bool Chunk::Intersection(
const Ray &ray,
const glm::mat4 &M,
- int *blkid,
- float *dist,
- glm::vec3 *normal) const {
- { // rough check
- if (!blank::Intersection(ray, Bounds(), M)) {
- return false;
- }
- }
-
- if (!blkid && !dist && !normal) {
- return true;
- }
-
+ int &blkid,
+ float &dist,
+ glm::vec3 &normal
+) const {
// TODO: should be possible to heavily optimize this
int id = 0;
- int closest_id = -1;
- float closest_dist = std::numeric_limits<float>::infinity();
- glm::vec3 closest_normal(0, 1, 0);
+ blkid = -1;
+ dist = std::numeric_limits<float>::infinity();
for (int z = 0; z < Depth(); ++z) {
for (int y = 0; y < Height(); ++y) {
for (int x = 0; x < Width(); ++x, ++id) {
float cur_dist;
glm::vec3 cur_norm;
if (Type(blocks[id]).shape->Intersects(ray, M * ToTransform(id), cur_dist, cur_norm)) {
- if (cur_dist < closest_dist) {
- closest_id = id;
- closest_dist = cur_dist;
- closest_normal = cur_norm;
+ if (cur_dist < dist) {
+ blkid = id;
+ dist = cur_dist;
+ normal = cur_norm;
}
}
}
}
}
- if (closest_id < 0) {
+ if (blkid < 0) {
return false;
+ } else {
+ normal = glm::vec3(BlockAt(blkid).Transform() * glm::vec4(normal, 0.0f));
+ return true;
}
-
- if (blkid) {
- *blkid = closest_id;
- }
- if (dist) {
- *dist = closest_dist;
- }
- if (normal) {
- *normal = glm::vec3(BlockAt(closest_id).Transform() * glm::vec4(closest_normal, 0.0f));
- }
- return true;
}
void Chunk::Position(const Pos &pos) {
// invisible blocks must have their fill set to 6x false
// (the default, so should be okay)
- const BlockType &right = Type(blocks[idx + 1]);
- if (!right.fill.left) return false;
+ const Block &right = blocks[idx + 1];
+ if (!Type(right).FaceFilled(right, Block::FACE_LEFT)) return false;
- const BlockType &left = Type(blocks[idx - 1]);
- if (!left.fill.right) return false;
+ const Block &left = blocks[idx - 1];
+ if (!Type(left).FaceFilled(left, Block::FACE_RIGHT)) return false;
- const BlockType &up = Type(blocks[idx + Width()]);
- if (!up.fill.down) return false;
+ const Block &up = blocks[idx + Width()];
+ if (!Type(up).FaceFilled(up, Block::FACE_DOWN)) return false;
- const BlockType &down = Type(blocks[idx - Width()]);
- if (!down.fill.up) return false;
+ const Block &down = blocks[idx - Width()];
+ if (!Type(down).FaceFilled(down, Block::FACE_UP)) return false;
- const BlockType &front = Type(blocks[idx + Width() * Height()]);
- if (!front.fill.back) return false;
+ const Block &front = blocks[idx + Width() * Height()];
+ if (!Type(front).FaceFilled(front, Block::FACE_BACK)) return false;
- const BlockType &back = Type(blocks[idx - Width() * Height()]);
- if (!back.fill.front) return false;
+ const Block &back = blocks[idx - Width() * Height()];
+ if (!Type(back).FaceFilled(back, Block::FACE_FRONT)) return false;
return true;
}