From d0fbd68055e3f4a796330cc8acc6c0954b5327ff Mon Sep 17 00:00:00 2001 From: untodesu Date: Thu, 11 Sep 2025 15:48:53 +0500 Subject: Run clang-format across the project --- game/shared/world/ray_dda.cc | 214 +++++++++++++++++++++---------------------- 1 file changed, 107 insertions(+), 107 deletions(-) (limited to 'game/shared/world/ray_dda.cc') diff --git a/game/shared/world/ray_dda.cc b/game/shared/world/ray_dda.cc index 9f85e6b..b337e9d 100644 --- a/game/shared/world/ray_dda.cc +++ b/game/shared/world/ray_dda.cc @@ -1,107 +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 ? math::abs(1.0f / direction.x) : std::numeric_limits::max(); - this->delta_dist.y = direction.y ? math::abs(1.0f / direction.y) : std::numeric_limits::max(); - this->delta_dist.z = direction.z ? math::abs(1.0f / direction.z) : std::numeric_limits::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); -} - -voxel_id 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); -} +#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 ? math::abs(1.0f / direction.x) : std::numeric_limits::max(); + this->delta_dist.y = direction.y ? math::abs(1.0f / direction.y) : std::numeric_limits::max(); + this->delta_dist.z = direction.z ? math::abs(1.0f / direction.z) : std::numeric_limits::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); +} + +voxel_id 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); +} -- cgit