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 }