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https://github.com/GayPizzaSpecifications/voxelotl-engine.git
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basic block picking
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88
Sources/Voxelotl/Raycast.swift
Normal file
88
Sources/Voxelotl/Raycast.swift
Normal file
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import simd
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struct RaycastHit {
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let position: SIMD3<Float>
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let distance: Float
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let map: SIMD3<Int>
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let normal: SIMD3<Float>
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}
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func raycast(
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chunk: Chunk,
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origin rayPosition: SIMD3<Float>,
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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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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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}
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// Run digital differential analysis (3DDDA)
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var side: Int
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while true {
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if sideDistance.x < sideDistance.y {
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if sideDistance.x < sideDistance.z {
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sideDistance.x += deltaDistance.x
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mapPosition.x += step.x
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side = 0b100
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} else {
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sideDistance.z += deltaDistance.z
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mapPosition.z += step.z
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side = 0b001
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}
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} else {
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if sideDistance.y < sideDistance.z {
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sideDistance.y += deltaDistance.y
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mapPosition.y += step.y
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side = 0b010
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} else {
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sideDistance.z += deltaDistance.z
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mapPosition.z += step.z
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side = 0b001
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}
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}
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var distance: Float = if side == 0b100 {
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abs(Float(mapPosition.x) - rayPosition.x + Float(1 - step.x) / 2) / direction.x
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} else if side == 0b010 {
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abs(Float(mapPosition.y) - rayPosition.y + Float(1 - step.y) / 2) / direction.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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}
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distance = abs(distance)
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if distance > maxDistance {
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return nil
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}
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if chunk.getBlock(at: mapPosition).type != .air {
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return .init(
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position: rayPosition + direction * distance,
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distance: distance,
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map: mapPosition,
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normal: .zero)
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}
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}
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}
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