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https://github.com/GayPizzaSpecifications/voxelotl-engine.git
synced 2025-08-02 13:00:53 +00:00
block placing
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parent
7d6d361fde
commit
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@ -26,8 +26,6 @@ class Game: GameDelegate {
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var projection: matrix_float4x4 = .identity
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var chunk = Chunk(position: .zero)
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var rayhitPos = SIMD3<Float>.zero
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init() {
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self.resetPlayer()
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self.generateWorld()
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@ -79,10 +77,6 @@ class Game: GameDelegate {
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var destroy = false
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if let pad = GameController.current?.state {
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if pad.pressed(.south) {
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destroy = true
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}
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// Player reset
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if pad.pressed(.back) {
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self.resetPlayer()
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@ -101,21 +95,9 @@ class Game: GameDelegate {
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self.generateWorld()
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}
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self.player.update(deltaTime: deltaTime, chunk: chunk)
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self.player.update(deltaTime: deltaTime, chunk: &chunk)
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self.camera.position = player.eyePosition
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self.camera.rotation = player.eyeRotation
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if let hit = raycast(
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chunk: chunk,
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origin: player.eyePosition,
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direction: .forward * simd_matrix3x3(player.eyeRotation),
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maxDistance: 3.333
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) {
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self.rayhitPos = hit.position
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if destroy {
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self.chunk.setBlock(at: hit.map, type: .air)
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}
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}
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}
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func draw(_ renderer: Renderer, _ time: GameTime) {
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@ -131,7 +113,7 @@ class Game: GameDelegate {
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}
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instances.append(
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Instance(
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position: rayhitPos,
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position: player.rayhitPos,
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scale: .init(repeating: 0.0725 * 0.5),
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rotation:
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.init(angle: totalTime * 3.0, axis: .init(0, 1, 0)) *
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@ -4,7 +4,7 @@ public class Keyboard {
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public enum Keys {
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case a, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p, q, r, s, t, u, v, w, x, y, z
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case right, left, up, down
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case space
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case space, tab
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}
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public static func down(_ key: Keys) -> Bool {
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@ -90,6 +90,7 @@ internal extension Keyboard.Keys {
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case .up: SDLK_UP
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case .down: SDLK_DOWN
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case .space: SDLK_SPACE
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case .tab: SDLK_TAB
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}
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}
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@ -126,6 +127,7 @@ internal extension Keyboard.Keys {
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case .up: SDL_SCANCODE_UP
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case .down: SDL_SCANCODE_DOWN
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case .space: SDL_SCANCODE_SPACE
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case .tab: SDL_SCANCODE_TAB
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}
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}
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}
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@ -25,6 +25,9 @@ struct Player {
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private var _onGround: Bool = false
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private var _shouldJump: Optional<Float> = .none
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public var rayhitPos = SIMD3<Float>.zero
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private var prevLeftTrigger: Float = 0, prevRightTrigger: Float = 0
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public var position: SIMD3<Float> { get { self._position } set { self._position = newValue } }
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public var velocity: SIMD3<Float> { get { self._velocity } set { self._velocity = newValue } }
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public var rotation: SIMD2<Float> { get { self._rotation } set { self._rotation = newValue } }
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@ -37,22 +40,31 @@ struct Player {
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enum JumpInput { case off, press, held }
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mutating func update(deltaTime: Float, chunk: Chunk) {
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mutating func update(deltaTime: Float, chunk: inout Chunk) {
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var turning: SIMD2<Float> = .zero
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var movement: SIMD2<Float> = .zero
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var flying: Float = .zero
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var flying: Int = .zero
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var jumpInput: JumpInput = .off
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var destroy = false, place = false
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// Read controller input (if one is plugged in)
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if let pad = GameController.current?.state {
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turning += pad.rightStick.radialDeadzone(min: 0.1, max: 1)
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movement += pad.leftStick.cardinalDeadzone(min: 0.1, max: 1)
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flying += pad.rightTrigger.axisDeadzone(0.01, 1) - pad.leftTrigger.axisDeadzone(0.01, 1)
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flying += (pad.down(.rightBumper) ? 1 : 0) - (pad.down(.leftBumper) ? 1 : 0)
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if pad.pressed(.east) {
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jumpInput = .press
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} else if jumpInput != .press && pad.down(.east) {
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jumpInput = .held
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}
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if pad.leftTrigger > 0.4 && prevLeftTrigger < 0.4 {
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place = true
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}
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if pad.rightTrigger > 0.4 && prevRightTrigger < 0.4 {
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destroy = true
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}
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prevLeftTrigger = pad.leftTrigger
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prevRightTrigger = pad.rightTrigger
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}
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// Read keyboard input
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@ -64,8 +76,9 @@ struct Player {
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if Keyboard.down(.down) { turning.y += 1 }
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if Keyboard.down(.left) { turning.x -= 1 }
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if Keyboard.down(.right) { turning.x += 1 }
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if Keyboard.down(.q) { flying += 1 }
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if Keyboard.down(.e) { flying -= 1 }
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if Keyboard.down(.tab) { flying += 1 }
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if Keyboard.pressed(.q) { place = true }
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if Keyboard.pressed(.e) { destroy = true }
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if Keyboard.pressed(.space) {
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jumpInput = .press
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} else if jumpInput != .press && Keyboard.down(.space) {
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@ -111,14 +124,13 @@ struct Player {
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self._velocity.z += (movement.y * rotc + movement.x * rots) * coeff * deltaTime
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// Flying and unflying
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flying = flying.clamp(-1, 1)
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self._velocity.y += flying * Self.flySpeedCoeff * deltaTime
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self._velocity.y += Float(flying).clamp(-1, 1) * Self.flySpeedCoeff * deltaTime
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// Apply gravity
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self._velocity.y -= Self.gravityCoeff * deltaTime
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// Move & handle collision
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let checkCorner = { (bounds: AABB, corner: SIMD3<Float>) -> Optional<AABB> in
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let checkCorner = { (chunk: Chunk, bounds: AABB, corner: SIMD3<Float>) -> Optional<AABB> in
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let blockPos = SIMD3(floor(corner.x), floor(corner.y), floor(corner.z))
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if case BlockType.solid = chunk.getBlock(at: SIMD3<Int>(blockPos)).type {
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let blockGeometry = AABB(from: blockPos, to: blockPos + 1)
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@ -128,7 +140,7 @@ struct Player {
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}
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return nil
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}
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let checkCollision = { (position: SIMD3<Float>) -> Optional<AABB> in
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let checkCollision = { (chunk: Chunk, position: SIMD3<Float>) -> Optional<AABB> in
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let bounds = Self.bounds + position
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let corners: [SIMD3<Float>] = [
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.init(bounds.left, bounds.bottom, bounds.far),
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@ -145,14 +157,14 @@ struct Player {
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.init(bounds.right, bounds.top, bounds.near)
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]
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for corner in corners {
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if let geometry = checkCorner(bounds, corner) {
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if let geometry = checkCorner(chunk, bounds, corner) {
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return geometry
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}
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}
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return nil
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}
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self._position.y += self._velocity.y * deltaTime
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if let aabb = checkCollision(self._velocity.y > 0 ? self._position + .down * Self.epsilon : self.position) {
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if let aabb = checkCollision(chunk, self._velocity.y > 0 ? self._position + .down * Self.epsilon : self.position) {
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if self._velocity.y < 0 {
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self._position.y = aabb.top + Self.epsilon
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self._onGround = true
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@ -165,7 +177,7 @@ struct Player {
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self._onGround = false
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}
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self._position.x += self._velocity.x * deltaTime
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if let aabb = checkCollision(self._position) {
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if let aabb = checkCollision(chunk, self._position) {
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if self._velocity.x < 0 {
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self._position.x = aabb.right + Self.radius + Self.epsilon
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} else {
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@ -174,7 +186,7 @@ struct Player {
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self._velocity.x = 0
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}
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self._position.z += self._velocity.z * deltaTime
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if let aabb = checkCollision(self._position) {
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if let aabb = checkCollision(chunk, self._position) {
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if self._velocity.z < 0 {
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self._position.z = aabb.near + Self.radius + Self.epsilon
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} else {
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@ -183,6 +195,21 @@ struct Player {
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self._velocity.z = 0
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}
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// Block picking
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if let hit = raycast(
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chunk: chunk,
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origin: self.eyePosition,
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direction: .forward * simd_matrix3x3(self.eyeRotation),
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maxDistance: 3.666
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) {
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self.rayhitPos = hit.position
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if destroy {
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chunk.setBlock(at: hit.map, type: .air)
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} else if place {
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chunk.setBlock(at: hit.map.offset(by: hit.side), type: .solid(.white))
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}
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}
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// Ground friction
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if self._onGround {
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self._velocity.x /= 1.0 + Self.frictionCoeff * deltaTime
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@ -1,13 +1,6 @@
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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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public 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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@ -41,48 +34,97 @@ func raycast(
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}
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// Run digital differential analysis (3DDDA)
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var side: Int
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var side: RaycastSide
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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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side = step.x > 0 ? .left : .right
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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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side = step.z > 0 ? .front : .back
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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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side = step.y > 0 ? .down : .up
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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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side = step.z > 0 ? .front : .back
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}
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}
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var distance: Float = if side == 0b100 {
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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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} else if side == 0b010 {
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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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} 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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// 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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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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side: side)
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}
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}
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}
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public 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 side: RaycastSide
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}
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public enum RaycastSide {
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case left, right
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case down, up
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case back, front
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}
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public extension SIMD3 where Scalar == Int {
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func offset(by side: RaycastSide) -> Self {
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let ofs: Self = switch side {
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case .right: .init( 1, 0, 0)
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case .left: .init(-1, 0, 0)
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case .up: .init( 0, 1, 0)
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case .down: .init( 0, -1, 0)
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case .back: .init( 0, 0, 1)
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case .front: .init( 0, 0, -1)
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}
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return self &+ ofs
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}
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}
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public extension RaycastSide {
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func normal<T: FloatingPoint>() -> SIMD3<T> {
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switch self {
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case .left: .left
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case .right: .right
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case .down: .down
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case .up: .up
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case .back: .back
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case .front: .forward
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}
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}
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@inline(__always) var isX: Bool { self == .left || self == .right }
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@inline(__always) var isZ: Bool { self == .back || self == .front }
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@inline(__always) var isHorizontal: Bool { self.isX || self.isZ }
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@inline(__always) var isVertical: Bool { self == .up || self == .down }
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}
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