Y%.2f, Z%.2f)", pos[0], pos[1], pos[2], g.rotY.Degrees(), g.rotZ)
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								if ok, bc, face, _, _ := g.world.CastViewRay(io.ViewPos, io.ViewDir.Normalize(), 10); ok {
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									igwrap.TextBackground("Looking At: (%d %d %d) facing %s", bc[0], bc[1], bc[2], itype.DirectionName[face])
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								}
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			imgui.End()
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								imgui.End()
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		}
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							}
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	}
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						}
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@@ -138,4 +143,43 @@ func (g *Game) imgui() {
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	}
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						}
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	imgui.End()
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						imgui.End()
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						imgui.SetNextWindowPosV(imgui.Vec2{float32(io.DisplaySize[0] / 2), float32(io.DisplaySize[1]) + 1}, imgui.ConditionAlways, imgui.Vec2{0.5, 1})
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						if igwrap.Begin("InventoryBar", nil, imgui.WindowFlagsAlwaysAutoResize|imgui.WindowFlagsNoNavFocus|imgui.WindowFlagsNoNavInputs|imgui.WindowFlagsNoDecoration|imgui.WindowFlagsNoBringToFrontOnFocus|imgui.WindowFlagsNoSavedSettings|imgui.WindowFlagsNoFocusOnAppearing) {
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							imgui.PushStyleColor(imgui.StyleColorBorder, imgui.Vec4{0.8, 0.8, 0.8, 1})
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							for i, id := range placeId {
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								if i != 0 {
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									imgui.SameLineV(0, 1)
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								}
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								if i == placei {
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									imgui.PushStyleVarFloat(imgui.StyleVarFrameBorderSize, 2)
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								}
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								app := world.GetBlockBehaviour(id).Appearance(itype.Vec3i{}, 0, nil, g.world)
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								var name string
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								switch app.RenderType {
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								case world.OneTexture:
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									name = app.Name + ".png"
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								case world.ThreeTexture:
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									name = app.Name + "_top.png"
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								case world.SixTexture:
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									name = app.Name + "_y+.png"
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								}
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								igwrap.ImageButtonV(
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									g.render.texture.Handle(),
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									itype.Vec2f{32, 32},
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									asset.WorldTextureAtlas.RectNormalized(name),
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									0, itype.Vec4f{}, itype.Vec4f{1, 1, 1, 1},
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								)
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								if i == placei {
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									imgui.PopStyleVar()
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								}
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							}
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							imgui.PopStyleColor()
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							imgui.End()
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						}
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}
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					}
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@@ -12,12 +12,21 @@ import (
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	"edgaru089.ml/go/gl01/internal/util"
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						"edgaru089.ml/go/gl01/internal/util"
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	"edgaru089.ml/go/gl01/internal/util/itype"
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						"edgaru089.ml/go/gl01/internal/util/itype"
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	"edgaru089.ml/go/gl01/internal/world"
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						"edgaru089.ml/go/gl01/internal/world"
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						"edgaru089.ml/go/gl01/internal/world/blocks"
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	"edgaru089.ml/go/gl01/internal/world/worldgen"
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						"edgaru089.ml/go/gl01/internal/world/worldgen"
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	"github.com/go-gl/glfw/v3.3/glfw"
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						"github.com/go-gl/glfw/v3.3/glfw"
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	"github.com/go-gl/mathgl/mgl64"
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						"github.com/go-gl/mathgl/mgl64"
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	"github.com/inkyblackness/imgui-go/v4"
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						"github.com/inkyblackness/imgui-go/v4"
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)
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					)
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					const (
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						PlayerBreakCooldown = 200 * time.Millisecond
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						PlayerPlaceCooldown = 200 * time.Millisecond
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					)
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					var placeId = [10]int{blocks.Stone, blocks.Dirt, blocks.Grass, blocks.LogOak, blocks.PlanksOak, blocks.LeavesOak, blocks.Debug, blocks.DebugDir, blocks.Bedrock, blocks.Water}
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					var placei = 0
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var logs string
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					var logs string
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type logger struct{}
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					type logger struct{}
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@@ -43,6 +52,9 @@ func (g *Game) Init(win *glfw.Window) {
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		panic(err)
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							panic(err)
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	}
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						}
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						g.player.SetDatasetI("LastBreak", 0)
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						g.player.SetDatasetI("LastPlace", 0)
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	var seed int64 = time.Now().Unix()
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						var seed int64 = time.Now().Unix()
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	gensync := make(chan struct{})
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						gensync := make(chan struct{})
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	gensynccnt := 0
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						gensynccnt := 0
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@@ -163,6 +175,18 @@ func (g *Game) Init(win *glfw.Window) {
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	win.SetScrollCallback(func(w *glfw.Window, xpos, ypos float64) {
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						win.SetScrollCallback(func(w *glfw.Window, xpos, ypos float64) {
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		if g.paused {
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							if g.paused {
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			backend.MouseScrollCallback(xpos, ypos)
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								backend.MouseScrollCallback(xpos, ypos)
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							} else {
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								if ypos > 0 {
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									placei--
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								} else if ypos < 0 {
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									placei++
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								}
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								if placei < 0 {
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									placei += len(placeId)
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								}
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								if placei >= len(placeId) {
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									placei -= len(placeId)
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								}
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		}
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							}
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	})
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						})
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@@ -172,6 +196,7 @@ const airAccel = 0.1
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// Update updates the game state, not necessarily in the main thread.
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					// Update updates the game state, not necessarily in the main thread.
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func (g *Game) Update(win *glfw.Window, delta time.Duration) {
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					func (g *Game) Update(win *glfw.Window, delta time.Duration) {
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						g.runtime += delta
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	backend.NewFrame()
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						backend.NewFrame()
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	clock := util.NewClock()
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						clock := util.NewClock()
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@@ -242,6 +267,42 @@ func (g *Game) Update(win *glfw.Window, delta time.Duration) {
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		g.player.SetSpeed(itype.Vec3d{})
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							g.player.SetSpeed(itype.Vec3d{})
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	}
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						}
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						if ok, bc, dir, _, _ := g.world.CastViewRay(io.ViewPos, io.ViewDir.Normalize(), 6); ok {
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							ba := g.world.Block(bc).Appearance(bc)
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							for _, r := range ba.Lookbox {
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								render.Framewire.PushBox(r.GrowEven(itype.Vec3d{0.03125, 0.03125, 0.03125}).Offset(bc.ToFloat64()).ToFloat32(), color.White)
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							}
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							// Break/Place block
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							if win.GetMouseButton(glfw.MouseButtonLeft) == glfw.Press && g.runtime-time.Duration(g.player.DatasetI("LastBreak")) >= PlayerBreakCooldown {
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								// Break
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								g.world.Break(bc)
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								g.player.SetDatasetI("LastBreak", int64(g.runtime))
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							} else if win.GetMouseButton(glfw.MouseButtonRight) == glfw.Press && g.runtime-time.Duration(g.player.DatasetI("LastPlace")) >= PlayerBreakCooldown {
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								// Place
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								// Check hitbox
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								tobehit := world.GetBlockBehaviour(placeId[placei]).Appearance(bc.Add(itype.DirectionVeci[dir]), 0, nil, g.world).Hitbox
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								if len(tobehit) == 0 {
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									tobehit = []itype.Boxd{{OffX: 0, OffY: 0, OffZ: 0, SizeX: 1, SizeY: 1, SizeZ: 1}}
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								}
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								canplace := true
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							outer:
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								for _, pb := range g.player.WorldHitbox() {
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									for _, b := range tobehit {
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										if ok, _ := b.Offset(bc.Add(itype.DirectionVeci[dir]).ToFloat64()).Intersect(pb); ok {
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											canplace = false
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											break outer
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										}
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									}
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								}
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								if canplace {
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									g.world.SetBlock(bc.Add(itype.DirectionVeci[dir]), placeId[placei], 0, nil)
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									g.player.SetDatasetI("LastPlace", int64(g.runtime))
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								}
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							}
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						}
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	io.Diagnostics.Times.Logic = clock.Restart()
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						io.Diagnostics.Times.Logic = clock.Restart()
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	imgui.ShowDemoWindow(nil)
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						imgui.ShowDemoWindow(nil)
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@@ -479,4 +479,5 @@ func (g *Game) Render(win *glfw.Window) {
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	}
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						}
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	backend.Render(win)
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						backend.Render(win)
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}
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					}
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@@ -24,8 +24,5 @@ void main() {
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	fragUV = uv;
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						fragUV = uv;
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	fragColor = color;
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						fragColor = color;
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    gl_Position = projection * vec4(pos.xy, 0, 1);
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					    gl_Position = projection * vec4(pos.xy, 0, 1);
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					 | 
				
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	if ((flags & FLAG_FLIP_Y) != 0)
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					 | 
				
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		fragUV.y = 1 - fragUV.y;
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					 | 
				
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}
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					}
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@@ -13,11 +13,13 @@ import (
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// size is in pixels. texRange is in [0, 1].
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					// size is in pixels. texRange is in [0, 1].
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func Image(tex uint32, size itype.Vec2f, texRange itype.Rectf) {
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					func Image(tex uint32, size itype.Vec2f, texRange itype.Rectf) {
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	min, max := texRange.MinPoint(), texRange.MaxPoint()
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						min, max := texRange.MinPoint(), texRange.MaxPoint()
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						if GetTextureFlag(tex)&TextureFlag_FlipY == 0 {
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							min[1], max[1] = max[1], min[1] // swap minY/maxY
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						}
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	imgui.ImageV(
 | 
						imgui.ImageV(
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		imgui.TextureID(tex),
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							imgui.TextureID(tex),
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		Vec2(size),
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							Vec2(size),
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		imgui.Vec2{X: min[0], Y: max[1]},
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							Vec2(min), Vec2(max),
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			||||||
		imgui.Vec2{X: max[0], Y: min[1]},
 | 
					 | 
				
			||||||
		Color(255, 255, 255, 255),
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							Color(255, 255, 255, 255),
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			||||||
		imgui.Vec4{},
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							imgui.Vec4{},
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			||||||
	)
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						)
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@@ -28,17 +30,52 @@ func Image(tex uint32, size itype.Vec2f, texRange itype.Rectf) {
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//
 | 
					//
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			||||||
// size is in pixels. texRange is in [0, 1].
 | 
					// size is in pixels. texRange is in [0, 1].
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			||||||
func ImageV(tex uint32, size itype.Vec2f, texRange itype.Rectf, texColor itype.Vec4f, borderColor itype.Vec4f) {
 | 
					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.ImageV(
 | 
				
			||||||
		imgui.TextureID(tex),
 | 
							imgui.TextureID(tex),
 | 
				
			||||||
		Vec2(size),
 | 
							Vec2(size),
 | 
				
			||||||
		Vec2(texRange.MinPoint()),
 | 
							Vec2(min), Vec2(max),
 | 
				
			||||||
		Vec2(texRange.MaxPoint()),
 | 
					 | 
				
			||||||
		Vec4(texColor),
 | 
							Vec4(texColor),
 | 
				
			||||||
		Vec4(borderColor),
 | 
							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
 | 
					type TextureFlag int
 | 
				
			||||||
 | 
					
 | 
				
			||||||
const (
 | 
					const (
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -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.
 | 
					// PushBox pushes a 3D box into the vertex array.
 | 
				
			||||||
//
 | 
					//
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -4,7 +4,7 @@ package itype
 | 
				
			|||||||
// This is the major way how complicated data is stored in blocks and entities.
 | 
					// This is the major way how complicated data is stored in blocks and entities.
 | 
				
			||||||
//
 | 
					//
 | 
				
			||||||
// The empty interface should only hold these 4 types:
 | 
					// The empty interface should only hold these 4 types:
 | 
				
			||||||
//   - int
 | 
					//   - int64
 | 
				
			||||||
//   - float64
 | 
					//   - float64
 | 
				
			||||||
//   - bool
 | 
					//   - bool
 | 
				
			||||||
//   - string
 | 
					//   - string
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -62,6 +62,10 @@ func (d Direction) Opposite() Direction {
 | 
				
			|||||||
	return 0
 | 
						return 0
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					func (d Direction) String() string {
 | 
				
			||||||
 | 
						return DirectionName[d]
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
// DirectionIs returns X/Y/Z for 0/1/2, and +/- for #pos/neg.
 | 
					// DirectionIs returns X/Y/Z for 0/1/2, and +/- for #pos/neg.
 | 
				
			||||||
func DirectionIs(index int, positive bool) Direction {
 | 
					func DirectionIs(index int, positive bool) Direction {
 | 
				
			||||||
	switch index {
 | 
						switch index {
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -1,6 +1,8 @@
 | 
				
			|||||||
package itype
 | 
					package itype
 | 
				
			||||||
 | 
					
 | 
				
			||||||
import "sort"
 | 
					import (
 | 
				
			||||||
 | 
						"sort"
 | 
				
			||||||
 | 
					)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
// Recti is a 2D rectangle with int coordinates.
 | 
					// Recti is a 2D rectangle with int coordinates.
 | 
				
			||||||
type Recti struct {
 | 
					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 {
 | 
					func (b Boxd) MinPoint() Vec3d {
 | 
				
			||||||
	return Vec3d{b.OffX, b.OffY, b.OffZ}
 | 
						return Vec3d{b.OffX, b.OffY, b.OffZ}
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
@@ -121,9 +149,9 @@ func (b Boxd) MaxPoint() Vec3d {
 | 
				
			|||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
func (b Boxd) Contains(point Vec3d) bool {
 | 
					func (b Boxd) Contains(point Vec3d) bool {
 | 
				
			||||||
	return point[0] >= b.OffX && point[0] <= b.OffX+b.SizeX &&
 | 
						return point[0] > b.OffX && point[0] < b.OffX+b.SizeX &&
 | 
				
			||||||
		point[1] >= b.OffY && point[1] <= b.OffY+b.SizeY &&
 | 
							point[1] > b.OffY && point[1] < b.OffY+b.SizeY &&
 | 
				
			||||||
		point[2] >= b.OffZ && point[2] <= b.OffZ+b.SizeZ
 | 
							point[2] > b.OffZ && point[2] < b.OffZ+b.SizeZ
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
func pointIntersect(n, m, p, q float64) (min, len float64) {
 | 
					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 {
 | 
					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.
 | 
					// 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++ {
 | 
						for i := 0; i < 3; i++ {
 | 
				
			||||||
		if dir[i] > 0 {
 | 
							if dir[i] > 0 {
 | 
				
			||||||
			t[i] = (min[i] - start[i]) / dir[i]
 | 
								t[i] = (min[i] - start[i]) / dir[i]
 | 
				
			||||||
		} else {
 | 
							} else if dir[i] < 0 {
 | 
				
			||||||
			t[i] = (max[i] - start[i]) / dir[i]
 | 
								t[i] = (max[i] - start[i]) / dir[i]
 | 
				
			||||||
		}
 | 
							}
 | 
				
			||||||
	}
 | 
						}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	maxi := 0
 | 
						maxi := 0
 | 
				
			||||||
	for i, ti := range t {
 | 
						for i := range t {
 | 
				
			||||||
		if ti > t[maxi] {
 | 
							if t[i] > t[maxi] {
 | 
				
			||||||
			maxi = i
 | 
								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]))
 | 
							pt := start.Add(dir.Multiply(t[maxi]))
 | 
				
			||||||
 | 
					
 | 
				
			||||||
		o1 := (maxi + 1) % 3
 | 
							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]) {
 | 
							if between(pt[o1], min[o1], max[o1]) && between(pt[o2], min[o2], max[o2]) {
 | 
				
			||||||
			ok = true
 | 
								ok = true
 | 
				
			||||||
@@ -201,5 +229,6 @@ func (box Boxd) IntersectRay(start, dir Vec3d, length float64) (ok bool, hitface
 | 
				
			|||||||
		}
 | 
							}
 | 
				
			||||||
	}
 | 
						}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						ok = false
 | 
				
			||||||
	return
 | 
						return
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -19,7 +19,7 @@ const (
 | 
				
			|||||||
// BlockAppearance describes basic appearance of a kind of block.
 | 
					// BlockAppearance describes basic appearance of a kind of block.
 | 
				
			||||||
type BlockAppearance struct {
 | 
					type BlockAppearance struct {
 | 
				
			||||||
	Name        string // A short name, like "stone" or "dirt", used for texture lookups
 | 
						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)
 | 
						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
 | 
						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.
 | 
						// Return true if this block also changed state, false otherwise.
 | 
				
			||||||
	BlockUpdate(position itype.Vec3i, aux int, data itype.Dataset, world *World) bool
 | 
						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 {
 | 
					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 {
 | 
					func (blockBehaviourStatic) BlockUpdate(position itype.Vec3i, aux int, data itype.Dataset, world *World) bool {
 | 
				
			||||||
	return false
 | 
						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.
 | 
					// BlockBehaviourStatic returns a Static BlockBehaviour that has the given BlockAppearance.
 | 
				
			||||||
func BlockBehaviourStatic(app BlockAppearance) BlockBehaviour {
 | 
					func BlockBehaviourStatic(app BlockAppearance) BlockBehaviour {
 | 
				
			||||||
@@ -172,6 +176,9 @@ type Block struct {
 | 
				
			|||||||
// Appearance is a shortcut for Behaviour.Appearance().
 | 
					// Appearance is a shortcut for Behaviour.Appearance().
 | 
				
			||||||
// It returns the Appearance of the block with the given parameters.
 | 
					// It returns the Appearance of the block with the given parameters.
 | 
				
			||||||
func (b Block) Appearance(position itype.Vec3i) BlockAppearance {
 | 
					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)
 | 
						app := b.Behaviour.Appearance(position, b.Aux, b.Dataset, b.World)
 | 
				
			||||||
	if !app.NotSolid && len(app.Hitbox) == 0 {
 | 
						if !app.NotSolid && len(app.Hitbox) == 0 {
 | 
				
			||||||
		app.Hitbox = []itype.Boxd{{
 | 
							app.Hitbox = []itype.Boxd{{
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -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 {
 | 
					func (WaterBehaviour) BlockUpdate(position itype.Vec3i, aux int, data itype.Dataset, w *world.World) bool {
 | 
				
			||||||
	return false
 | 
						return false
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					func (WaterBehaviour) Break(position itype.Vec3i, aux int, data itype.Dataset, w *world.World) {}
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -4,6 +4,8 @@ import (
 | 
				
			|||||||
	"encoding/gob"
 | 
						"encoding/gob"
 | 
				
			||||||
	"io"
 | 
						"io"
 | 
				
			||||||
	"log"
 | 
						"log"
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						"edgaru089.ml/go/gl01/internal/util/itype"
 | 
				
			||||||
)
 | 
					)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
const (
 | 
					const (
 | 
				
			||||||
@@ -40,6 +42,27 @@ func (c *Chunk) SetBlock(x, y, z int, id, aux int) {
 | 
				
			|||||||
	c.Id[x][y][z] = uint16(id)
 | 
						c.Id[x][y][z] = uint16(id)
 | 
				
			||||||
	c.Aux[x][y][z] = uint16(aux)
 | 
						c.Aux[x][y][z] = uint16(aux)
 | 
				
			||||||
	c.renderChanged = true
 | 
						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
 | 
					// InvalidateRender should be called if a block inside the chunk has changed
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -1,48 +1,55 @@
 | 
				
			|||||||
package world
 | 
					package world
 | 
				
			||||||
 | 
					
 | 
				
			||||||
import "edgaru089.ml/go/gl01/internal/util/itype"
 | 
					import (
 | 
				
			||||||
 | 
						"edgaru089.ml/go/gl01/internal/util/itype"
 | 
				
			||||||
 | 
					)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
// CastViewRay
 | 
					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) {
 | 
				
			||||||
func (w *World) CastViewRay(from, dir itype.Vec3d, maxlen float64) (ok bool, blockcoord itype.Vec3i, face itype.Direction, where itype.Vec3d, dist float64) {
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
	bfrom := from.Floor()
 | 
						// Length test
 | 
				
			||||||
	bfromdir := itype.Direction(-1)
 | 
						if current.ToFloat64().Addv(0.5, 0.5, 0.5).Add(from.Negative()).Length() > maxlen+1 {
 | 
				
			||||||
	for bfrom.ToFloat64().Addv(0.5, 0.5, 0.5).Add(from.Negative()).Length() < maxlen {
 | 
							return
 | 
				
			||||||
		for todir := itype.Direction(0); todir < 6; todir++ {
 | 
						}
 | 
				
			||||||
			if todir == bfromdir {
 | 
					
 | 
				
			||||||
				continue
 | 
						// 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])
 | 
						// Test the directions
 | 
				
			||||||
			block := w.Block(bto)
 | 
						for i := itype.Direction(0); i < 6; i++ {
 | 
				
			||||||
 | 
							if i == skipdir {
 | 
				
			||||||
 | 
								continue
 | 
				
			||||||
 | 
							}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
			if block.Id != 0 {
 | 
							ok, blockcoord, face, where, dist = w.castworker(from, dir, maxlen, current.Add(itype.DirectionVeci[i]), i.Opposite())
 | 
				
			||||||
				outbox := itype.Boxd{
 | 
							if ok {
 | 
				
			||||||
					OffX:  float64(bto[0]),
 | 
								return
 | 
				
			||||||
					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 = false
 | 
						ok = false
 | 
				
			||||||
	return
 | 
						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)
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -84,6 +84,18 @@ func BlockPosToInChunk(blockpos itype.Vec3i) (x, y, z int) {
 | 
				
			|||||||
	return
 | 
						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.
 | 
					// 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 {
 | 
					func (w *World) Block(pos itype.Vec3i) Block {
 | 
				
			||||||
	cx, cz := BlockPosToChunk(pos)
 | 
						cx, cz := BlockPosToChunk(pos)
 | 
				
			||||||
 
 | 
				
			|||||||
		Reference in New Issue
	
	Block a user