world view ray casting
This commit is contained in:
48
internal/world/viewray.go
Normal file
48
internal/world/viewray.go
Normal file
@@ -0,0 +1,48 @@
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package world
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import "edgaru089.ml/go/gl01/internal/util/itype"
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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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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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}
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bto := bfrom.Add(itype.DirectionVeci[todir])
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block := w.Block(bto)
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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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}
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}
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ok = false
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return
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}
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