Merge pull request #42 from A-lex-Ra/main
Реализация рэйкастинга для AABB в произвольной позиции
This commit is contained in:
commit
545057ee1a
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.gitignore
vendored
1
.gitignore
vendored
@ -4,6 +4,7 @@ Debug/src/**/*.o
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Debug/voxel_engine
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/build
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/screenshots
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/world
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/worlds/**/*
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@ -93,7 +93,8 @@ namespace gui {
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void back();
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void clearHistory();
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void reset();
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//FIXME "gui::PagesControl::current() returns Page by-value! (can initiate unexpected behaviour)")
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Page current();
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};
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}
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@ -110,7 +110,7 @@ void CameraControl::update(PlayerInput& input, float delta) {
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vec3 PlayerController::selectedBlockPosition;
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vec3 PlayerController::selectedPointPosition;
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vec3 PlayerController::selectedBlockNormal;
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ivec3 PlayerController::selectedBlockNormal;
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int PlayerController::selectedBlockId = -1;
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int PlayerController::selectedBlockStates = 0;
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@ -192,7 +192,8 @@ void PlayerController::updateInteraction(){
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Lighting* lighting = level->lighting;
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Camera* camera = player->camera;
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vec3 end;
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vec3 norm;
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ivec3 iend;
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ivec3 norm;
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bool xkey = Events::pressed(keycode::X);
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bool lclick = Events::jactive(BIND_PLAYER_ATTACK) ||
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@ -203,7 +204,7 @@ void PlayerController::updateInteraction(){
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if (xkey) {
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maxDistance *= 20.0f;
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}
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vec3 iend;
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voxel* vox = chunks->rayCast(camera->position,
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camera->front,
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maxDistance,
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@ -215,9 +216,9 @@ void PlayerController::updateInteraction(){
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selectedBlockPosition = iend;
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selectedPointPosition = end;
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selectedBlockNormal = norm;
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int x = (int)iend.x;
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int y = (int)iend.y;
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int z = (int)iend.z;
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int x = iend.x;
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int y = iend.y;
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int z = iend.z;
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uint8_t states = 0;
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Block* def = contentIds->getBlockDef(player->choosenBlock);
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@ -250,9 +251,9 @@ void PlayerController::updateInteraction(){
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}
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if (rclick){
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if (block->model != BlockModel::xsprite){
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x = (int)(iend.x)+(int)(norm.x);
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y = (int)(iend.y)+(int)(norm.y);
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z = (int)(iend.z)+(int)(norm.z);
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x = (iend.x)+(norm.x);
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y = (iend.y)+(norm.y);
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z = (iend.z)+(norm.z);
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}
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vox = chunks->get(x, y, z);
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if (vox && (block = contentIds->getBlockDef(vox->id))->replaceable) {
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@ -37,7 +37,7 @@ class PlayerController {
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void updateInteraction();
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public:
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static glm::vec3 selectedBlockPosition;
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static glm::vec3 selectedBlockNormal;
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static glm::ivec3 selectedBlockNormal;
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static glm::vec3 selectedPointPosition;
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static int selectedBlockId;
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static int selectedBlockStates;
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351
src/maths/rays.cpp
Normal file
351
src/maths/rays.cpp
Normal file
@ -0,0 +1,351 @@
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#include "rays.h"
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#include "aabb.h"
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#include "glm/glm.hpp"
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std::unordered_map<rayvec3, AABBFaces> Rays::raysBoxCache_ = {};
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const rayvec3 X_AXIS = rayvec3(1,0,0), Y_AXIS = rayvec3(0,1,0), Z_AXIS = rayvec3(0,0,1);
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//make faces from AABB
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AABBFaces::AABBFaces(const rayvec3& parentBoxPos, const AABB& parentBox){
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rayvec3 pbMin = parentBox.min(), // every face is min-point and opposite corner point
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pbMax = parentBox.max(),
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pbRealPos = parentBoxPos + pbMin;
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rayvec2 yzMax = rayvec2(parentBoxPos.y + pbMax.y, parentBoxPos.z + pbMax.z ),
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xzMax = rayvec2(parentBoxPos.x + pbMax.x, parentBoxPos.z + pbMax.z ),
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xyMax = rayvec2(parentBoxPos.x + pbMax.x, parentBoxPos.y + pbMax.y );
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faces[0] = {pbRealPos, yzMax}; //in order of AABBFaces::KINDS_ORDER!
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faces[1] = {parentBoxPos + rayvec3(pbMax.x, pbMin.y, pbMin.z), yzMax};
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faces[2] = {pbRealPos, xzMax};
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faces[3] = {parentBoxPos + rayvec3(pbMin.x, pbMax.y, pbMin.z), xzMax};
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faces[4] = {pbRealPos, xyMax};
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faces[5] = {parentBoxPos + rayvec3(pbMin.x, pbMin.y, pbMax.z), xyMax};
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}
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template <>
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RayRelation Rays::rayIntersectAAFace<AAFaceKind::Xperp>(
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const rayvec3& rayOrigin,
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const rayvec3& rayDir,
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const rayvec3& faceMin,
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const rayvec2& faceOppositeCorner, //y and z global coords of opposite corner
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rayvec3& intersectPoint_ret
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){
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if (fabs(glm::dot(rayDir, X_AXIS)) < 1.0E-8){ //precision
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return RayRelation::Parallel;
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}
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glm::float64 rayCoef = (faceMin.x - rayOrigin.x) / (rayDir.x);
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intersectPoint_ret = {faceMin.x,
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rayCoef*rayDir.y + rayOrigin.y,
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rayCoef*rayDir.z + rayOrigin.z};
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if (rayDir.x > 0){
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if (intersectPoint_ret.y >= faceMin.y
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&& intersectPoint_ret.y <= faceOppositeCorner[0]
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&& intersectPoint_ret.z >= faceMin.z
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&& intersectPoint_ret.z <= faceOppositeCorner[1]){
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return RayRelation::Intersect;
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}
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}
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else{
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if (intersectPoint_ret.y <= faceMin.y
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&& intersectPoint_ret.y >= faceOppositeCorner[0]
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&& intersectPoint_ret.z <= faceMin.z
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&& intersectPoint_ret.z >= faceOppositeCorner[1]){
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return RayRelation::Intersect;
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}
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}
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return RayRelation::None;
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}
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template <>
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RayRelation Rays::rayIntersectAAFace<AAFaceKind::Yperp>(
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const rayvec3& rayOrigin,
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const rayvec3& rayDir,
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const rayvec3& faceMin,
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const rayvec2& faceOppositeCorner, //x and z global coords of opposite corner
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rayvec3& intersectPoint_ret
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){
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if (fabs(glm::dot(rayDir, Y_AXIS)) < 1.0E-8){ //precision
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return RayRelation::Parallel;
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}
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glm::float64 rayCoef = (faceMin.y - rayOrigin.y) / (rayDir.y);
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intersectPoint_ret = {rayCoef*rayDir.x + rayOrigin.x,
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faceMin.y,
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rayCoef*rayDir.z + rayOrigin.z};
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if (rayDir.y > 0){
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if (intersectPoint_ret.x >= faceMin.x //Face-hit check
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&& intersectPoint_ret.x <= faceOppositeCorner[0]
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&& intersectPoint_ret.z >= faceMin.z
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&& intersectPoint_ret.z <= faceOppositeCorner[1] ){
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return RayRelation::Intersect;
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}
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}
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else{
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if (intersectPoint_ret.x <= faceMin.x //Face-hit check for negative dir.
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&& intersectPoint_ret.x >= faceOppositeCorner[0]
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&& intersectPoint_ret.z <= faceMin.z
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&& intersectPoint_ret.z >= faceOppositeCorner[1]){
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return RayRelation::Intersect;
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}
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}
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return RayRelation::None;
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}
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template <>
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RayRelation Rays::rayIntersectAAFace<AAFaceKind::Zperp>(
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const rayvec3& rayOrigin,
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const rayvec3& rayDir,
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const rayvec3& faceMin,
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const rayvec2& faceOppositeCorner, //x and y global coords of opposite corner
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rayvec3& intersectPoint_ret
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){
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if (fabs(glm::dot(rayDir, Z_AXIS)) < 1.0E-8){ //precision
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return RayRelation::Parallel;
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}
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glm::float64 rayCoef = (faceMin.z - rayOrigin.z) / (rayDir.z);
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intersectPoint_ret = {rayCoef*rayDir.x + rayOrigin.x,
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rayCoef*rayDir.y + rayOrigin.y,
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faceMin.z};
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if (rayDir.z > 0){
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if (intersectPoint_ret.x >= faceMin.x //Face-hit check
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&& intersectPoint_ret.x <= faceOppositeCorner[0]
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&& intersectPoint_ret.y >= faceMin.y
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&& intersectPoint_ret.y <= faceOppositeCorner[1] ){
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return RayRelation::Intersect;
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}
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}
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else{
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if (intersectPoint_ret.x <= faceMin.x //Face-hit check
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&& intersectPoint_ret.x >= faceOppositeCorner[0]
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&& intersectPoint_ret.y <= faceMin.y
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&& intersectPoint_ret.y >= faceOppositeCorner[1] ){
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return RayRelation::Intersect;
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}
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}
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return RayRelation::None;
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}
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double Rays::updateNormal(
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double newDistApprox,
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const glm::ivec3& newNormal,
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double currentDistApprox,
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glm::ivec3& normal_ret
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){
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if (newDistApprox < currentDistApprox){
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currentDistApprox = newDistApprox;
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normal_ret = newNormal;
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}
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return currentDistApprox;
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}
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template <>
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RayRelation Rays::isRayIntersectsAAFace<AAFaceKind::Xperp>(
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const rayvec3& rayOrigin,
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const rayvec3& rayDir,
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const rayvec3& faceMin,
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const rayvec2& faceOppositeCorner,
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glm::ivec3& normal_ret,
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double& currentDistApprox
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){
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if (fabs(glm::dot(rayDir, X_AXIS)) < 1.0E-8){ //precision of "parallelity"
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return RayRelation::Parallel;
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}
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glm::float64 rayCoef = (faceMin.x - rayOrigin.x);
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rayvec3 intersectPointMult = {faceMin.x * rayDir.x,
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rayCoef*rayDir.y + rayOrigin.y * rayDir.x,
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rayCoef*rayDir.z + rayOrigin.z * rayDir.x};
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if (rayDir.x > 0){
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if (intersectPointMult.y >= faceMin.y * rayDir.x //Face-hit check
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&& intersectPointMult.y <= faceOppositeCorner[0] * rayDir.x
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&& intersectPointMult.z >= faceMin.z * rayDir.x
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&& intersectPointMult.z <= faceOppositeCorner[1] * rayDir.x){
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currentDistApprox = updateNormal(fabs(rayCoef * rayDir.y * rayDir.z), -X_AXIS, currentDistApprox, normal_ret);
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return RayRelation::Intersect;
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}
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}
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else{
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if (intersectPointMult.y <= faceMin.y * rayDir.x //Face-hit check for negative dir.
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&& intersectPointMult.y >= faceOppositeCorner[0] * rayDir.x
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&& intersectPointMult.z <= faceMin.z * rayDir.x
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&& intersectPointMult.z >= faceOppositeCorner[1] * rayDir.x){
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currentDistApprox = updateNormal(fabs(rayCoef * rayDir.y * rayDir.z), X_AXIS, currentDistApprox, normal_ret);
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return RayRelation::Intersect;
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}
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}
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return RayRelation::None;
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}
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template <>
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RayRelation Rays::isRayIntersectsAAFace<AAFaceKind::Yperp>(
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const rayvec3& rayOrigin,
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const rayvec3& rayDir,
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const rayvec3& faceMin,
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const rayvec2& faceOppositeCorner,
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glm::ivec3& normal_ret,
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double& currentDistApprox
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){
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if (fabs(glm::dot(rayDir, Y_AXIS)) < 1.0E-8){ //precision of "parallelity"
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return RayRelation::Parallel;
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}
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glm::float64 rayCoef = (faceMin.y - rayOrigin.y);
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rayvec3 intersectPointMult = {rayCoef*rayDir.x + rayOrigin.x * rayDir.y,
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faceMin.y * rayDir.y,
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rayCoef*rayDir.z + rayOrigin.z * rayDir.y};
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if (rayDir.y > 0){
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if (intersectPointMult.x >= faceMin.x * rayDir.y //Face-hit check
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&& intersectPointMult.x <= faceOppositeCorner[0] * rayDir.y
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&& intersectPointMult.z >= faceMin.z * rayDir.y
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&& intersectPointMult.z <= faceOppositeCorner[1] * rayDir.y){
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currentDistApprox = updateNormal(fabs(rayCoef * rayDir.x * rayDir.z), -Y_AXIS, currentDistApprox, normal_ret);
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return RayRelation::Intersect;
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}
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}
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else{
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if (intersectPointMult.x <= faceMin.x * rayDir.y //Face-hit check for negative dir.
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&& intersectPointMult.x >= faceOppositeCorner[0] * rayDir.y
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&& intersectPointMult.z <= faceMin.z * rayDir.y
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&& intersectPointMult.z >= faceOppositeCorner[1] * rayDir.y){
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currentDistApprox = updateNormal(fabs(rayCoef * rayDir.x * rayDir.z), Y_AXIS, currentDistApprox, normal_ret);
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return RayRelation::Intersect;
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}
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}
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return RayRelation::None;
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}
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template <>
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RayRelation Rays::isRayIntersectsAAFace<AAFaceKind::Zperp>(
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const rayvec3& rayOrigin,
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const rayvec3& rayDir,
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const rayvec3& faceMin,
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const rayvec2& faceOppositeCorner,
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glm::ivec3& normal_ret,
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double& currentDistApprox
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){
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if (fabs(glm::dot(rayDir, Z_AXIS)) < 1.0E-8){ //precision of "parallelity"
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return RayRelation::Parallel;
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}
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glm::float64 rayCoef = (faceMin.z - rayOrigin.z);
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rayvec3 intersectPointMult = {rayCoef*rayDir.x + rayOrigin.x * rayDir.z,
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rayCoef*rayDir.y + rayOrigin.y * rayDir.z,
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faceMin.z * rayDir.z};
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if (rayDir.z > 0){
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if (intersectPointMult.x >= faceMin.x * rayDir.z //Face-hit check
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&& intersectPointMult.x <= faceOppositeCorner[0] * rayDir.z
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&& intersectPointMult.y >= faceMin.y * rayDir.z
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&& intersectPointMult.y <= faceOppositeCorner[1] * rayDir.z){
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currentDistApprox = updateNormal(fabs(rayCoef * rayDir.x * rayDir.y), -Z_AXIS, currentDistApprox, normal_ret);
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return RayRelation::Intersect;
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}
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}
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else{
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if (intersectPointMult.x <= faceMin.x * rayDir.z //Face-hit check
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&& intersectPointMult.x >= faceOppositeCorner[0] * rayDir.z
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&& intersectPointMult.y <= faceMin.y * rayDir.z
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&& intersectPointMult.y >= faceOppositeCorner[1] * rayDir.z){
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currentDistApprox = updateNormal(fabs(rayCoef * rayDir.x * rayDir.y), Z_AXIS, currentDistApprox, normal_ret);
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return RayRelation::Intersect;
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}
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}
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return RayRelation::None;
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}
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RayRelation Rays::rayIntersectAABB(
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const rayvec3& rayOrigin,
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const rayvec3& rayDir,
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const rayvec3& boxPos,
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const AABB& box,
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float maxDist,
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rayvec3& pointIn_ret,
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rayvec3& pointOut_ret,
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glm::ivec3& normal_ret){
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if constexpr (IS_RAYS_BOX_CACHE_ON){
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if (raysBoxCache_.find(boxPos) != raysBoxCache_.end()){
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const AABBFaces& boxFaces = raysBoxCache_[boxPos];
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return rayIntersectAABBFaces(rayOrigin, rayDir, boxFaces, maxDist, pointIn_ret, pointOut_ret, normal_ret);
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} else {
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const AABBFaces& boxFaces = AABBFaces(boxPos, box);
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raysBoxCache_[boxPos] = boxFaces;
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return rayIntersectAABBFaces(rayOrigin, rayDir, boxFaces, maxDist, pointIn_ret, pointOut_ret, normal_ret);
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}
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} else {
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const AABBFaces& boxFaces = AABBFaces(boxPos, box);
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return rayIntersectAABBFaces(rayOrigin, rayDir, boxFaces, maxDist, pointIn_ret, pointOut_ret, normal_ret);
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}
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}
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RayRelation Rays::rayIntersectAABBFaces(
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const rayvec3& rayOrigin,
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const rayvec3& rayDir,
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const AABBFaces& boxFaces,
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float maxDist,
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rayvec3& pointIn_ret,
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rayvec3& pointOut_ret,
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glm::ivec3& normal_ret){//TODO: points returning
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RayRelation rel;
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double faceDistApprox = maxDist;
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unsigned char intersectedCount = 0; //this code is very uncomfortable, DONT LEARN IT!
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rel = isRayIntersectsAAFace<AABBFaces::KINDS_ORDER[0]>(
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rayOrigin, rayDir, boxFaces.faces[0].first, boxFaces.faces[0].second, normal_ret, faceDistApprox
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);
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if (rel > RayRelation::None){
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++intersectedCount;
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}
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rel = isRayIntersectsAAFace<AABBFaces::KINDS_ORDER[1]>(
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rayOrigin, rayDir, boxFaces.faces[1].first, boxFaces.faces[1].second, normal_ret, faceDistApprox
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);
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if (rel > RayRelation::None){
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++intersectedCount;
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}
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rel = isRayIntersectsAAFace<AABBFaces::KINDS_ORDER[2]>(
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rayOrigin, rayDir, boxFaces.faces[2].first, boxFaces.faces[2].second, normal_ret, faceDistApprox
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);
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if (rel > RayRelation::None){
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++intersectedCount;
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}
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rel = isRayIntersectsAAFace<AABBFaces::KINDS_ORDER[3]>(
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rayOrigin, rayDir, boxFaces.faces[3].first, boxFaces.faces[3].second, normal_ret, faceDistApprox
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);
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if (rel > RayRelation::None){
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++intersectedCount;
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}
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||||
rel = isRayIntersectsAAFace<AABBFaces::KINDS_ORDER[4]>(
|
||||
rayOrigin, rayDir, boxFaces.faces[4].first, boxFaces.faces[4].second, normal_ret, faceDistApprox
|
||||
);
|
||||
if (rel > RayRelation::None){
|
||||
++intersectedCount;
|
||||
}
|
||||
|
||||
rel = isRayIntersectsAAFace<AABBFaces::KINDS_ORDER[5]>(
|
||||
rayOrigin, rayDir, boxFaces.faces[5].first, boxFaces.faces[5].second, normal_ret, faceDistApprox
|
||||
);
|
||||
if (rel > RayRelation::None){
|
||||
++intersectedCount;
|
||||
}
|
||||
|
||||
if (intersectedCount > 0) return RayRelation::Intersect;
|
||||
return RayRelation::None;
|
||||
}
|
||||
97
src/maths/rays.h
Normal file
97
src/maths/rays.h
Normal file
@ -0,0 +1,97 @@
|
||||
#ifndef MATHS_RAYS_H_
|
||||
#define MATHS_RAYS_H_
|
||||
|
||||
// #include "../typedefs.h"
|
||||
#include "aabb.h"
|
||||
#include "glm/glm.hpp"
|
||||
|
||||
#include <unordered_map>
|
||||
|
||||
typedef glm::highp_dvec3 rayvec3;
|
||||
typedef glm::highp_dvec2 rayvec2;
|
||||
|
||||
enum class RayRelation{
|
||||
Embed=2, Intersect=1, Parallel=0, None=0
|
||||
};
|
||||
enum class AAFaceKind : unsigned char{
|
||||
Xperp=0, Yperp=1, Zperp=2 //perpendicular faces to corresponding axis
|
||||
};
|
||||
|
||||
const unsigned char AABBFACES_COUNT = 6;
|
||||
|
||||
class AABBFaces{
|
||||
public:
|
||||
std::array<std::pair<rayvec3, rayvec2>, AABBFACES_COUNT> faces; // every face is min-point and opposite corner point
|
||||
|
||||
static constexpr std::array<AAFaceKind,AABBFACES_COUNT> KINDS_ORDER = {
|
||||
AAFaceKind::Xperp, AAFaceKind::Xperp,
|
||||
AAFaceKind::Yperp, AAFaceKind::Yperp,
|
||||
AAFaceKind::Zperp, AAFaceKind::Zperp};
|
||||
|
||||
AABBFaces(){};
|
||||
AABBFaces(const rayvec3& parentBoxPos, const AABB& parentBox);
|
||||
|
||||
};
|
||||
|
||||
template<>
|
||||
struct std::hash<rayvec3>{
|
||||
std::size_t operator()(const rayvec3& r) const noexcept{
|
||||
return std::hash<double>{}(r.x) ^ (std::hash<double>{}(r.y) << 1) ^ (std::hash<double>{}(r.z) << 2);
|
||||
}
|
||||
};
|
||||
|
||||
class Rays{
|
||||
protected:
|
||||
static const bool IS_RAYS_BOX_CACHE_ON = false;
|
||||
static std::unordered_map<rayvec3, AABBFaces> raysBoxCache_; //[boxPos]: faces array
|
||||
|
||||
public:
|
||||
|
||||
template <AAFaceKind faceKind>
|
||||
static RayRelation rayIntersectAAFace(
|
||||
const rayvec3& rayOrigin,
|
||||
const rayvec3& rayDir,
|
||||
const rayvec3& faceMin,
|
||||
const rayvec2& faceOppositeCorner,
|
||||
rayvec3& intersectPoint_ret
|
||||
);
|
||||
|
||||
static double updateNormal(
|
||||
double newDistApprox,
|
||||
const glm::ivec3& newNormal,
|
||||
double currentDistApprox,
|
||||
glm::ivec3& normal_ret
|
||||
);
|
||||
|
||||
//optimized, not returns intersectPoint coordinates
|
||||
template <AAFaceKind faceKind>
|
||||
static RayRelation isRayIntersectsAAFace(
|
||||
const rayvec3& rayOrigin,
|
||||
const rayvec3& rayDir,
|
||||
const rayvec3& faceMin,
|
||||
const rayvec2& faceOppositeCorner,
|
||||
glm::ivec3& normal_ret,
|
||||
double& currentDistApprox
|
||||
);
|
||||
|
||||
static RayRelation rayIntersectAABB(
|
||||
const rayvec3& rayOrigin,
|
||||
const rayvec3& rayDir,
|
||||
const rayvec3& boxPos,
|
||||
const AABB& box,
|
||||
float maxDist,
|
||||
rayvec3& pointIn_ret,
|
||||
rayvec3& pointOut_ret,
|
||||
glm::ivec3& normal_ret);
|
||||
|
||||
static RayRelation rayIntersectAABBFaces(
|
||||
const rayvec3& rayOrigin,
|
||||
const rayvec3& rayDir,
|
||||
const AABBFaces& boxFaces,
|
||||
float maxDist,
|
||||
rayvec3& pointIn_ret,
|
||||
rayvec3& pointOut_ret,
|
||||
glm::ivec3& normal_ret);
|
||||
};
|
||||
|
||||
#endif // SRC_VOXNATHS_H_
|
||||
@ -1,5 +1,7 @@
|
||||
#include "timeutil.h"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
using std::chrono::high_resolution_clock;
|
||||
using std::chrono::duration_cast;
|
||||
using std::chrono::microseconds;
|
||||
@ -11,6 +13,12 @@ int64_t timeutil::Timer::stop() {
|
||||
return duration_cast<microseconds>(high_resolution_clock::now()-start).count();
|
||||
}
|
||||
|
||||
timeutil::ScopeLogTimer::ScopeLogTimer(long long id) : scopeid_(id) {}
|
||||
|
||||
timeutil::ScopeLogTimer::~ScopeLogTimer() {
|
||||
std::cout << "Scope "<< scopeid_ <<" finished in "<< ScopeLogTimer::stop() << " micros. \n";
|
||||
}
|
||||
|
||||
float timeutil::time_value(float hour, float minute, float second) {
|
||||
return (hour + (minute + second / 60.0f) / 60.0f) / 24.0f;
|
||||
}
|
||||
|
||||
@ -12,6 +12,19 @@ namespace timeutil {
|
||||
int64_t stop();
|
||||
};
|
||||
|
||||
/* Timer that stops and prints time when destructor called
|
||||
* @example:
|
||||
* { // some scope (custom, function, if/else, cycle etc.)
|
||||
* timeutil::ScopeLogTimer scopeclock();
|
||||
* ...
|
||||
* } */
|
||||
class ScopeLogTimer : public Timer{
|
||||
long long scopeid_;
|
||||
public:
|
||||
ScopeLogTimer(long long id);
|
||||
~ScopeLogTimer();
|
||||
};
|
||||
|
||||
float time_value(float hour, float minute, float second);
|
||||
void from_value(float value, int& hour, int& minute, int& second);
|
||||
}
|
||||
|
||||
@ -10,11 +10,14 @@
|
||||
|
||||
#include "../graphics/Mesh.h"
|
||||
#include "../maths/voxmaths.h"
|
||||
#include "../maths/aabb.h"
|
||||
#include "../maths/rays.h"
|
||||
|
||||
#include <math.h>
|
||||
#include <limits.h>
|
||||
|
||||
using glm::vec3;
|
||||
using glm::ivec3;
|
||||
using std::shared_ptr;
|
||||
|
||||
Chunks::Chunks(int w, int d,
|
||||
@ -45,7 +48,7 @@ Chunks::~Chunks(){
|
||||
}
|
||||
|
||||
voxel* Chunks::get(int x, int y, int z){
|
||||
x -= ox * CHUNK_W;
|
||||
x -= ox * CHUNK_W;
|
||||
z -= oz * CHUNK_D;
|
||||
int cx = x / CHUNK_W;
|
||||
int cy = y / CHUNK_H;
|
||||
@ -55,7 +58,7 @@ voxel* Chunks::get(int x, int y, int z){
|
||||
if (z < 0) cz--;
|
||||
if (cx < 0 || cy < 0 || cz < 0 || cx >= w || cy >= 1 || cz >= d)
|
||||
return nullptr;
|
||||
shared_ptr<Chunk> chunk = chunks[(cy * d + cz) * w + cx];
|
||||
shared_ptr<Chunk> chunk = chunks[cz * w + cx]; // chunks is 2D-array
|
||||
if (chunk == nullptr)
|
||||
return nullptr;
|
||||
int lx = x - cx * CHUNK_W;
|
||||
@ -174,13 +177,13 @@ void Chunks::set(int x, int y, int z, int id, uint8_t states){
|
||||
if (lz == CHUNK_D-1 && (chunk = getChunk(cx+ox, cz+oz+1)))
|
||||
chunk->setModified(true);
|
||||
}
|
||||
|
||||
#include "../util/timeutil.h"
|
||||
voxel* Chunks::rayCast(vec3 start,
|
||||
vec3 dir,
|
||||
float maxDist,
|
||||
vec3& end,
|
||||
vec3& norm,
|
||||
vec3& iend) {
|
||||
ivec3& norm,
|
||||
ivec3& iend) {
|
||||
float px = start.x;
|
||||
float py = start.y;
|
||||
float pz = start.z;
|
||||
@ -194,9 +197,9 @@ voxel* Chunks::rayCast(vec3 start,
|
||||
int iy = floor(py);
|
||||
int iz = floor(pz);
|
||||
|
||||
float stepx = (dx > 0.0f) ? 1.0f : -1.0f;
|
||||
float stepy = (dy > 0.0f) ? 1.0f : -1.0f;
|
||||
float stepz = (dz > 0.0f) ? 1.0f : -1.0f;
|
||||
int stepx = (dx > 0.0f) ? 1 : -1;
|
||||
int stepy = (dy > 0.0f) ? 1 : -1;
|
||||
int stepz = (dz > 0.0f) ? 1 : -1;
|
||||
|
||||
constexpr float infinity = std::numeric_limits<float>::infinity();
|
||||
|
||||
@ -212,71 +215,37 @@ voxel* Chunks::rayCast(vec3 start,
|
||||
float tyMax = (tyDelta < infinity) ? tyDelta * ydist : infinity;
|
||||
float tzMax = (tzDelta < infinity) ? tzDelta * zdist : infinity;
|
||||
|
||||
int steppedIndex = -1;
|
||||
int steppedIndex = -1;
|
||||
|
||||
while (t <= maxDist){
|
||||
voxel* voxel = get(ix, iy, iz);
|
||||
if (!voxel){ return nullptr; }
|
||||
|
||||
while (t <= maxDist){
|
||||
voxel* voxel = get(ix, iy, iz);
|
||||
const Block* def = nullptr;
|
||||
if (voxel == nullptr || (def = contentIds->getBlockDef(voxel->id))->selectable){
|
||||
const Block* def = contentIds->getBlockDef(voxel->id);
|
||||
if (def->selectable){
|
||||
timeutil::ScopeLogTimer lg((long long)def);
|
||||
end.x = px + t * dx;
|
||||
end.y = py + t * dy;
|
||||
end.z = pz + t * dz;
|
||||
iend.x = ix;
|
||||
iend.y = iy;
|
||||
iend.z = iz;
|
||||
|
||||
// TODO: replace this dumb solution with something better
|
||||
if (def && !def->rt.solid) {
|
||||
const int gridSize = BLOCK_AABB_GRID * 2;
|
||||
if (!def->rt.solid) {
|
||||
const AABB& box = def->rotatable
|
||||
? def->rt.hitboxes[voxel->rotation()]
|
||||
: def->hitbox;
|
||||
const int subs = gridSize;
|
||||
iend = vec3(ix, iy, iz);
|
||||
end -= iend;
|
||||
int six = end.x * gridSize;
|
||||
int siy = end.y * gridSize;
|
||||
int siz = end.z * gridSize;
|
||||
float stxMax = (txDelta < infinity) ? txDelta * xdist : infinity;
|
||||
float styMax = (tyDelta < infinity) ? tyDelta * ydist : infinity;
|
||||
float stzMax = (tzDelta < infinity) ? tzDelta * zdist : infinity;
|
||||
for (int i = 0; i < subs*2; i++) {
|
||||
end.x = six / float(gridSize);
|
||||
end.y = siy / float(gridSize);
|
||||
end.z = siz / float(gridSize);
|
||||
if (box.inside(end)) {
|
||||
end += iend;
|
||||
norm.x = norm.y = norm.z = 0.0f;
|
||||
if (steppedIndex == 0) norm.x = -stepx;
|
||||
if (steppedIndex == 1) norm.y = -stepy;
|
||||
if (steppedIndex == 2) norm.z = -stepz;
|
||||
return voxel;
|
||||
}
|
||||
if (stxMax < styMax) {
|
||||
if (stxMax < stzMax) {
|
||||
six += stepx;
|
||||
stxMax += txDelta;
|
||||
steppedIndex = 0;
|
||||
} else {
|
||||
siz += stepz;
|
||||
stzMax += tzDelta;
|
||||
steppedIndex = 2;
|
||||
}
|
||||
} else {
|
||||
if (styMax < stzMax) {
|
||||
siy += stepy;
|
||||
styMax += tyDelta;
|
||||
steppedIndex = 1;
|
||||
} else {
|
||||
siz += stepz;
|
||||
stzMax += tzDelta;
|
||||
steppedIndex = 2;
|
||||
}
|
||||
}
|
||||
rayvec3 in, out; // <- now not used, but for future...
|
||||
if (Rays::rayIntersectAABB(start, dir, iend, box, maxDist, in, out, norm) > RayRelation::None){
|
||||
return voxel;
|
||||
}
|
||||
|
||||
} else {
|
||||
iend.x = ix;
|
||||
iend.y = iy;
|
||||
iend.z = iz;
|
||||
|
||||
norm.x = norm.y = norm.z = 0.0f;
|
||||
norm.x = norm.y = norm.z = 0;
|
||||
if (steppedIndex == 0) norm.x = -stepx;
|
||||
if (steppedIndex == 1) norm.y = -stepy;
|
||||
if (steppedIndex == 2) norm.z = -stepz;
|
||||
@ -316,7 +285,7 @@ voxel* Chunks::rayCast(vec3 start,
|
||||
end.x = px + t * dx;
|
||||
end.y = py + t * dy;
|
||||
end.z = pz + t * dz;
|
||||
norm.x = norm.y = norm.z = 0.0f;
|
||||
norm.x = norm.y = norm.z = 0;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
@ -336,7 +305,7 @@ void Chunks::translate(int dx, int dz){
|
||||
}
|
||||
for (int z = 0; z < d; z++){
|
||||
for (int x = 0; x < w; x++){
|
||||
shared_ptr<Chunk> chunk = chunks[z * d + x];
|
||||
shared_ptr<Chunk> chunk = chunks[z * w + x];
|
||||
int nx = x - dx;
|
||||
int nz = z - dz;
|
||||
if (chunk == nullptr)
|
||||
@ -351,9 +320,7 @@ void Chunks::translate(int dx, int dz){
|
||||
chunksSecond[nz * w + nx] = chunk;
|
||||
}
|
||||
}
|
||||
shared_ptr<Chunk>* ctemp = chunks;
|
||||
chunks = chunksSecond;
|
||||
chunksSecond = ctemp;
|
||||
std::swap(chunks, chunksSecond);
|
||||
|
||||
ox += dx;
|
||||
oz += dz;
|
||||
|
||||
@ -48,8 +48,8 @@ public:
|
||||
glm::vec3 dir,
|
||||
float maxLength,
|
||||
glm::vec3& end,
|
||||
glm::vec3& norm,
|
||||
glm::vec3& iend);
|
||||
glm::ivec3& norm,
|
||||
glm::ivec3& iend);
|
||||
|
||||
const AABB* isObstacle(float x, float y, float z);
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user