package world import ( "edgaru089.ink/go/gl01/internal/util/itype" ) 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) { // 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 } } } // Test the directions for i := itype.Direction(0); i < 6; i++ { if i == skipdir { continue } 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) }