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Fix formatting
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parent
1251a4db5a
commit
f4cb91b3e9
@ -214,9 +214,9 @@ pub const Model = struct {
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const blockY = @as(f32, @floatFromInt(y))/meshGridSize;
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const blockZ = @as(f32, @floatFromInt(z))/meshGridSize;
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const pos = Vec3f{blockX, blockY, blockZ};
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const voxel = AABB {.min = @floatCast(pos), .max = @floatCast(pos + voxelSize)};
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const voxel = AABB{.min = @floatCast(pos), .max = @floatCast(pos + voxelSize)};
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for(modelQuads) |quad| {
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const shift = quad.normalVec() * voxelSize * @as(Vec3f, @splat(0.5));
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const shift = quad.normalVec()*voxelSize*@as(Vec3f, @splat(0.5));
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const triangle1: [3]Vec3d = .{
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@floatCast(quad.cornerVec(0) - shift),
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@floatCast(quad.cornerVec(1) - shift),
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@ -228,7 +228,6 @@ pub const Model = struct {
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@floatCast(quad.cornerVec(3) - shift),
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};
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if(main.game.collision.triangleAABB(voxel, triangle1) or main.game.collision.triangleAABB(voxel, triangle2)) {
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hollowGrid[x][y][z] = true;
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break;
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@ -324,8 +323,8 @@ pub const Model = struct {
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}
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fn setAll(grid: *[meshGridSize][meshGridSize][meshGridSize]bool, min: Vec3i, max: Vec3i, value: bool) void {
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for (@intCast(min[0])..@intCast(max[0])) |x| {
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for (@intCast(min[1])..@intCast(max[1])) |y| {
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for(@intCast(min[0])..@intCast(max[0])) |x| {
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for(@intCast(min[1])..@intCast(max[1])) |y| {
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const row = grid[x][y][@intCast(min[2])..@intCast(max[2])];
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@memset(row, value);
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}
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