]> git.localhorst.tv Git - blank.git/blobdiff - src/chunk.cpp
fixed oriented block occlusion check
[blank.git] / src / chunk.cpp
index 4cabcecf040e17784ac86b2e0d5c869949d63c34..ae13aec24c4e6de4de2d6e429dcf662bcb98a9d3 100644 (file)
@@ -56,24 +56,14 @@ void Chunk::Draw() {
 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) {
@@ -83,30 +73,22 @@ bool Chunk::Intersection(
                                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 = closest_normal;
-       }
-       return true;
 }
 
 void Chunk::Position(const Pos &pos) {
@@ -154,23 +136,23 @@ bool Chunk::Obstructed(int idx) const {
        // 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;
 }