mirror of
https://github.com/ClassiCube/ClassiCube.git
synced 2025-09-29 00:23:31 -04:00
74 lines
2.6 KiB
C#
74 lines
2.6 KiB
C#
// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
|
|
using System;
|
|
using OpenTK;
|
|
|
|
namespace ClassicalSharp {
|
|
|
|
/// <summary> Describes the picked/selected block by the user and its position. </summary>
|
|
public class PickedPos {
|
|
|
|
/// <summary> Minimum world coordinates of the block's bounding box. </summary>
|
|
public Vector3 Min;
|
|
|
|
/// <summary> Maximum world coordinates of the block's bounding box. </summary>
|
|
public Vector3 Max;
|
|
|
|
/// <summary> Exact world coordinates at which the ray intersected this block. </summary>
|
|
public Vector3 Intersect;
|
|
|
|
/// <summary> Integer world coordinates of the block. </summary>
|
|
public Vector3I BlockPos;
|
|
|
|
/// <summary> Integer world coordinates of the neighbouring block that is closest to the player. </summary>
|
|
public Vector3I TranslatedPos;
|
|
|
|
/// <summary> Whether this instance actually has a selected block currently. </summary>
|
|
public bool Valid = true;
|
|
|
|
/// <summary> Face of the picked block that is closet to the player. </summary>
|
|
public BlockFace BlockFace;
|
|
|
|
/// <summary> Block ID of the picked block. </summary>
|
|
public byte Block;
|
|
|
|
/// <summary> Mark this as having a selected block, and
|
|
/// calculates the closest face of the selected block's position. </summary>
|
|
public void SetAsValid( int x, int y, int z, Vector3 min, Vector3 max,
|
|
byte block, Vector3 intersect ) {
|
|
Min = min;
|
|
Max = max;
|
|
BlockPos = new Vector3I( x, y, z );
|
|
Valid = true;
|
|
Block = block;
|
|
Intersect = intersect;
|
|
|
|
Vector3I normal = Vector3I.Zero;
|
|
float dist = float.PositiveInfinity;
|
|
TestAxis( intersect.X - Min.X, ref dist, -Vector3I.UnitX, ref normal, BlockFace.XMin );
|
|
TestAxis( intersect.X - Max.X, ref dist, Vector3I.UnitX, ref normal, BlockFace.XMax );
|
|
TestAxis( intersect.Y - Min.Y, ref dist, -Vector3I.UnitY, ref normal, BlockFace.YMin );
|
|
TestAxis( intersect.Y - Max.Y, ref dist, Vector3I.UnitY, ref normal, BlockFace.YMax );
|
|
TestAxis( intersect.Z - Min.Z, ref dist, -Vector3I.UnitZ, ref normal, BlockFace.ZMin );
|
|
TestAxis( intersect.Z - Max.Z, ref dist, Vector3I.UnitZ, ref normal, BlockFace.ZMax );
|
|
TranslatedPos = BlockPos + normal;
|
|
}
|
|
|
|
/// <summary> Mark this as not having a selected block. </summary>
|
|
public void SetAsInvalid() {
|
|
Valid = false;
|
|
BlockPos = TranslatedPos = Vector3I.MinusOne;
|
|
BlockFace = (BlockFace)255;
|
|
Block = 0;
|
|
}
|
|
|
|
void TestAxis( float dAxis, ref float dist, Vector3I nAxis,
|
|
ref Vector3I normal, BlockFace fAxis) {
|
|
dAxis = Math.Abs( dAxis );
|
|
if( dAxis >= dist ) return;
|
|
|
|
dist = dAxis;
|
|
normal = nAxis;
|
|
BlockFace = fAxis;
|
|
}
|
|
}
|
|
} |