80 lines
2.6 KiB
C#

// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
using System;
using OpenTK;
#if USE16_BIT
using BlockID = System.UInt16;
#else
using BlockID = System.Byte;
#endif
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 { get { return BlockPos + offsets[(byte)Face]; } }
/// <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 Face;
/// <summary> Block ID of the picked block. </summary>
public BlockID 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,
BlockID block, Vector3 intersect) {
Min = min;
Max = max;
BlockPos = new Vector3I(x, y, z);
Valid = true;
Block = block;
Intersect = intersect;
float dist = float.PositiveInfinity;
TestAxis(intersect.X - Min.X, ref dist, BlockFace.XMin);
TestAxis(intersect.X - Max.X, ref dist, BlockFace.XMax);
TestAxis(intersect.Y - Min.Y, ref dist, BlockFace.YMin);
TestAxis(intersect.Y - Max.Y, ref dist, BlockFace.YMax);
TestAxis(intersect.Z - Min.Z, ref dist, BlockFace.ZMin);
TestAxis(intersect.Z - Max.Z, ref dist, BlockFace.ZMax);
}
/// <summary> Mark this as not having a selected block. </summary>
public void SetAsInvalid() {
Valid = false;
BlockPos = Vector3I.MinusOne;
Face = (BlockFace)6;
Block = 0;
}
void TestAxis(float dAxis, ref float dist, BlockFace fAxis) {
dAxis = Math.Abs(dAxis);
if (dAxis >= dist) return;
dist = dAxis; Face = fAxis;
}
static Vector3I[] offsets = new Vector3I[] {
Vector3I.UnitX, -Vector3I.UnitX, Vector3I.UnitY,
-Vector3I.UnitY, Vector3I.UnitZ, -Vector3I.UnitZ,
Vector3I.Zero,
};
}
}