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mc/server/block/cube/trace/bbox.go
T

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2026-07-09 08:33:57 +08:00
package trace
import (
"github.com/df-mc/dragonfly/server/block/cube"
"github.com/go-gl/mathgl/mgl64"
"math"
)
// BBoxResult is the result of a basic ray trace collision with a bounding box.
type BBoxResult struct {
bb cube.BBox
pos mgl64.Vec3
face cube.Face
}
// BBox ...
func (r BBoxResult) BBox() cube.BBox {
return r.bb
}
// Position ...
func (r BBoxResult) Position() mgl64.Vec3 {
return r.pos
}
// Face ...
func (r BBoxResult) Face() cube.Face {
return r.face
}
// BBoxIntercept performs a ray trace and calculates the point on the BBox's edge nearest to the start position that the ray trace
// collided with.
// BBoxIntercept returns a BBoxResult with the colliding vector closest to the start position, if no colliding point was found,
// a zero BBoxResult is returned and ok is false.
func BBoxIntercept(bb cube.BBox, start, end mgl64.Vec3) (result BBoxResult, ok bool) {
min, max := bb.Min(), bb.Max()
v1 := vec3OnLineWithX(start, end, min[0])
v2 := vec3OnLineWithX(start, end, max[0])
v3 := vec3OnLineWithY(start, end, min[1])
v4 := vec3OnLineWithY(start, end, max[1])
v5 := vec3OnLineWithZ(start, end, min[2])
v6 := vec3OnLineWithZ(start, end, max[2])
if v1 != nil && !bb.Vec3WithinYZ(*v1) {
v1 = nil
}
if v2 != nil && !bb.Vec3WithinYZ(*v2) {
v2 = nil
}
if v3 != nil && !bb.Vec3WithinXZ(*v3) {
v3 = nil
}
if v4 != nil && !bb.Vec3WithinXZ(*v4) {
v4 = nil
}
if v5 != nil && !bb.Vec3WithinXY(*v5) {
v5 = nil
}
if v6 != nil && !bb.Vec3WithinXY(*v6) {
v6 = nil
}
var (
vec *mgl64.Vec3
dist = math.MaxFloat64
)
for _, v := range [...]*mgl64.Vec3{v1, v2, v3, v4, v5, v6} {
if v == nil {
continue
}
if d := start.Sub(*v).LenSqr(); d < dist {
vec = v
dist = d
}
}
if vec == nil {
return
}
var f cube.Face
switch vec {
case v1:
f = cube.FaceWest
case v2:
f = cube.FaceEast
case v3:
f = cube.FaceDown
case v4:
f = cube.FaceUp
case v5:
f = cube.FaceNorth
case v6:
f = cube.FaceSouth
}
return BBoxResult{bb: bb, pos: *vec, face: f}, true
}
// BBoxIntersects checks if the line segment from start to end intersects the BBox.
// Unlike BBoxIntercept, it only reports whether an intersection exists and does not
// calculate the closest hit position or face.
func BBoxIntersects(bb cube.BBox, start, end mgl64.Vec3) bool {
min, max := bb.Min(), bb.Max()
dir := end.Sub(start)
tMin, tMax := 0.0, 1.0
for axis := range 3 {
if mgl64.FloatEqual(dir[axis], 0) {
if start[axis] < min[axis] || start[axis] > max[axis] {
return false
}
continue
}
inv := 1 / dir[axis]
t1 := (min[axis] - start[axis]) * inv
t2 := (max[axis] - start[axis]) * inv
if t1 > t2 {
t1, t2 = t2, t1
}
if t1 > tMin {
tMin = t1
}
if t2 < tMax {
tMax = t2
}
if tMin > tMax {
return false
}
}
return true
}
// vec3OnLineWithX returns an mgl64.Vec3 on the line between mgl64.Vec3 a and b with an X value passed. If no such vec3
// could be found, the bool returned is false.
func vec3OnLineWithX(a, b mgl64.Vec3, x float64) *mgl64.Vec3 {
if mgl64.FloatEqual(b[0], a[0]) {
return nil
}
f := (x - a[0]) / (b[0] - a[0])
if f < 0 || f > 1 {
return nil
}
return &mgl64.Vec3{x, a[1] + (b[1]-a[1])*f, a[2] + (b[2]-a[2])*f}
}
// vec3OnLineWithY returns an mgl64.Vec3 on the line between mgl64.Vec3 a and b with a Y value passed. If no such vec3
// could be found, the bool returned is false.
func vec3OnLineWithY(a, b mgl64.Vec3, y float64) *mgl64.Vec3 {
if mgl64.FloatEqual(a[1], b[1]) {
return nil
}
f := (y - a[1]) / (b[1] - a[1])
if f < 0 || f > 1 {
return nil
}
return &mgl64.Vec3{a[0] + (b[0]-a[0])*f, y, a[2] + (b[2]-a[2])*f}
}
// vec3OnLineWithZ returns an mgl64.Vec3 on the line between mgl64.Vec3 a and b with a Z value passed. If no such vec3
// could be found, the bool returned is false.
func vec3OnLineWithZ(a, b mgl64.Vec3, z float64) *mgl64.Vec3 {
if mgl64.FloatEqual(a[2], b[2]) {
return nil
}
f := (z - a[2]) / (b[2] - a[2])
if f < 0 || f > 1 {
return nil
}
return &mgl64.Vec3{a[0] + (b[0]-a[0])*f, a[1] + (b[1]-a[1])*f, z}
}