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68 lines
2.5 KiB
C#
68 lines
2.5 KiB
C#
using System;
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using OpenTK;
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namespace ClassicalSharp {
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/// <summary> Describes the picked/selected block by the user and its position. </summary>
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public class PickedPos {
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/// <summary> Minimum world coordinates of the block's bounding box. </summary>
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public Vector3 Min;
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/// <summary> Maximum world coordinates of the block's bounding box. </summary>
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public Vector3 Max;
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/// <summary> Integer world coordinates of the block. </summary>
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public Vector3I BlockPos;
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/// <summary> Integer world coordinates of the neighbouring block that is closest to the client.</summary>
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public Vector3I TranslatedPos;
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/// <summary> Whether this instance actually has a selected block currently. </summary>
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public bool Valid = true;
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/// <summary> Face of the picked block that is closet to the client. </summary>
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public CpeBlockFace BlockFace;
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/// <summary> Block type of this selected block. </summary>
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public byte BlockType;
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/// <summary> Mark this as having a selected block, and
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/// calculates the closest block face of the selected position. </summary>
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public void SetAsValid( Vector3 min, Vector3 max, byte block, Vector3 intersect ) {
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Min = min;
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Max = max;
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BlockPos = Vector3I.Truncate( Min );
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Valid = true;
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BlockType = block;
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Vector3I normal = Vector3I.Zero;
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float dist = float.PositiveInfinity;
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TestAxis( intersect.X - Min.X, ref dist, -Vector3I.UnitX, ref normal, CpeBlockFace.XMin );
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TestAxis( intersect.X - Max.X, ref dist, Vector3I.UnitX, ref normal, CpeBlockFace.XMax );
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TestAxis( intersect.Y - Min.Y, ref dist, -Vector3I.UnitY, ref normal, CpeBlockFace.YMin );
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TestAxis( intersect.Y - Max.Y, ref dist, Vector3I.UnitY, ref normal, CpeBlockFace.YMax );
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TestAxis( intersect.Z - Min.Z, ref dist, -Vector3I.UnitZ, ref normal, CpeBlockFace.ZMin );
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TestAxis( intersect.Z - Max.Z, ref dist, Vector3I.UnitZ, ref normal, CpeBlockFace.ZMax );
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TranslatedPos = BlockPos + normal;
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}
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/// <summary> Mark this as not having a selected block. </summary>
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public void SetAsInvalid() {
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Valid = false;
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BlockPos = TranslatedPos = Vector3I.MinusOne;
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BlockFace = (CpeBlockFace)255;
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BlockType = 0;
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}
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void TestAxis( float dAxis, ref float dist, Vector3I nAxis, ref Vector3I normal,
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CpeBlockFace fAxis) {
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dAxis = Math.Abs( dAxis );
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if( dAxis < dist ) {
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dist = dAxis;
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normal = nAxis;
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BlockFace = fAxis;
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}
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}
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}
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} |