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Better selection box sorting.
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commit
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3 changed files with 15 additions and 15 deletions
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@ -72,9 +72,8 @@ namespace ClassicalSharp {
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// which voxel boundary is nearest) and walk that way.
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while( iterations < 10000 ) {
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byte block = map.IsValidPos( x, y, z ) ? map.GetBlock( x, y, z ) : (byte)0;
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float height = block == 0 ? 1 : info.BlockHeight( block );
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Vector3 min = new Vector3( x, y, z );
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Vector3 max = new Vector3( x + 1, y + height, z + 1 );
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Vector3 max = min + new Vector3( 1, block == 0 ? 1 : info.BlockHeight( block ), 1 );
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float dx = Math.Min( Math.Abs( origin.X - min.X ), Math.Abs( origin.X - max.X ) );
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float dy = Math.Min( Math.Abs( origin.Y - min.Y ), Math.Abs( origin.Y - max.Y ) );
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@ -13,27 +13,28 @@ namespace ClassicalSharp.Selections {
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float maxDistA = float.NegativeInfinity, maxDistB = float.NegativeInfinity;
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Intersect( a, pos, ref minDistA, ref maxDistA );
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Intersect( b, pos, ref minDistB, ref maxDistB );
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return maxDistA == maxDistB ? minDistA.CompareTo( minDistB ) : maxDistA.CompareTo( maxDistB );
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// Reversed comparison order because we need to render back to front for alpha blending.
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return minDistA == minDistB ? maxDistB.CompareTo( maxDistA ) : minDistB.CompareTo( minDistA );
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}
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void Intersect( SelectionBox box, Vector3 origin, ref float closest, ref float furthest ) {
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Vector3I min = box.Min;
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Vector3I max = box.Max;
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// Bottom corners
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UpdateDist( pos.X, pos.Y, pos.Z, min.X, min.Y, min.Z, ref closest, ref furthest );
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UpdateDist( pos.X, pos.Y, pos.Z, max.X, min.Y, min.Z, ref closest, ref furthest );
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UpdateDist( pos.X, pos.Y, pos.Z, max.X, min.Y, max.Z, ref closest, ref furthest );
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UpdateDist( pos.X, pos.Y, pos.Z, min.X, min.Y, max.Z, ref closest, ref furthest );
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UpdateDist( pos, min.X, min.Y, min.Z, ref closest, ref furthest );
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UpdateDist( pos, max.X, min.Y, min.Z, ref closest, ref furthest );
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UpdateDist( pos, max.X, min.Y, max.Z, ref closest, ref furthest );
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UpdateDist( pos, min.X, min.Y, max.Z, ref closest, ref furthest );
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// top corners
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UpdateDist( pos.X, pos.Y, pos.Z, min.X, max.Y, min.Z, ref closest, ref furthest );
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UpdateDist( pos.X, pos.Y, pos.Z, max.X, max.Y, min.Z, ref closest, ref furthest );
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UpdateDist( pos.X, pos.Y, pos.Z, max.X, max.Y, max.Z, ref closest, ref furthest );
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UpdateDist( pos.X, pos.Y, pos.Z, min.X, max.Y, max.Z, ref closest, ref furthest );
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UpdateDist( pos, min.X, max.Y, min.Z, ref closest, ref furthest );
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UpdateDist( pos, max.X, max.Y, min.Z, ref closest, ref furthest );
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UpdateDist( pos, max.X, max.Y, max.Z, ref closest, ref furthest );
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UpdateDist( pos, min.X, max.Y, max.Z, ref closest, ref furthest );
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}
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static void UpdateDist( float x1, float y1, float z1, float x2, float y2, float z2,
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static void UpdateDist( Vector3 p, float x2, float y2, float z2,
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ref float closest, ref float furthest ) {
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float dist = Utils.DistanceSquared( x1, y1, z1, x2, y2, z2 );
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float dist = Utils.DistanceSquared( p.X, p.Y, p.Z, x2, y2, z2 );
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if( dist < closest ) closest = dist;
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if( dist > furthest ) furthest = dist;
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}
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@ -39,8 +39,8 @@ namespace ClassicalSharp.Selections {
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Player player = Window.LocalPlayer;
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pos = player.Position;
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if( selections.Count == 0 ) return;
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// Basically sorts selection boxes back to front for better transparency.
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// TODO: Proper selection box sorting.
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// TODO: Proper selection box sorting. But this is very difficult because
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// we can have boxes within boxes, intersecting boxes, etc..
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comparer.pos = pos;
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selections.Sort( comparer );
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