import simd public func raycast( world: World, origin rayPosition: SIMD3, direction: SIMD3, maxDistance: Float ) -> Optional { let deltaDistance = abs(SIMD3(repeating: simd_length(direction)) / direction) var mapPosition = SIMD3(floor(rayPosition)) var sideDistance: SIMD3 = .zero var step: SIMD3 = .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: RaycastSide while true { if sideDistance.x < sideDistance.y { if sideDistance.x < sideDistance.z { sideDistance.x += deltaDistance.x mapPosition.x += step.x side = step.x > 0 ? .left : .right } else { sideDistance.z += deltaDistance.z mapPosition.z += step.z side = step.z > 0 ? .front : .back } } else { if sideDistance.y < sideDistance.z { sideDistance.y += deltaDistance.y mapPosition.y += step.y side = step.y > 0 ? .down : .up } else { sideDistance.z += deltaDistance.z mapPosition.z += step.z side = step.z > 0 ? .front : .back } } // Compute distance var distance: Float = if side.isX { abs(Float(mapPosition.x) - rayPosition.x + Float(1 - step.x) / 2) / direction.x } else if side.isVertical { 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) // Bail out if we've exeeded the max raycast distance if distance > maxDistance { return nil } // return a result if we hit something solid if world.getBlock(at: mapPosition).type != .air { return .init( position: rayPosition + direction * distance, distance: distance, map: mapPosition, side: side) } } } public struct RaycastHit { let position: SIMD3 let distance: Float let map: SIMD3 let side: RaycastSide } public enum RaycastSide { case left, right case down, up case back, front } public extension SIMD3 where Scalar == Int { func offset(by side: RaycastSide) -> Self { let ofs: Self = switch side { case .right: .init( 1, 0, 0) case .left: .init(-1, 0, 0) case .up: .init( 0, 1, 0) case .down: .init( 0, -1, 0) case .back: .init( 0, 0, 1) case .front: .init( 0, 0, -1) } return self &+ ofs } } public extension RaycastSide { func normal() -> SIMD3 { switch self { case .left: .left case .right: .right case .down: .down case .up: .up case .back: .back case .front: .forward } } @inline(__always) var isX: Bool { self == .left || self == .right } @inline(__always) var isZ: Bool { self == .back || self == .front } @inline(__always) var isHorizontal: Bool { self.isX || self.isZ } @inline(__always) var isVertical: Bool { self == .up || self == .down } }