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authoruntodesu <kirill@untode.su>2025-12-11 15:14:26 +0500
committeruntodesu <kirill@untode.su>2025-12-11 15:14:26 +0500
commitf40d09cb8f712e87691af4912f3630d92d692779 (patch)
tree7ac3a4168ff722689372fd489c6f94d0a2546e8f /src/game/shared/world/ray_dda.cc
parent8bcbd2729388edc63c82d77d314b583af1447c49 (diff)
downloadvoxelius-f40d09cb8f712e87691af4912f3630d92d692779.tar.bz2
voxelius-f40d09cb8f712e87691af4912f3630d92d692779.zip
Shuffle stuff around
- Use the new and improved hierarchy I figured out when making Prospero chat - Re-add NSIS scripts, again from Prospero - Update most build and utility scripts with their most recent versions
Diffstat (limited to 'src/game/shared/world/ray_dda.cc')
-rw-r--r--src/game/shared/world/ray_dda.cc107
1 files changed, 107 insertions, 0 deletions
diff --git a/src/game/shared/world/ray_dda.cc b/src/game/shared/world/ray_dda.cc
new file mode 100644
index 0000000..d6383b9
--- /dev/null
+++ b/src/game/shared/world/ray_dda.cc
@@ -0,0 +1,107 @@
+#include "shared/pch.hh"
+
+#include "shared/world/ray_dda.hh"
+
+#include "shared/world/dimension.hh"
+
+#include "shared/coord.hh"
+
+world::RayDDA::RayDDA(const world::Dimension* dimension, const chunk_pos& start_chunk, const glm::fvec3& start_fpos,
+ const glm::fvec3& direction)
+{
+ reset(dimension, start_chunk, start_fpos, direction);
+}
+
+world::RayDDA::RayDDA(const world::Dimension& dimension, const chunk_pos& start_chunk, const glm::fvec3& start_fpos,
+ const glm::fvec3& direction)
+{
+ reset(dimension, start_chunk, start_fpos, direction);
+}
+
+void world::RayDDA::reset(const world::Dimension* dimension, const chunk_pos& start_chunk, const glm::fvec3& start_fpos,
+ const glm::fvec3& direction)
+{
+ this->dimension = dimension;
+ this->start_chunk = start_chunk;
+ this->start_fpos = start_fpos;
+ this->direction = direction;
+
+ this->delta_dist.x = direction.x ? glm::abs(1.0f / direction.x) : std::numeric_limits<float>::max();
+ this->delta_dist.y = direction.y ? glm::abs(1.0f / direction.y) : std::numeric_limits<float>::max();
+ this->delta_dist.z = direction.z ? glm::abs(1.0f / direction.z) : std::numeric_limits<float>::max();
+
+ this->distance = 0.0f;
+ this->vpos = coord::to_voxel(start_chunk, start_fpos);
+ this->vnormal = voxel_pos(0, 0, 0);
+
+ // Need this for initial direction calculations
+ auto lpos = coord::to_local(start_fpos);
+
+ if(direction.x < 0.0f) {
+ this->side_dist.x = this->delta_dist.x * (start_fpos.x - lpos.x);
+ this->vstep.x = voxel_pos::value_type(-1);
+ }
+ else {
+ this->side_dist.x = this->delta_dist.x * (lpos.x + 1.0f - start_fpos.x);
+ this->vstep.x = voxel_pos::value_type(+1);
+ }
+
+ if(direction.y < 0.0f) {
+ this->side_dist.y = this->delta_dist.y * (start_fpos.y - lpos.y);
+ this->vstep.y = voxel_pos::value_type(-1);
+ }
+ else {
+ this->side_dist.y = this->delta_dist.y * (lpos.y + 1.0f - start_fpos.y);
+ this->vstep.y = voxel_pos::value_type(+1);
+ }
+
+ if(direction.z < 0.0f) {
+ this->side_dist.z = this->delta_dist.z * (start_fpos.z - lpos.z);
+ this->vstep.z = voxel_pos::value_type(-1);
+ }
+ else {
+ this->side_dist.z = this->delta_dist.z * (lpos.z + 1.0f - start_fpos.z);
+ this->vstep.z = voxel_pos::value_type(+1);
+ }
+}
+
+void world::RayDDA::reset(const world::Dimension& dimension, const chunk_pos& start_chunk, const glm::fvec3& start_fpos,
+ const glm::fvec3& direction)
+{
+ reset(&dimension, start_chunk, start_fpos, direction);
+}
+
+const world::Voxel* world::RayDDA::step(void)
+{
+ if(side_dist.x < side_dist.z) {
+ if(side_dist.x < side_dist.y) {
+ vnormal = voxel_pos(-vstep.x, 0, 0);
+ distance = side_dist.x;
+ side_dist.x += delta_dist.x;
+ vpos.x += vstep.x;
+ }
+ else {
+ vnormal = voxel_pos(0, -vstep.y, 0);
+ distance = side_dist.y;
+ side_dist.y += delta_dist.y;
+ vpos.y += vstep.y;
+ }
+ }
+ else {
+ if(side_dist.z < side_dist.y) {
+ vnormal = voxel_pos(0, 0, -vstep.z);
+ distance = side_dist.z;
+ side_dist.z += delta_dist.z;
+ vpos.z += vstep.z;
+ }
+ else {
+ vnormal = voxel_pos(0, -vstep.y, 0);
+ distance = side_dist.y;
+ side_dist.y += delta_dist.y;
+ vpos.y += vstep.y;
+ }
+ }
+
+ // This is slower than I want it to be
+ return dimension->get_voxel(vpos);
+}