std::cout << std::endl;
if (!aim_chunk) {
std::cout << "not looking at any block" << std::endl;
+ Ray aim = ctrl.Aim();
+ std::cout << "aim ray: " << aim.orig << ", " << aim.dir << std::endl;
return;
}
std::cout << "looking at block " << aim_block
<< aim_chunk->Position()
<< std::endl;
- std::cout << " neighbors:";
+ std::cout << " neighbors:" << std::endl;
if (aim_chunk->HasNeighbor(Block::FACE_LEFT)) {
- std::cout << " left";
+ std::cout << " left " << aim_chunk->GetNeighbor(Block::FACE_LEFT).Position() << std::endl;
}
if (aim_chunk->HasNeighbor(Block::FACE_RIGHT)) {
- std::cout << " right";
+ std::cout << " right " << aim_chunk->GetNeighbor(Block::FACE_RIGHT).Position() << std::endl;
}
if (aim_chunk->HasNeighbor(Block::FACE_UP)) {
- std::cout << " up";
+ std::cout << " up " << aim_chunk->GetNeighbor(Block::FACE_UP).Position() << std::endl;
}
if (aim_chunk->HasNeighbor(Block::FACE_DOWN)) {
- std::cout << " down";
+ std::cout << " down " << aim_chunk->GetNeighbor(Block::FACE_DOWN).Position() << std::endl;
}
if (aim_chunk->HasNeighbor(Block::FACE_FRONT)) {
- std::cout << " front";
+ std::cout << " front " << aim_chunk->GetNeighbor(Block::FACE_FRONT).Position() << std::endl;
}
if (aim_chunk->HasNeighbor(Block::FACE_BACK)) {
- std::cout << " back";
+ std::cout << " back " << aim_chunk->GetNeighbor(Block::FACE_BACK).Position() << std::endl;
}
std::cout << std::endl;
}