basic block picking

This commit is contained in:
a dinosaur 2024-08-23 21:02:00 +10:00
parent 9ef60faa86
commit 7d6d361fde
3 changed files with 118 additions and 4 deletions

View File

@ -38,6 +38,7 @@ add_executable(Voxelotl MACOSX_BUNDLE
# Game logic classes
Chunk.swift
Raycast.swift
Player.swift
Game.swift

View File

@ -26,6 +26,8 @@ class Game: GameDelegate {
var projection: matrix_float4x4 = .identity
var chunk = Chunk(position: .zero)
var rayhitPos = SIMD3<Float>.zero
init() {
self.resetPlayer()
self.generateWorld()
@ -75,10 +77,10 @@ class Game: GameDelegate {
let deltaTime = min(Float(time.delta.asFloat), 1.0 / 15)
var destroy = false
if let pad = GameController.current?.state {
// Delete block underneath player
if pad.pressed(.south) {
self.chunk.setBlock(at: SIMD3(player.position + .down * 0.2), type: .air)
destroy = true
}
// Player reset
@ -102,17 +104,40 @@ class Game: GameDelegate {
self.player.update(deltaTime: deltaTime, chunk: chunk)
self.camera.position = player.eyePosition
self.camera.rotation = player.eyeRotation
if let hit = raycast(
chunk: chunk,
origin: player.eyePosition,
direction: .forward * simd_matrix3x3(player.eyeRotation),
maxDistance: 3.333
) {
self.rayhitPos = hit.position
if destroy {
self.chunk.setBlock(at: hit.map, type: .air)
}
}
}
func draw(_ renderer: Renderer, _ time: GameTime) {
let instances = chunk.compactMap { block, position in
let totalTime = Float(time.total.asFloat)
var instances = chunk.compactMap { block, position in
if case let .solid(color) = block.type {
Instance(
position: SIMD3<Float>(position) + 0.5,
position: SIMD3<Float>(chunk.position &+ position) + 0.5,
scale: .init(repeating: 0.5),
color: color)
} else { nil }
}
instances.append(
Instance(
position: rayhitPos,
scale: .init(repeating: 0.0725 * 0.5),
rotation:
.init(angle: totalTime * 3.0, axis: .init(0, 1, 0)) *
.init(angle: totalTime * 1.5, axis: .init(1, 0, 0)) *
.init(angle: totalTime * 0.7, axis: .init(0, 0, 1)),
color: .init(r: 0.5, g: 0.5, b: 1).linear))
if !instances.isEmpty {
renderer.batch(instances: instances, camera: self.camera)
}

View File

@ -0,0 +1,88 @@
import simd
struct RaycastHit {
let position: SIMD3<Float>
let distance: Float
let map: SIMD3<Int>
let normal: SIMD3<Float>
}
func raycast(
chunk: Chunk,
origin rayPosition: SIMD3<Float>,
direction: SIMD3<Float>,
maxDistance: Float
) -> Optional<RaycastHit> {
let deltaDistance = abs(SIMD3(repeating: simd_length(direction)) / direction)
var mapPosition = SIMD3<Int>(floor(rayPosition))
var sideDistance: SIMD3<Float> = .zero
var step: SIMD3<Int> = .zero
if direction.x < 0 {
step.x = -1
sideDistance.x = (rayPosition.x - Float(mapPosition.x)) * deltaDistance.x
} else {
step.x = 1
sideDistance.x = (Float(mapPosition.x) + 1 - rayPosition.x) * deltaDistance.x
}
if direction.y < 0 {
step.y = -1
sideDistance.y = (rayPosition.y - Float(mapPosition.y)) * deltaDistance.y
} else {
step.y = 1
sideDistance.y = (Float(mapPosition.y) + 1 - rayPosition.y) * deltaDistance.y
}
if direction.z < 0 {
step.z = -1
sideDistance.z = (rayPosition.z - Float(mapPosition.z)) * deltaDistance.z
} else {
step.z = 1
sideDistance.z = (Float(mapPosition.z) + 1 - rayPosition.z) * deltaDistance.z
}
// Run digital differential analysis (3DDDA)
var side: Int
while true {
if sideDistance.x < sideDistance.y {
if sideDistance.x < sideDistance.z {
sideDistance.x += deltaDistance.x
mapPosition.x += step.x
side = 0b100
} else {
sideDistance.z += deltaDistance.z
mapPosition.z += step.z
side = 0b001
}
} else {
if sideDistance.y < sideDistance.z {
sideDistance.y += deltaDistance.y
mapPosition.y += step.y
side = 0b010
} else {
sideDistance.z += deltaDistance.z
mapPosition.z += step.z
side = 0b001
}
}
var distance: Float = if side == 0b100 {
abs(Float(mapPosition.x) - rayPosition.x + Float(1 - step.x) / 2) / direction.x
} else if side == 0b010 {
abs(Float(mapPosition.y) - rayPosition.y + Float(1 - step.y) / 2) / direction.y
} else {
abs(Float(mapPosition.z) - rayPosition.z + Float(1 - step.z) / 2) / direction.z
}
distance = abs(distance)
if distance > maxDistance {
return nil
}
if chunk.getBlock(at: mapPosition).type != .air {
return .init(
position: rayPosition + direction * distance,
distance: distance,
map: mapPosition,
normal: .zero)
}
}
}