using System; using OpenTK; namespace ClassicalSharp { public static class Picking { // http://www.xnawiki.com/index.php/Voxel_traversal //https://web.archive.org/web/20120113051728/http://www.xnawiki.com/index.php?title=Voxel_traversal /// Determines the picked block based on the given origin and direction vector.
/// Marks pickedPos as invalid if a block could not be found due to going outside map boundaries /// or not being able to find a suitable candiate within the given reach distance.
public static void CalculatePickedBlock( Game window, Vector3 origin, Vector3 dir, float reach, PickedPos pickedPos ) { // Implementation based on: "A Fast Voxel Traversal Algorithm for Ray Tracing" // John Amanatides, Andrew Woo // http://www.cse.yorku.ca/~amana/research/grid.pdf // http://www.devmaster.net/articles/raytracing_series/A%20faster%20voxel%20traversal%20algorithm%20for%20ray%20tracing.pdf // The cell in which the ray starts. Vector3I start = Vector3I.Floor( origin ); // Rounds the position's X, Y and Z down to the nearest integer values. int x = start.X, y = start.Y, z = start.Z; // Determine which way we go. int stepX = Math.Sign( dir.X ), stepY = Math.Sign( dir.Y ), stepZ = Math.Sign( dir.Z ); // Calculate cell boundaries. When the step (i.e. direction sign) is positive, // the next boundary is AFTER our current position, meaning that we have to add 1. // Otherwise, it is BEFORE our current position, in which case we add nothing. Vector3I cellBoundary = new Vector3I( x + (stepX > 0 ? 1 : 0), y + (stepY > 0 ? 1 : 0), z + (stepZ > 0 ? 1 : 0) ); // NOTE: we want it so if dir.x = 0, tmax.x = positive infinity // Determine how far we can travel along the ray before we hit a voxel boundary. Vector3 tMax = new Vector3( (cellBoundary.X - origin.X) / dir.X, // Boundary is a plane on the YZ axis. (cellBoundary.Y - origin.Y) / dir.Y, // Boundary is a plane on the XZ axis. (cellBoundary.Z - origin.Z) / dir.Z ); // Boundary is a plane on the XY axis. if( Single.IsNaN( tMax.X ) || Single.IsInfinity( tMax.X ) ) tMax.X = Single.PositiveInfinity; if( Single.IsNaN( tMax.Y ) || Single.IsInfinity( tMax.Y ) ) tMax.Y = Single.PositiveInfinity; if( Single.IsNaN( tMax.Z ) || Single.IsInfinity( tMax.Z ) ) tMax.Z = Single.PositiveInfinity; // Determine how far we must travel along the ray before we have crossed a gridcell. Vector3 tDelta = new Vector3( stepX / dir.X, stepY / dir.Y, stepZ / dir.Z ); if( Single.IsNaN( tDelta.X ) ) tDelta.X = Single.PositiveInfinity; if( Single.IsNaN( tDelta.Y ) ) tDelta.Y = Single.PositiveInfinity; if( Single.IsNaN( tDelta.Z ) ) tDelta.Z = Single.PositiveInfinity; Map map = window.Map; BlockInfo info = window.BlockInfo; float reachSquared = reach * reach; int iterations = 0; // For each step, determine which distance to the next voxel boundary is lowest (i.e. // which voxel boundary is nearest) and walk that way. while( iterations < 10000 ) { byte block = GetBlock( map, x, y, z, origin ); Vector3 min = new Vector3( x, y, z ) + info.MinBB[block]; Vector3 max = new Vector3( x, y, z ) + info.MaxBB[block]; float dx = Math.Min( Math.Abs( origin.X - min.X ), Math.Abs( origin.X - max.X ) ); float dy = Math.Min( Math.Abs( origin.Y - min.Y ), Math.Abs( origin.Y - max.Y ) ); float dz = Math.Min( Math.Abs( origin.Z - min.Z ), Math.Abs( origin.Z - max.Z ) ); if( dx * dx + dy * dy + dz * dz > reachSquared ) { pickedPos.SetAsInvalid(); return; } if( window.CanPick( block ) ) { // This cell falls on the path of the ray. Now perform an additional bounding box test, // since some blocks do not occupy a whole cell. float t0, t1; if( Intersection.RayIntersectsBox( origin, dir, min, max, out t0, out t1 ) ) { Vector3 intersect = origin + dir * t0; pickedPos.SetAsValid( min, max, block, intersect ); return; } } if( tMax.X < tMax.Y && tMax.X < tMax.Z ) { // tMax.X is the lowest, an YZ cell boundary plane is nearest. x += stepX; tMax.X += tDelta.X; } else if( tMax.Y < tMax.Z ) { // tMax.Y is the lowest, an XZ cell boundary plane is nearest. y += stepY; tMax.Y += tDelta.Y; } else { // tMax.Z is the lowest, an XY cell boundary plane is nearest. z += stepZ; tMax.Z += tDelta.Z; } iterations++; } throw new InvalidOperationException( "did over 10000 iterations in GetPickedBlockPos(). " + "Something has gone wrong. (dir: " + dir + ")" ); } static byte GetBlock( Map map, int x, int y, int z, Vector3 origin ) { if( x >= 0 && z >= 0 && x < map.Width && z < map.Length ) { if( y >= map.Height ) return 0; if( y >= 0 ) return map.GetBlock( x, y, z ); // special case: we want to be able to pick bedrock when we're standing on top of it if( origin.Y >= 0 && y == -1 ) return (byte)Block.Bedrock; } return 0; } } }