mirror of
https://github.com/GayPizzaSpecifications/voxelotl-engine.git
synced 2025-08-03 05:10:57 +00:00
project mouse into view when clicking w/ mouse unlocked
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@ -6,31 +6,22 @@ public func raycast(
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direction: SIMD3<Float>,
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maxDistance: Float
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) -> Optional<RaycastHit> {
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let deltaDistance = abs(SIMD3(repeating: simd_length(direction)) / direction)
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let directionLen = simd_length(direction)
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let deltaDistance = SIMD3(direction.indices.map {
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direction[$0] != 0.0 ? abs(directionLen / direction[$0]) : Float.greatestFiniteMagnitude
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})
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var mapPosition = SIMD3<Int>(floor(rayPosition))
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var sideDistance: SIMD3<Float> = .zero
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var step: SIMD3<Int> = .zero
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if direction.x < 0 {
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step.x = -1
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sideDistance.x = (rayPosition.x - Float(mapPosition.x)) * deltaDistance.x
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} else {
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step.x = 1
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sideDistance.x = (Float(mapPosition.x) + 1 - rayPosition.x) * deltaDistance.x
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}
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if direction.y < 0 {
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step.y = -1
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sideDistance.y = (rayPosition.y - Float(mapPosition.y)) * deltaDistance.y
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} else {
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step.y = 1
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sideDistance.y = (Float(mapPosition.y) + 1 - rayPosition.y) * deltaDistance.y
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}
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if direction.z < 0 {
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step.z = -1
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sideDistance.z = (rayPosition.z - Float(mapPosition.z)) * deltaDistance.z
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} else {
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step.z = 1
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sideDistance.z = (Float(mapPosition.z) + 1 - rayPosition.z) * deltaDistance.z
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for i in 0..<3 {
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if direction[i] < 0 {
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step[i] = -1
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sideDistance[i] = (rayPosition[i] - Float(mapPosition[i])) * deltaDistance[i]
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} else {
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step[i] = 1
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sideDistance[i] = (Float(mapPosition[i]) + 1 - rayPosition[i]) * deltaDistance[i]
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}
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}
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// Run digital differential analysis (3DDDA)
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@ -59,24 +50,23 @@ public func raycast(
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}
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// Compute distance
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var distance: Float = if side.isX {
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abs(Float(mapPosition.x) - rayPosition.x + Float(1 - step.x) / 2) / direction.x
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let distance: Float = if side.isX {
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abs(Float(mapPosition.x) - rayPosition.x + Float(1 - step.x) * 0.5) * deltaDistance.x
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} else if side.isVertical {
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abs(Float(mapPosition.y) - rayPosition.y + Float(1 - step.y) / 2) / direction.y
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abs(Float(mapPosition.y) - rayPosition.y + Float(1 - step.y) * 0.5) * deltaDistance.y
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} else {
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abs(Float(mapPosition.z) - rayPosition.z + Float(1 - step.z) / 2) / direction.z
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abs(Float(mapPosition.z) - rayPosition.z + Float(1 - step.z) * 0.5) * deltaDistance.z
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}
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distance = abs(distance)
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// Bail out if we've exeeded the max raycast distance
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if distance > maxDistance {
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return nil
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}
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// return a result if we hit something solid
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// Return a result if we hit something solid
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if world.getBlock(at: mapPosition).type != .air {
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return .init(
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position: rayPosition + direction * distance,
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position: rayPosition + direction / directionLen * distance,
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distance: distance,
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map: mapPosition,
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side: side)
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