Separate out Chunks-related code, "fix" collisions to be less broken
This commit is contained in:
295
src/Player.zig
295
src/Player.zig
@@ -6,7 +6,7 @@ const glfw = @import("zglfw");
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const math = @import("math.zig");
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const Blocks = @import("assets/Blocks.zig");
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const Chunk = @import("assets/Chunk.zig");
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const Chunks = @import("Chunks.zig");
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const Iterator2 = math.Iterator2;
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const Vector2 = math.Vector2;
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const Vector3 = math.Vector3;
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@@ -226,7 +226,7 @@ pub fn onMouseMove(self: *Player, dx: f32, dy: f32) void {
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self.yaw_rad = @mod(self.yaw_rad - dx * self.mouse_sensitivity, std.math.tau);
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}
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pub fn update(self: *Player, dt: f32, chunks: *const std.AutoHashMapUnmanaged([3]i16, Chunk)) void {
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pub fn update(self: *Player, dt: f32, chunks: *const Chunks) void {
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defer self.resetAllButtons();
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// --- GATHER INPUTS -------------------------------------------------------
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@@ -272,17 +272,21 @@ pub fn update(self: *Player, dt: f32, chunks: *const std.AutoHashMapUnmanaged([3
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var vertical_displacement_sv = math.mulIntFloat(vertical_velocity_sv, dt);
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var position_sv = self.position_sv;
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var min_sv = position_sv.add(.init(-collision_half_width_sv, -collision_half_width_sv, 0));
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var max_sv = position_sv.add(.init(collision_half_width_sv, collision_half_width_sv, collision_height_sv));
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if (vertical_displacement_sv > 0) {
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if (sweepCastUp(position_sv, vertical_displacement_sv, chunks)) |hit| {
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if (chunks.sweepCastUp(min_sv, max_sv, vertical_displacement_sv)) |hit| {
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vertical_displacement_sv -= hit.projected_distance_sv;
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}
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position_sv = .add(position_sv, .init(0, 0, vertical_displacement_sv));
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min_sv = .add(min_sv, .init(0, 0, vertical_displacement_sv));
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max_sv = .add(max_sv, .init(0, 0, vertical_displacement_sv));
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}
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var i: usize = 0;
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while (i < 2) : (i += 1) {
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if (sweepCastHorizontal(position_sv, horizontal_displacement_sv, chunks)) |hit| {
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if (chunks.sweepCastHorizontal(min_sv, max_sv, horizontal_displacement_sv)) |hit| {
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const adjustment = hit.normal_frac
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.asVector2Int()
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.mulScalarFrac(hit.projected_distance_sv);
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@@ -306,7 +310,9 @@ pub fn update(self: *Player, dt: f32, chunks: *const std.AutoHashMapUnmanaged([3
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position_sv = .add(position_sv, horizontal_displacement_sv.asVector3Int(0));
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if (vertical_displacement_sv < 0.0) {
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if (sweepCastDown(position_sv, -vertical_displacement_sv, chunks)) |hit| {
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min_sv = .add(min_sv, horizontal_displacement_sv.asVector3Int(0));
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max_sv = .add(max_sv, horizontal_displacement_sv.asVector3Int(0));
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if (chunks.sweepCastDown(min_sv, max_sv, -vertical_displacement_sv)) |hit| {
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vertical_displacement_sv += hit.projected_distance_sv;
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}
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position_sv = .add(position_sv, .init(0, 0, vertical_displacement_sv));
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@@ -317,251 +323,6 @@ pub fn update(self: *Player, dt: f32, chunks: *const std.AutoHashMapUnmanaged([3
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}
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}
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const SweepHit = struct {
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normal_frac: Vector3Int,
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projected_distance_sv: i32,
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};
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fn sweepCastDown(origin_sv: Vector3Int, distance_sv: i32, chunks: *const std.AutoHashMapUnmanaged([3]i16, Chunk)) ?SweepHit {
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const min_origin_sv = origin_sv.add(.init(-collision_half_width_sv, -collision_half_width_sv, 0));
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const max_origin_sv = origin_sv.add(.init(collision_half_width_sv, collision_half_width_sv, collision_height_sv));
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const min_x_vx = c.subvoxelsToVoxels(.border_up, min_origin_sv.getX());
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const min_y_vx = c.subvoxelsToVoxels(.border_up, min_origin_sv.getY());
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const max_x_vx = c.subvoxelsToVoxels(.border_down, max_origin_sv.getX());
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const max_y_vx = c.subvoxelsToVoxels(.border_down, max_origin_sv.getY());
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const start_z_vx = c.subvoxelsToVoxels(.border_up, min_origin_sv.getZ()) - 1;
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const end_z_vx = c.subvoxelsToVoxels(.border_up, min_origin_sv.getZ() - distance_sv);
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var z_vx: i32 = start_z_vx;
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while (z_vx >= end_z_vx) : (z_vx -= 1) {
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const z_sv = c.voxelsToSubvoxels(z_vx + 1);
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var it = Iterator2(i32).init(.{
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.min = .{ min_x_vx, min_y_vx },
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.max = .{ max_x_vx, max_y_vx },
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});
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while (it.next()) |xy_vx| {
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const x_vx, const y_vx = xy_vx;
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if (!isSolid(chunks, .init(x_vx, y_vx, z_vx))) continue;
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return .{
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.projected_distance_sv = distance_sv - (min_origin_sv.getZ() - z_sv),
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.normal_frac = .unit_z_frac,
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};
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}
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}
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return null;
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}
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fn sweepCastUp(origin_sv: Vector3Int, distance_sv: i32, chunks: *const std.AutoHashMapUnmanaged([3]i16, Chunk)) ?SweepHit {
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const min_origin_sv = origin_sv.add(.init(-collision_half_width_sv, -collision_half_width_sv, 0));
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const max_origin_sv = origin_sv.add(.init(collision_half_width_sv, collision_half_width_sv, collision_height_sv));
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const min_x_vx = c.subvoxelsToVoxels(.border_up, min_origin_sv.getX());
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const min_y_vx = c.subvoxelsToVoxels(.border_up, min_origin_sv.getY());
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const max_x_vx = c.subvoxelsToVoxels(.border_down, max_origin_sv.getX());
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const max_y_vx = c.subvoxelsToVoxels(.border_down, max_origin_sv.getY());
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const start_z_vx = c.subvoxelsToVoxels(.border_down, max_origin_sv.getZ()) + 1;
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const end_z_vx = c.subvoxelsToVoxels(.border_down, max_origin_sv.getZ() + distance_sv);
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var z_vx: i32 = start_z_vx;
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while (z_vx <= end_z_vx) : (z_vx += 1) {
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const z_sv = c.voxelsToSubvoxels(z_vx);
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var it = Iterator2(i32).init(.{
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.min = .{ min_x_vx, min_y_vx },
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.max = .{ max_x_vx, max_y_vx },
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});
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while (it.next()) |xy_vx| {
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const x_vx, const y_vx = xy_vx;
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if (!isSolid(chunks, .init(x_vx, y_vx, z_vx))) continue;
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return .{
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.projected_distance_sv = distance_sv - (z_sv - max_origin_sv.getZ()),
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.normal_frac = .unit_nz_frac,
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};
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}
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}
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return null;
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}
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fn sweepCastHorizontal(origin_sv: Vector3Int, ray_sv: Vector2Int, chunks: *const std.AutoHashMapUnmanaged([3]i16, Chunk)) ?SweepHit {
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const min_origin_sv = origin_sv.add(.init(-collision_half_width_sv, -collision_half_width_sv, 0));
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const max_origin_sv = origin_sv.add(.init(collision_half_width_sv, collision_half_width_sv, collision_height_sv));
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const min_z_vx = c.subvoxelsToVoxels(.border_up, min_origin_sv.getZ());
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const max_z_vx = c.subvoxelsToVoxels(.border_down, max_origin_sv.getZ());
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var hit: ?SweepHit = null;
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var hit_distance_squared = std.math.inf(f32);
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const fdydx: f32 = @as(f32, @floatFromInt(ray_sv.getY())) / @as(f32, @floatFromInt(ray_sv.getX()));
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const fdxdy: f32 = @as(f32, @floatFromInt(ray_sv.getX())) / @as(f32, @floatFromInt(ray_sv.getY()));
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// Positive X
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if (ray_sv.getX() > 0) {
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const x0_sv = max_origin_sv.getX();
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const y0_sv = min_origin_sv.getY();
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const y1_sv = max_origin_sv.getY();
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const start_x_vx = c.subvoxelsToVoxels(.border_down, x0_sv) + 1;
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const end_x_vx = c.subvoxelsToVoxels(.border_down, x0_sv + ray_sv.getX());
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var x_vx: i32 = start_x_vx;
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px: while (x_vx <= end_x_vx) : (x_vx += 1) {
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const x_sv = c.voxelsToSubvoxels(x_vx);
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const min_y_vx = c.subvoxelsToVoxels(.border_up, wideMulDivFloor(x_sv - x0_sv, ray_sv.getY(), ray_sv.getX()) + y0_sv);
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const max_y_vx = c.subvoxelsToVoxels(.border_down, wideMulDivCeil(x_sv - x0_sv, ray_sv.getY(), ray_sv.getX()) + y1_sv);
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var it = Iterator2(i32).init(.{
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.min = .{ min_y_vx, min_z_vx },
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.max = .{ max_y_vx, max_z_vx },
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});
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while (it.next()) |yz_vx| {
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const y_vx, const z_vx = yz_vx;
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if (!isSolid(chunks, .init(x_vx, y_vx, z_vx))) continue;
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const dx = x_sv - x0_sv;
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const fdx: f32 = @floatFromInt(dx);
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const fdy: f32 = fdx * fdydx;
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hit = .{
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.projected_distance_sv = ray_sv.getX() - dx,
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.normal_frac = .unit_nx_frac,
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};
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hit_distance_squared = fdx * fdx + fdy * fdy;
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std.debug.print("+X fdx={d} fdy={d} dist2={d}\n", .{ fdx, fdy, hit_distance_squared });
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break :px;
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}
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}
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}
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// Negative X
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if (ray_sv.getX() < 0) {
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const x0_sv = min_origin_sv.getX();
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const y0_sv = min_origin_sv.getY();
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const y1_sv = max_origin_sv.getY();
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const start_x_vx = c.subvoxelsToVoxels(.border_up, x0_sv) - 1;
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const end_x_vx = c.subvoxelsToVoxels(.border_up, x0_sv + ray_sv.getX());
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var x_vx: i32 = start_x_vx;
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nx: while (x_vx >= end_x_vx) : (x_vx -= 1) {
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const x_sv = c.voxelsToSubvoxels(x_vx + 1);
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const min_y_vx = c.subvoxelsToVoxels(.border_up, wideMulDivFloor(x_sv - x0_sv, ray_sv.getY(), ray_sv.getX()) + y0_sv);
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const max_y_vx = c.subvoxelsToVoxels(.border_down, wideMulDivCeil(x_sv - x0_sv, ray_sv.getY(), ray_sv.getX()) + y1_sv);
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var it = Iterator2(i32).init(.{
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.min = .{ min_y_vx, min_z_vx },
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.max = .{ max_y_vx, max_z_vx },
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});
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while (it.next()) |yz_vx| {
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const y_vx, const z_vx = yz_vx;
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if (!isSolid(chunks, .init(x_vx, y_vx, z_vx))) continue;
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const dx = x_sv - x0_sv;
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const fdx: f32 = @floatFromInt(dx);
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const fdy: f32 = fdx * fdydx;
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hit = .{
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.projected_distance_sv = -(ray_sv.getX() - dx),
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.normal_frac = .unit_x_frac,
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};
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hit_distance_squared = fdx * fdx + fdy * fdy;
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std.debug.print("-X fdx={d} fdy={d} dist2={d}\n", .{ fdx, fdy, hit_distance_squared });
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break :nx;
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}
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}
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}
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// Positive Y
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if (ray_sv.getY() > 0) {
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const y0_sv = max_origin_sv.getY();
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const x0_sv = min_origin_sv.getX();
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const x1_sv = max_origin_sv.getX();
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const start_y_vx = c.subvoxelsToVoxels(.border_down, y0_sv) + 1;
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const end_y_vx = c.subvoxelsToVoxels(.border_down, y0_sv + ray_sv.getY());
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var y_vx = start_y_vx;
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py: while (y_vx <= end_y_vx) : (y_vx += 1) {
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const y_sv = c.voxelsToSubvoxels(y_vx);
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const min_x_vx = c.subvoxelsToVoxels(.border_up, wideMulDivFloor(y_sv - y0_sv, ray_sv.getX(), ray_sv.getY()) + x0_sv);
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const max_x_vx = c.subvoxelsToVoxels(.border_down, wideMulDivCeil(y_sv - y0_sv, ray_sv.getX(), ray_sv.getY()) + x1_sv);
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var it = Iterator2(i32).init(.{
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.min = .{ min_x_vx, min_z_vx },
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.max = .{ max_x_vx, max_z_vx },
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});
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while (it.next()) |xz_vx| {
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const x_vx, const z_vx = xz_vx;
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if (!isSolid(chunks, .init(x_vx, y_vx, z_vx))) continue;
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const dy = y_sv - y0_sv;
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const fdy: f32 = @floatFromInt(dy);
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const fdx: f32 = fdy * fdxdy;
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const this_hit_distance_squared = fdx * fdx + fdy * fdy;
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std.debug.print("+Y fdx={d} fdy={d} dist2={d}\n", .{ fdx, fdy, this_hit_distance_squared });
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if (this_hit_distance_squared < hit_distance_squared) {
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hit = .{
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.projected_distance_sv = ray_sv.getY() - dy,
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.normal_frac = .unit_ny_frac,
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};
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hit_distance_squared = this_hit_distance_squared;
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}
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break :py;
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}
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}
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}
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// Negative Y
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if (ray_sv.getY() < 0.0) {
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const y0_sv = min_origin_sv.getY();
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const x0_sv = min_origin_sv.getX();
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const x1_sv = max_origin_sv.getX();
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const start_y_vx = c.subvoxelsToVoxels(.border_up, y0_sv) - 1;
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const end_y_vx = c.subvoxelsToVoxels(.border_up, y0_sv + ray_sv.getY());
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var y_vx = start_y_vx;
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ny: while (y_vx >= end_y_vx) : (y_vx -= 1) {
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const y_sv = c.voxelsToSubvoxels(y_vx + 1);
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const min_x_vx = c.subvoxelsToVoxels(.border_up, wideMulDivFloor(y_sv - y0_sv, ray_sv.getX(), ray_sv.getY()) + x0_sv);
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const max_x_vx = c.subvoxelsToVoxels(.border_down, wideMulDivCeil(y_sv - y0_sv, ray_sv.getX(), ray_sv.getY()) + x1_sv);
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var it = Iterator2(i32).init(.{
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.min = .{ min_x_vx, min_z_vx },
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.max = .{ max_x_vx, max_z_vx },
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});
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while (it.next()) |xz_vx| {
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const x_vx, const z_vx = xz_vx;
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if (!isSolid(chunks, .init(x_vx, y_vx, z_vx))) continue;
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const dy = y_sv - y0_sv;
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const fdy: f32 = @floatFromInt(dy);
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const fdx: f32 = fdy * fdxdy;
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const this_hit_distance_squared = fdx * fdx + fdy * fdy;
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std.debug.print("-Y fdx={d} fdy={d} dist2={d}\n", .{ fdx, fdy, this_hit_distance_squared });
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if (this_hit_distance_squared < hit_distance_squared) {
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hit = .{
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.projected_distance_sv = -(ray_sv.getY() - dy),
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.normal_frac = .unit_y_frac,
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};
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hit_distance_squared = this_hit_distance_squared;
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}
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break :ny;
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}
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}
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}
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return hit;
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}
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fn resetAllButtons(self: *Player) void {
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inline for (@typeInfo(Player).@"struct".fields) |field| {
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if (field.type == Button) {
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@@ -570,40 +331,6 @@ fn resetAllButtons(self: *Player) void {
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}
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}
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fn getVoxelAt(chunks: *const std.AutoHashMapUnmanaged([3]i16, Chunk), vx: Vector3Int) ?Blocks.Id {
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const min_ck = Vector3Int.initScalar(std.math.minInt(i16));
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const max_ck = Vector3Int.initScalar(std.math.maxInt(i16));
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const ck = vx.divScalar(c.vx_per_ck);
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if (@reduce(.Or, (ck.vector < min_ck.vector) | (ck.vector > max_ck.vector))) {
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return null;
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}
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if (chunks.get(.{
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@intCast(ck.getX()),
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@intCast(ck.getY()),
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@intCast(ck.getZ()),
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})) |chunk| {
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const ckvx = vx.modScalar(c.vx_per_ck);
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return chunk.blocks[@intCast(ckvx.getZ())][@intCast(ckvx.getY())][@intCast(ckvx.getX())];
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} else {
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return .air;
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}
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}
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fn isSolid(chunks: *const std.AutoHashMapUnmanaged([3]i16, Chunk), vx: Vector3Int) bool {
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const maybe_id = getVoxelAt(chunks, vx);
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// NOTE `null` is considered solid, as it's out of bounds.
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return maybe_id != .air;
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}
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inline fn wideMulDivFloor(a: i32, mul: i32, div: i32) i32 {
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return @intCast(@divFloor(@as(i64, a) * @as(i64, mul), div));
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}
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inline fn wideMulDivCeil(a: i32, mul: i32, div: i32) i32 {
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return @intCast(@divFloor(@as(i64, a) * @as(i64, mul) + @as(i64, div) - 1, div));
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}
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inline fn sv(comptime vx: comptime_float) comptime_int {
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return @intFromFloat(@round(vx * c.sv_per_vx));
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}
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