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126 lines
5.0 KiB
C#
126 lines
5.0 KiB
C#
// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
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using System;
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using ClassicalSharp.Map;
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using ClassicalSharp.Physics;
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using OpenTK;
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namespace ClassicalSharp {
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public static class Picking {
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static RayTracer t = new RayTracer();
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/// <summary> Determines the picked block based on the given origin and direction vector.<br/>
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/// Marks pickedPos as invalid if a block could not be found due to going outside map boundaries
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/// or not being able to find a suitable candiate within the given reach distance. </summary>
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public static void CalculatePickedBlock( Game game, Vector3 origin, Vector3 dir,
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float reach, PickedPos pos ) {
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if( !RayTrace( game, origin, dir, reach, pos, false ) ) {
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pos.SetAsInvalid();
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}
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}
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static bool PickBlock( Game game, PickedPos pos ) {
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if( !game.CanPick( t.Block ) ) return false;
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// This cell falls on the path of the ray. Now perform an additional bounding box test,
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// since some blocks do not occupy a whole cell.
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float t0, t1;
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if( !Intersection.RayIntersectsBox( t.Origin, t.Dir, t.Min, t.Max, out t0, out t1 ) )
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return false;
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Vector3 I = t.Origin + t.Dir * t0;
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pos.SetAsValid( t.X, t.Y, t.Z, t.Min, t.Max, t.Block, I );
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return true;
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}
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public static void ClipCameraPos( Game game, Vector3 origin, Vector3 dir,
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float reach, PickedPos pos ) {
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if( !game.CameraClipping || !RayTrace( game, origin, dir, reach, pos, true ) ) {
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pos.SetAsInvalid();
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pos.Intersect = origin + dir * reach;
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}
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}
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static bool CameraClip( Game game, PickedPos pos ) {
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BlockInfo info = game.BlockInfo;
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if( info.IsAir[t.Block] || info.Collide[t.Block] != CollideType.Solid )
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return false;
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float t0, t1;
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const float adjust = 0.1f;
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if( !Intersection.RayIntersectsBox( t.Origin, t.Dir, t.Min, t.Max, out t0, out t1 ) )
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return false;
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Vector3 I = t.Origin + t.Dir * t0;
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pos.SetAsValid( t.X, t.Y, t.Z, t.Min, t.Max, t.Block, I );
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switch (pos.BlockFace) {
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case BlockFace.XMin: pos.Intersect.X -= adjust; break;
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case BlockFace.XMax: pos.Intersect.X += adjust; break;
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case BlockFace.YMin: pos.Intersect.Y -= adjust; break;
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case BlockFace.YMax: pos.Intersect.Y += adjust; break;
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case BlockFace.ZMin: pos.Intersect.Z -= adjust; break;
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case BlockFace.ZMax: pos.Intersect.Z += adjust; break;
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}
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return true;
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}
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static bool RayTrace( Game game, Vector3 origin, Vector3 dir, float reach,
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PickedPos pos, bool clipMode ) {
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t.SetVectors( origin, dir );
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BlockInfo info = game.BlockInfo;
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float reachSq = reach * reach;
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Vector3I pOrigin = Vector3I.Floor( origin );
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for( int i = 0; i < 10000; i++ ) {
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int x = t.X, y = t.Y, z = t.Z;
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t.Block = GetBlock( game.World, x, y, z, pOrigin );
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Vector3 min = new Vector3( x, y, z ) + info.MinBB[t.Block];
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Vector3 max = new Vector3( x, y, z ) + info.MaxBB[t.Block];
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if( info.IsLiquid( t.Block ) ) { min.Y -= 1.5f/16; max.Y -= 1.5f/16; }
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float dx = Math.Min( Math.Abs( origin.X - min.X ), Math.Abs( origin.X - max.X ) );
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float dy = Math.Min( Math.Abs( origin.Y - min.Y ), Math.Abs( origin.Y - max.Y ) );
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float dz = Math.Min( Math.Abs( origin.Z - min.Z ), Math.Abs( origin.Z - max.Z ) );
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if( dx * dx + dy * dy + dz * dz > reachSq ) return false;
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t.Min = min; t.Max = max;
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bool intersect = clipMode ? CameraClip( game, pos ) : PickBlock( game, pos );
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if( intersect ) return true;
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t.Step();
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}
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throw new InvalidOperationException( "did over 10000 iterations in CalculatePickedBlock(). " +
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"Something has gone wrong. (dir: " + dir + ")" );
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}
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const byte border = Block.Bedrock;
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static byte GetBlock( World map, int x, int y, int z, Vector3I origin ) {
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bool sides = map.Env.SidesBlock != Block.Air;
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int height = Math.Max( 1, map.Env.SidesHeight );
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bool insideMap = map.IsValidPos( origin );
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// handling of blocks inside the map, above, and on borders
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if( x >= 0 && z >= 0 && x < map.Width && z < map.Length ) {
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if( y >= map.Height ) return 0;
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if( sides && y == -1 && insideMap ) return border;
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if( sides && y == 0 && origin.Y < 0 ) return border;
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if( sides && x == 0 && y >= 0 && y < height && origin.X < 0 ) return border;
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if( sides && z == 0 && y >= 0 && y < height && origin.Z < 0 ) return border;
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if( sides && x == (map.Width - 1) && y >= 0 && y < height && origin.X >= map.Width )
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return border;
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if( sides && z == (map.Length - 1) && y >= 0 && y < height && origin.Z >= map.Length )
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return border;
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if( y >= 0 ) return map.GetBlock( x, y, z );
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}
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// pick blocks on the map boundaries (when inside the map)
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if( !sides || !insideMap ) return 0;
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if( y == 0 && origin.Y < 0 ) return border;
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bool validX = (x == -1 || x == map.Width) && (z >= 0 && z < map.Length);
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bool validZ = (z == -1 || z == map.Length) && (x >= 0 && x < map.Width);
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if( y >= 0 && y < height && (validX || validZ) ) return border;
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return 0;
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}
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}
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} |