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https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Raycasting world now returns intersection location and face
This commit is contained in:
@@ -380,7 +380,7 @@ namespace Sandbox.VoxelFun
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Renderer.Submit(_quadGeometryBinding, _effect, transform);
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}
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_effect.Variables["BaseColor"].SetData(_squareColor1);
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//_effect.Variables["BaseColor"].SetData(_squareColor1);
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_texture.Bind();
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Renderer.Submit(_quadGeometryBinding, _textureEffect, .Scaling(1.5f));
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@@ -392,8 +392,6 @@ namespace Sandbox.VoxelFun
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//Ray ray = .(.(0.5f, 128.5f, 0.5f), .(0, -0.1f, -0.1f));
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_effect.Variables["BaseColor"].SetData(.Red);
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_texture.Bind();
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Matrix mat = .Translation(ray.Start);
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@@ -415,15 +413,21 @@ namespace Sandbox.VoxelFun
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Renderer.Submit(_lineGeometryBinding, _textureEffect, mat3);
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//Point3 lookedAtBlock = _world.RaycastBlock(ray, 10, _cubeGeo, _textureEffect);
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Point3 lookedAtBlock = _world.RaycastBlock(.(_camera.Position, _camera.Transform.Forward), 10, _cubeGeo, _textureEffect);
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Point3 lookedAtBlock = _world.RaycastBlock(.(_camera.Position, _camera.Transform.Forward), 10, _cubeGeo, _textureEffect, let intersection, let intersectFace);
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intersectFace.ToString(intersectedFaceName..Clear());
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Renderer.Submit(_cubeGeo, _textureEffect, .Translation((Vector3)lookedAtBlock));
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Renderer.Submit(_cubeGeo, _textureEffect, .Translation(intersection) * .Scaling(0.1f) * .Translation(-0.5f, -0.5f, -0.5f));
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_world.ChunkManager.Draw();
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Renderer.EndScene();
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}
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String intersectedFaceName = new String() ~ delete _;
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ColorRGBA _squareColor0 = ColorRGBA.CornflowerBlue;
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ColorRGBA _squareColor1;
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@@ -450,6 +454,8 @@ namespace Sandbox.VoxelFun
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ImGui.Begin("Test");
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ImGui.LabelText("Intersected Face", intersectedFaceName);
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ImGui.DragFloat("Slow Speed", &movementSpeed, 1.0f, 0.01f, 100.0f);
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ImGui.DragFloat("Fast Speed", &movementSpeedFast, 1.0f, 1f, 10000.0f);
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@@ -181,7 +181,7 @@ namespace Sandbox.VoxelFun
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return Vector3.Floor(chunkPosition);
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}
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public Point3 RaycastBlock(Ray ray, float maxDistance, GeometryBinding geo, Effect effect)
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public Point3 RaycastBlock(Ray ray, float maxDistance, GeometryBinding geo, Effect effect, out Vector3 intersectionPosition, out BlockFace intersectionFace)
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{
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Vector3 start = ray.Start;
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Vector3 dir = ray.Direction.Normalized();
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@@ -194,35 +194,45 @@ namespace Sandbox.VoxelFun
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Point3 step;
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BlockFace xFace;
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BlockFace yFace;
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BlockFace zFace;
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if(dir.X < 0)
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{
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xFace = .Right;
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step.X = -1;
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rayLengths.X = (start.X - (float)(walker.X)) * unitStepSize.X;
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}
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else
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{
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xFace = .Left;
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step.X = 1;
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rayLengths.X = ((float)(walker.X + 1) - start.X) * unitStepSize.X;
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}
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if(dir.Y < 0)
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{
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yFace = .Top;
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step.Y = -1;
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rayLengths.Y = (start.Y - (float)(walker.Y)) * unitStepSize.Y;
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}
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else
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{
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yFace = .Bottom;
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step.Y = 1;
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rayLengths.Y = ((float)(walker.Y + 1) - start.Y) * unitStepSize.Y;
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}
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if(dir.Z < 0)
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{
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zFace = .Back;
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step.Z = -1;
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rayLengths.Z = (start.Z - (float)(walker.Z)) * unitStepSize.Z;
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}
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else
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{
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zFace = .Front;
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step.Z = 1;
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rayLengths.Z = ((float)(walker.Z + 1) - start.Z) * unitStepSize.Z;
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}
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@@ -238,12 +248,16 @@ namespace Sandbox.VoxelFun
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walker.X += step.X;
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distance = rayLengths.X;
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rayLengths.X += unitStepSize.X;
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intersectionFace = xFace;
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}
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else
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{
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walker.Z += step.Z;
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distance = rayLengths.Z;
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rayLengths.Z += unitStepSize.Z;
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intersectionFace = zFace;
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}
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}
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else
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@@ -253,12 +267,16 @@ namespace Sandbox.VoxelFun
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walker.Y += step.Y;
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distance = rayLengths.Y;
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rayLengths.Y += unitStepSize.Y;
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intersectionFace = yFace;
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}
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else
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{
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walker.Z += step.Z;
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distance = rayLengths.Z;
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rayLengths.Z += unitStepSize.Z;
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intersectionFace = zFace;
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}
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}
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@@ -272,11 +290,15 @@ namespace Sandbox.VoxelFun
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if(blockData != 0)
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{
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intersectionPosition = start + distance * dir;
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return walker;
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}
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}
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intersectionFace = .None;
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intersectionPosition = .(float.NaN);
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return .(int.MaxValue, int.MaxValue, int.MaxValue);
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}
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}
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