raycasting changes
This commit is contained in:
6
World.cs
6
World.cs
@@ -74,13 +74,13 @@ namespace Voxel
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float tDeltaZ = direction.Z != 0 ? MathF.Abs(1 / direction.Z) : float.MaxValue;
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float tMaxX = direction.X > 0
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? (MathF.Floor(origin.X) + 1 - origin.X) * tDeltaX
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? (MathF.Ceiling(origin.X) - origin.X) * tDeltaX
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: (origin.X - MathF.Floor(origin.X)) * tDeltaX;
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float tMaxY = direction.Y > 0
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? (MathF.Floor(origin.Y) + 1 - origin.Y) * tDeltaY
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? (MathF.Ceiling(origin.Y) + 1 - origin.Y) * tDeltaY
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: (origin.Y - MathF.Floor(origin.Y)) * tDeltaY;
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float tMaxZ = direction.Z > 0
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? (MathF.Floor(origin.Z) + 1 - origin.Z) * tDeltaZ
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? (MathF.Ceiling(origin.Z) + 1 - origin.Z) * tDeltaZ
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: (origin.Z - MathF.Floor(origin.Z)) * tDeltaZ;
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float distance = 0f;
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