130 lines
4.1 KiB
C#
130 lines
4.1 KiB
C#
using OpenTK.Mathematics;
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using System.Collections.Generic;
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namespace Voxel
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{
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public class World
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{
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private Dictionary<(int, int), Chunk> _chunks;
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public World()
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{
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_chunks = new Dictionary<(int, int), Chunk>();
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}
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public Chunk GetChunk(int chunkX, int chunkZ)
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{
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_chunks.TryGetValue((chunkX, chunkZ), out Chunk chunk);
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return chunk;
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}
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public void AddChunk(Chunk chunk)
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{
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_chunks[(chunk.X, chunk.Y)] = chunk;
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}
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public void RemoveChunk(int chunkX, int chunkZ)
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{
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_chunks.Remove((chunkX, chunkZ));
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}
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public IEnumerable<Chunk> GetAllChunks()
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{
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return _chunks.Values;
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}
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public Blocks GetBlock(int worldX, int worldY, int worldZ)
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{
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int chunkX = worldX / Chunk.Size;
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int chunkZ = worldZ / Chunk.Size;
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Chunk chunk = GetChunk(chunkX, chunkZ);
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if (chunk == null) return 0; // air if chunk not loaded
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int localX = worldX % Chunk.Size;
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int localZ = worldZ % Chunk.Size;
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return chunk.GetBlock(localX, worldY, localZ);
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}
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public void SetBlock(int worldX, int worldY, int worldZ, Blocks block)
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{
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int chunkX = worldX / Chunk.Size;
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int chunkZ = worldZ / Chunk.Size;
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Chunk chunk = GetChunk(chunkX, chunkZ);
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if (chunk == null) return;
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int localX = worldX % Chunk.Size;
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int localZ = worldZ % Chunk.Size;
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chunk.SetBlock(localX, worldY, localZ, block);
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}
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public (bool success, Blocks block, int x, int y, int z, Vector3i normal) Raycast(Vector3 origin, Vector3 direction, float maxDistance)
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{
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int x = (int)MathF.Floor(origin.X);
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int y = (int)MathF.Floor(origin.Y);
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int z = (int)MathF.Floor(origin.Z);
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int stepX = direction.X > 0 ? 1 : -1;
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int stepY = direction.Y > 0 ? 1 : -1;
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int stepZ = direction.Z > 0 ? 1 : -1;
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float tDeltaX = direction.X != 0 ? MathF.Abs(1 / direction.X) : float.MaxValue;
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float tDeltaY = direction.Y != 0 ? MathF.Abs(1 / direction.Y) : float.MaxValue;
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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.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.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.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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Vector3i normal = Vector3i.Zero;
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while (distance <= maxDistance)
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{
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Blocks block = GetBlock(x, y, z);
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if (block != Blocks.Air)
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{
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return (true, block, x, y, z, normal);
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}
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// step to next voxel
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if (tMaxX < tMaxY && tMaxX < tMaxZ)
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{
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x += stepX;
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distance = tMaxX;
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tMaxX += tDeltaX;
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normal = new Vector3i(stepX > 0 ? -1 : 1, 0, 0);
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}
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else if (tMaxY < tMaxZ)
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{
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y += stepY;
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distance = tMaxY;
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tMaxY += tDeltaY;
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normal = new Vector3i(0, stepY > 0 ? -1 : 1, 0);
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}
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else
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{
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z += stepZ;
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distance = tMaxZ;
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tMaxZ += tDeltaZ;
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normal = new Vector3i(0, 0, stepZ > 0 ? -1 : 1);
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}
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}
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return (false, Blocks.Air, 0, 0, 0, normal);
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}
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public void Update()
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{
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}
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}
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}
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