world view ray casting

This commit is contained in:
Edgaru089 2022-02-22 14:28:59 +08:00
parent 3595c32ae5
commit c2a69d7cd0
5 changed files with 170 additions and 1 deletions

View File

@ -6,6 +6,7 @@ import (
"os" "os"
"time" "time"
"edgaru089.ml/go/gl01/internal/igwrap"
"edgaru089.ml/go/gl01/internal/igwrap/backend" "edgaru089.ml/go/gl01/internal/igwrap/backend"
"edgaru089.ml/go/gl01/internal/io" "edgaru089.ml/go/gl01/internal/io"
"edgaru089.ml/go/gl01/internal/render" "edgaru089.ml/go/gl01/internal/render"
@ -249,6 +250,10 @@ func (g *Game) Update(win *glfw.Window, delta time.Duration) {
imgui.ShowDemoWindow(nil) imgui.ShowDemoWindow(nil)
g.imgui() g.imgui()
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])
}
io.Diagnostics.Times.GUI = clock.Restart() io.Diagnostics.Times.GUI = clock.Restart()
} }

View File

@ -35,3 +35,54 @@ var DirectionVecd = [6]Vec3d{
ZPlus: {0, 0, 1}, ZPlus: {0, 0, 1},
ZMinus: {0, 0, -1}, ZMinus: {0, 0, -1},
} }
var DirectionName = [6]string{
"X+",
"X-",
"Y+",
"Y-",
"Z+",
"Z-",
}
func (d Direction) Opposite() Direction {
switch d {
case XPlus:
return XMinus
case XMinus:
return XPlus
case YPlus:
return YMinus
case YMinus:
return YPlus
case ZPlus:
return ZMinus
case ZMinus:
return ZPlus
}
return 0
}
// DirectionIs returns X/Y/Z for 0/1/2, and +/- for #pos/neg.
func DirectionIs(index int, positive bool) Direction {
switch index {
case 0:
if positive {
return XPlus
} else {
return XMinus
}
case 1:
if positive {
return YPlus
} else {
return YMinus
}
case 2:
if positive {
return ZPlus
} else {
return ZMinus
}
}
return 0
}

View File

@ -155,3 +155,51 @@ func (box1 Boxd) Intersect(box2 Boxd) (ok bool, intersect Boxd) {
} }
} }
} }
func between(val, min, max float64) bool {
return min <= val && val <= max
}
// IntersectRay computes if a Box intersects with a ray.
// #dir must be normalized, otherwise it's garbage-in garbage-out.
func (box Boxd) IntersectRay(start, dir Vec3d, length float64) (ok bool, hitface Direction, where Vec3d, dist float64) {
// https://gamedev.stackexchange.com/questions/18436/most-efficient-aabb-vs-ray-collision-algorithms
if box.Contains(start) {
return true, XPlus, start, 0
}
min, max := box.MinPoint(), box.MaxPoint()
var t Vec3d
for i := 0; i < 3; i++ {
if dir[i] > 0 {
t[i] = (min[i] - start[i]) / dir[i]
} else {
t[i] = (max[i] - start[i]) / dir[i]
}
}
maxi := 0
for i, ti := range t {
if ti > t[maxi] {
maxi = i
}
}
if between(t[maxi], 0, length) {
pt := start.Add(dir.Multiply(t[maxi]))
o1 := (maxi + 1) % 3
o2 := (maxi + 1) % 3
if between(pt[o1], min[o1], max[o1]) && between(pt[o2], min[o2], max[o2]) {
ok = true
hitface = DirectionIs(maxi, dir[maxi] < 0)
where = pt
dist = t[maxi]
return
}
}
return
}

View File

@ -24,6 +24,7 @@ type BlockAppearance struct {
Light int // The light level it emits, 0 is none Light int // The light level it emits, 0 is none
Hitbox []itype.Boxd // Hitbox, in block-local coordinates; empty slice means a default hitbox of 1x1x1 Hitbox []itype.Boxd // Hitbox, in block-local coordinates; empty slice means a default hitbox of 1x1x1
Lookbox []itype.Boxd // Selection hitbox, hit only by the view ray; empty means Hitbox[]
RenderType BlockRenderType // Rendering type, defaults to OneTexture (zero value) RenderType BlockRenderType // Rendering type, defaults to OneTexture (zero value)
@ -130,6 +131,9 @@ func GetBlockAppearance(position itype.Vec3i, id, aux int, data itype.Dataset, w
SizeX: 1, SizeY: 1, SizeZ: 1, SizeX: 1, SizeY: 1, SizeZ: 1,
}} }}
} }
if len(app.Lookbox) == 0 {
app.Lookbox = app.Hitbox
}
return app return app
} }
@ -146,6 +150,9 @@ func GetBlockAppearance(position itype.Vec3i, id, aux int, data itype.Dataset, w
SizeX: 1, SizeY: 1, SizeZ: 1, SizeX: 1, SizeY: 1, SizeZ: 1,
}} }}
} }
if len(app.Lookbox) == 0 {
app.Lookbox = app.Hitbox
}
return app return app
} }
@ -172,6 +179,16 @@ func (b Block) Appearance(position itype.Vec3i) BlockAppearance {
SizeX: 1, SizeY: 1, SizeZ: 1, SizeX: 1, SizeY: 1, SizeZ: 1,
}} }}
} }
if len(app.Lookbox) == 0 {
if len(app.Hitbox) == 0 {
app.Lookbox = []itype.Boxd{{
OffX: 0, OffY: 0, OffZ: 0,
SizeX: 1, SizeY: 1, SizeZ: 1,
}}
} else {
app.Lookbox = app.Hitbox
}
}
return app return app
} }

48
internal/world/viewray.go Normal file
View File

@ -0,0 +1,48 @@
package world
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) {
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
}
bto := bfrom.Add(itype.DirectionVeci[todir])
block := w.Block(bto)
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 = false
return
}