fix: extended blocks raycast fix
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+17
-5
@@ -323,9 +323,9 @@ voxel* Chunks::rayCast(
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end.x = px + t * dx;
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end.y = py + t * dy;
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end.z = pz + t * dz;
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iend.x = ix;
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iend.y = iy;
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iend.z = iz;
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iend.x = ix;
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iend.y = iy;
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iend.z = iz;
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if (!def->rt.solid) {
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const std::vector<AABB>& hitboxes = def->rotatable
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@@ -337,7 +337,14 @@ voxel* Chunks::rayCast(
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bool hit = false;
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for (const auto& box : hitboxes) {
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glm::vec3 offset {};
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if (voxel->state.segment) {
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offset = seekOrigin(iend, def, voxel->state) - iend;
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}
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for (auto box : hitboxes) {
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box.a += offset;
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box.b += offset;
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scalar_t boxDistance;
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glm::ivec3 boxNorm;
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if (ray.intersectAABB(iend, box, maxDist, boxNorm, boxDistance) > RayRelation::None && boxDistance < distance) {
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@@ -446,9 +453,14 @@ glm::vec3 Chunks::rayCastToObstacle(glm::vec3 start, glm::vec3 dir, float maxDis
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glm::ivec3 norm;
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Ray ray(start, dir);
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glm::ivec3 offset {};
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if (voxel->state.segment) {
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offset = seekOrigin({ix, iy, iz}, def, voxel->state) - glm::ivec3(ix, iy, iz);
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}
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for (const auto& box : hitboxes) {
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// norm is dummy now, can be inefficient
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if (ray.intersectAABB(glm::ivec3(ix, iy, iz), box, maxDist, norm, distance) > RayRelation::None) {
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if (ray.intersectAABB(glm::ivec3(ix, iy, iz)+offset, box, maxDist, norm, distance) > RayRelation::None) {
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return start + (dir * glm::vec3(distance));
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}
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}
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