From e1bb0b36836d4d3c34e2fbbcba41bdb55afb7ae2 Mon Sep 17 00:00:00 2001 From: maxwes08 Date: Tue, 16 Sep 2025 10:06:01 +0200 Subject: [PATCH] raycasting changes --- World.cs | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/World.cs b/World.cs index 94d61a9..ddc5d8b 100644 --- a/World.cs +++ b/World.cs @@ -74,13 +74,13 @@ namespace Voxel float tDeltaZ = direction.Z != 0 ? MathF.Abs(1 / direction.Z) : float.MaxValue; float tMaxX = direction.X > 0 - ? (MathF.Floor(origin.X) + 1 - origin.X) * tDeltaX + ? (MathF.Ceiling(origin.X) - origin.X) * tDeltaX : (origin.X - MathF.Floor(origin.X)) * tDeltaX; float tMaxY = direction.Y > 0 - ? (MathF.Floor(origin.Y) + 1 - origin.Y) * tDeltaY + ? (MathF.Ceiling(origin.Y) + 1 - origin.Y) * tDeltaY : (origin.Y - MathF.Floor(origin.Y)) * tDeltaY; float tMaxZ = direction.Z > 0 - ? (MathF.Floor(origin.Z) + 1 - origin.Z) * tDeltaZ + ? (MathF.Ceiling(origin.Z) + 1 - origin.Z) * tDeltaZ : (origin.Z - MathF.Floor(origin.Z)) * tDeltaZ; float distance = 0f;