diff options
| author | untodesu <kirill@untode.su> | 2025-12-11 15:14:26 +0500 |
|---|---|---|
| committer | untodesu <kirill@untode.su> | 2025-12-11 15:14:26 +0500 |
| commit | f40d09cb8f712e87691af4912f3630d92d692779 (patch) | |
| tree | 7ac3a4168ff722689372fd489c6f94d0a2546e8f /src/game/shared/world/ray_dda.cc | |
| parent | 8bcbd2729388edc63c82d77d314b583af1447c49 (diff) | |
| download | voxelius-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.cc | 107 |
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); +} |
