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