ClassiCube/ClassicalSharp/Math/Picking.cs

136 lines
No EOL
5.2 KiB
C#

// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
using System;
using ClassicalSharp.Map;
using ClassicalSharp.Physics;
using OpenTK;
using BlockID = System.UInt16;
namespace ClassicalSharp {
public static class Picking {
static RayTracer t = new RayTracer();
/// <summary> Determines the picked block based on the given origin and direction vector.<br/>
/// Marks pickedPos as invalid if a block could not be found due to going outside map boundaries
/// or not being able to find a suitable candiate within the given reach distance. </summary>
public static void CalculatePickedBlock(Game game, Vector3 origin, Vector3 dir,
float reach, PickedPos pos) {
if (!RayTrace(game, origin, dir, reach, pos, false)) {
pos.SetAsInvalid();
}
}
static bool PickBlock(Game game, PickedPos pos) {
if (!game.CanPick(t.Block)) return false;
// This cell falls on the path of the ray. Now perform an additional bounding box test,
// since some blocks do not occupy a whole cell.
float t0, t1;
if (!Intersection.RayIntersectsBox(t.Origin, t.Dir, t.Min, t.Max, out t0, out t1))
return false;
Vector3 I = t.Origin + t.Dir * t0;
// Only pick the block if the block is precisely within reach distance.
float lenSq = (I - t.Origin).LengthSquared;
float reach = game.LocalPlayer.ReachDistance;
if (lenSq <= reach * reach) {
pos.SetAsValid(t.X, t.Y, t.Z, t.Min, t.Max, t.Block, I);
} else {
pos.SetAsInvalid();
}
return true;
}
public static void ClipCameraPos(Game game, Vector3 origin, Vector3 dir,
float reach, PickedPos pos) {
bool noClip = !game.CameraClipping || game.LocalPlayer.Hacks.Noclip;
if (noClip || !RayTrace(game, origin, dir, reach, pos, true)) {
pos.SetAsInvalid();
pos.Intersect = origin + dir * reach;
}
}
static Vector3 adjust = new Vector3(0.1f);
static bool CameraClip(Game game, PickedPos pos) {
if (BlockInfo.Draw[t.Block] == DrawType.Gas || BlockInfo.Collide[t.Block] != CollideType.Solid)
return false;
float t0, t1;
if (!Intersection.RayIntersectsBox(t.Origin, t.Dir, t.Min, t.Max, out t0, out t1))
return false;
// Need to collide with slightly outside block, to avoid camera clipping issues
t.Min -= adjust; t.Max += adjust;
Intersection.RayIntersectsBox(t.Origin, t.Dir, t.Min, t.Max, out t0, out t1);
Vector3 I = t.Origin + t.Dir * t0;
pos.SetAsValid(t.X, t.Y, t.Z, t.Min, t.Max, t.Block, I);
return true;
}
static bool RayTrace(Game game, Vector3 origin, Vector3 dir, float reach,
PickedPos pos, bool clipMode) {
t.SetVectors(origin, dir);
float reachSq = reach * reach;
Vector3I pOrigin = Vector3I.Floor(origin);
bool insideMap = game.World.IsValidPos(pOrigin);
Vector3 coords;
for (int i = 0; i < 25000; i++) {
int x = t.X, y = t.Y, z = t.Z;
coords.X = x; coords.Y = y; coords.Z = z;
t.Block = insideMap ?
InsideGetBlock(game.World, x, y, z) : OutsideGetBlock(game.World, x, y, z, pOrigin);
Vector3 min = coords + BlockInfo.RenderMinBB[t.Block];
Vector3 max = coords + BlockInfo.RenderMaxBB[t.Block];
float dx = Math.Min(Math.Abs(origin.X - min.X), Math.Abs(origin.X - max.X));
float dy = Math.Min(Math.Abs(origin.Y - min.Y), Math.Abs(origin.Y - max.Y));
float dz = Math.Min(Math.Abs(origin.Z - min.Z), Math.Abs(origin.Z - max.Z));
if (dx * dx + dy * dy + dz * dz > reachSq) return false;
t.Min = min; t.Max = max;
bool intersect = clipMode ? CameraClip(game, pos) : PickBlock(game, pos);
if (intersect) return true;
t.Step();
}
throw new InvalidOperationException("did over 25000 iterations in CalculatePickedBlock(). " +
"Something has gone wrong. (dir: " + dir + ")");
}
const BlockID border = Block.Bedrock;
static BlockID InsideGetBlock(World map, int x, int y, int z) {
if (x >= 0 && z >= 0 && x < map.Width && z < map.Length) {
if (y >= map.Height) return Block.Air;
if (y >= 0) return map.GetBlock(x, y, z);
}
// bedrock on bottom or outside map
bool sides = map.Env.SidesBlock != Block.Air;
int height = map.Env.SidesHeight; if (height < 1) height = 1;
return sides && y < height ? border : Block.Air;
}
static BlockID OutsideGetBlock(World map, int x, int y, int z, Vector3I origin) {
if (x < 0 || z < 0 || x >= map.Width || z >= map.Length) return Block.Air;
bool sides = map.Env.SidesBlock != Block.Air;
// handling of blocks inside the map, above, and on borders
if (y >= map.Height) return Block.Air;
if (sides && y == -1 && origin.Y > 0) return border;
if (sides && y == 0 && origin.Y < 0) return border;
int height = map.Env.SidesHeight; if (height < 1) height = 1;
if (sides && x == 0 && y >= 0 && y < height && origin.X < 0) return border;
if (sides && z == 0 && y >= 0 && y < height && origin.Z < 0) return border;
if (sides && x == map.MaxX && y >= 0 && y < height && origin.X >= map.Width) return border;
if (sides && z == map.MaxZ && y >= 0 && y < height && origin.Z >= map.Length) return border;
if (y >= 0) return map.GetBlock(x, y, z);
return Block.Air;
}
}
}