Added voxel raycasting and voxel chunk access

This commit is contained in:
Simon Lübeß
2021-03-02 22:07:21 +01:00
parent cbfbd449ff
commit 488d2a55c4
5 changed files with 306 additions and 263 deletions
+49 -10
View File
@@ -5,18 +5,18 @@ namespace GlitchyEngine.Math
[SwizzleVector(3)]
public struct Vector3
{
public const Vector3 Zero = .(0f, 0f, 0f);
public const Vector3 UnitX = .(1f, 0f, 0f);
public const Vector3 UnitY = .(0f, 1f, 0f);
public const Vector3 UnitZ = .(0f, 0f, 1f);
public const Vector3 One = .(1f, 1f, 1f);
public const Vector3 Zero = .(0f, 0f, 0f);
public const Vector3 UnitX = .(1f, 0f, 0f);
public const Vector3 UnitY = .(0f, 1f, 0f);
public const Vector3 UnitZ = .(0f, 0f, 1f);
public const Vector3 One = .(1f, 1f, 1f);
public const Vector3 Forward = .(0f, 0f, 1f);
public const Vector3 Forward = .(0f, 0f, 1f);
public const Vector3 Backward = .(0f, 0f, -1f);
public const Vector3 Left = .(-1f, 0f, 0f);
public const Vector3 Right = .(1f, 0f, 0f);
public const Vector3 Up = .(0f, 1f, 0f);
public const Vector3 Down = .(0f, -1f, 0f);
public const Vector3 Left = .(-1f, 0f, 0f);
public const Vector3 Right = .(1f, 0f, 0f);
public const Vector3 Up = .(0f, 1f, 0f);
public const Vector3 Down = .(0f, -1f, 0f);
public float X, Y, Z;
@@ -77,6 +77,9 @@ namespace GlitchyEngine.Math
return X * X + Y * Y + Z * Z;
}
/**
* Normalizes this vector.
*/
[Checked]
public void Normalize() mut
{
@@ -86,10 +89,33 @@ namespace GlitchyEngine.Math
this /= Magnitude();
}
/**
* Normalizes this vector.
*/
public void Normalize() mut
{
this /= Magnitude();
}
/**
* Returns a copy of this Vector with a magnitude of 1.
*/
[Checked]
public Vector3 Normalized()
{
if(this == .Zero)
return .Zero;
return this / Magnitude();
}
/**
* Returns a copy of this Vector with a magnitude of 1.
*/
public Vector3 Normalized()
{
return this / Magnitude();
}
public static Vector3 Normalize(Vector3 v)
{
@@ -125,6 +151,11 @@ namespace GlitchyEngine.Math
return (a - b * (Dot(a, b) / Dot(b, b)));
}
public static Vector3 Floor(Vector3 value)
{
return .(Math.Floor(value.X), Math.Floor(value.Y), Math.Floor(value.Z));
}
//
// Assignment operators
//
@@ -238,6 +269,14 @@ namespace GlitchyEngine.Math
}
public static Vector3 operator /(float scalar, Vector3 value) => Vector3(scalar / value.X, scalar / value.Y, scalar / value.Z);
// Modulo
public static Vector3 operator %(Vector3 left, Vector3 right) => Vector3(left.X % right.X, left.Y % right.Y, left.Z % right.Z);
public static Vector3 operator %(Vector3 value, float scalar) => Vector3(value.X % scalar, value.Y % scalar, value.Z % scalar);
public static Vector3 operator %(float scalar, Vector3 value) => Vector3(scalar % value.X, scalar % value.Y, scalar % value.Z);
// Equality