// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT using System; using ClassicalSharp.Map; using ClassicalSharp.Physics; using OpenTK; namespace ClassicalSharp { public static class Picking { static RayTracer t = new RayTracer(); /// 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 game, Vector3 origin, Vector3 dir, float reach, PickedPos pos ) { if( !RayTrace( game, origin, dir, reach, pos, false ) ) { pos.SetAsInvalid(); } } static bool PickBlock( Game game, PickedPos pos ) { if( !game.CanPick( t.Block ) ) return false; // 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( t.Origin, t.Dir, t.Min, t.Max, out t0, out t1 ) ) return false; Vector3 I = t.Origin + t.Dir * t0; pos.SetAsValid( t.X, t.Y, t.Z, t.Min, t.Max, t.Block, I ); return true; } public static void ClipCameraPos( Game game, Vector3 origin, Vector3 dir, float reach, PickedPos pos ) { if( !game.CameraClipping || !RayTrace( game, origin, dir, reach, pos, true ) ) { pos.SetAsInvalid(); pos.Intersect = origin + dir * reach; } } static bool CameraClip( Game game, PickedPos pos ) { BlockInfo info = game.BlockInfo; if( info.IsAir[t.Block] || info.Collide[t.Block] != CollideType.Solid ) return false; float t0, t1; const float adjust = 0.1f; if( !Intersection.RayIntersectsBox( t.Origin, t.Dir, t.Min, t.Max, out t0, out t1 ) ) return false; Vector3 I = t.Origin + t.Dir * t0; pos.SetAsValid( t.X, t.Y, t.Z, t.Min, t.Max, t.Block, I ); switch (pos.BlockFace) { case BlockFace.XMin: pos.Intersect.X -= adjust; break; case BlockFace.XMax: pos.Intersect.X += adjust; break; case BlockFace.YMin: pos.Intersect.Y -= adjust; break; case BlockFace.YMax: pos.Intersect.Y += adjust; break; case BlockFace.ZMin: pos.Intersect.Z -= adjust; break; case BlockFace.ZMax: pos.Intersect.Z += adjust; break; } return true; } static bool RayTrace( Game game, Vector3 origin, Vector3 dir, float reach, PickedPos pos, bool clipMode ) { t.SetVectors( origin, dir ); BlockInfo info = game.BlockInfo; float reachSq = reach * reach; Vector3I pOrigin = Vector3I.Floor( origin ); for( int i = 0; i < 10000; i++ ) { int x = t.X, y = t.Y, z = t.Z; t.Block = GetBlock( game.World, x, y, z, pOrigin ); Vector3 min = new Vector3( x, y, z ) + info.MinBB[t.Block]; Vector3 max = new Vector3( x, y, z ) + info.MaxBB[t.Block]; if( info.IsLiquid( t.Block ) ) { min.Y -= 1.5f/16; max.Y -= 1.5f/16; } 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 > reachSq ) return false; t.Min = min; t.Max = max; bool intersect = clipMode ? CameraClip( game, pos ) : PickBlock( game, pos ); if( intersect ) return true; t.Step(); } throw new InvalidOperationException( "did over 10000 iterations in CalculatePickedBlock(). " + "Something has gone wrong. (dir: " + dir + ")" ); } const byte border = Block.Bedrock; static byte GetBlock( World map, int x, int y, int z, Vector3I origin ) { bool sides = map.Env.SidesBlock != Block.Air; int height = Math.Max( 1, map.Env.SidesHeight ); bool insideMap = map.IsValidPos( origin ); // handling of blocks inside the map, above, and on borders if( x >= 0 && z >= 0 && x < map.Width && z < map.Length ) { if( y >= map.Height ) return 0; if( sides && y == -1 && insideMap ) return border; if( sides && y == 0 && origin.Y < 0 ) return border; if( sides && x == 0 && y >= 0 && y < height && origin.X < 0 ) return border; if( sides && z == 0 && y >= 0 && y < height && origin.Z < 0 ) return border; if( sides && x == (map.Width - 1) && y >= 0 && y < height && origin.X >= map.Width ) return border; if( sides && z == (map.Length - 1) && y >= 0 && y < height && origin.Z >= map.Length ) return border; if( y >= 0 ) return map.GetBlock( x, y, z ); } // pick blocks on the map boundaries (when inside the map) if( !sides || !insideMap ) return 0; if( y == 0 && origin.Y < 0 ) return border; bool validX = (x == -1 || x == map.Width) && (z >= 0 && z < map.Length); bool validZ = (z == -1 || z == map.Length) && (x >= 0 && x < map.Width); if( y >= 0 && y < height && (validX || validZ) ) return border; return 0; } } }