#include "World.h" #include // Helper function to handle negative modulo correctly glm::ivec3 positive_modulo(glm::ivec3 value, int divisor) { glm::ivec3 result; result.x = ((value.x % divisor) + divisor) % divisor; result.y = ((value.y % divisor) + divisor) % divisor; result.z = ((value.z % divisor) + divisor) % divisor; return result; } // Helper function to correctly floor divide for chunk positions glm::ivec3 floor_divide(glm::ivec3 value, int divisor) { glm::ivec3 result; result.x = (int)std::floor((float)value.x / divisor); result.y = (int)std::floor((float)value.y / divisor); result.z = (int)std::floor((float)value.z / divisor); return result; } World::World() {} void World::set_voxel(glm::ivec3 position, VoxelKind kind) { glm::ivec3 chunk_position = floor_divide(position, CHUNK_SIZE); glm::ivec3 local_position = positive_modulo(position, CHUNK_SIZE); // std::cout << "[SET_VOXEL] World pos: (" << position.x << ", " << position.y << ", " << position.z << ")" << std::endl; // std::cout << "[SET_VOXEL] Chunk pos: (" << chunk_position.x << ", " << chunk_position.y << ", " << chunk_position.z << ")" << std::endl; // std::cout << "[SET_VOXEL] Local pos: (" << local_position.x << ", " << local_position.y << ", " << local_position.z << ")" << std::endl; Chunk * chunk = get_or_create_chunk(chunk_position); chunk->set(local_position, kind); chunk->regenerateMesh(); } Chunk* World::get_or_create_chunk(glm::ivec3 chunk_position) { // Fill in new chunk with a flat plane of voxels at y=0 auto [it, inserted] = this->chunks.try_emplace(chunk_position); Chunk& chunk = it->second; if (inserted) { if (chunk_position.y == 0) { for (int z = 0; z < CHUNK_SIZE; z++) { for (int y = 0; y < CHUNK_SIZE; y++) { for (int x = 0; x < CHUNK_SIZE; x++) { glm::ivec3 offset = glm::ivec3(x, y, z); glm::ivec3 world_voxel_position = chunk_position * CHUNK_SIZE + offset; VoxelKind kind; if (world_voxel_position.y == 0) { kind = VoxelKind::Dirt; } else if (world_voxel_position.y < 0) { kind = VoxelKind::Stone; } else { kind = VoxelKind::Air; } chunk.set(offset, kind); } } } } } return &chunk; } std::optional> World::raycast_voxel(glm::vec3 start, glm::vec3 direction, float max_dist) { // Normalize direction to ensure consistent behavior direction = glm::normalize(direction); // std::cout << "[RAYCAST] Start: (" << start.x << ", " << start.y << ", " << start.z << ")" << std::endl; // std::cout << "[RAYCAST] Direction: (" << direction.x << ", " << direction.y << ", " << direction.z << ")" << std::endl; // Adjust start position to account for voxels being centered at integer + 0.5 // (voxel at pos (0,0,0) occupies space from (-0.5,-0.5,-0.5) to (0.5,0.5,0.5)) glm::vec3 adjusted_start = start + glm::vec3(0.5f, 0.5f, 0.5f); glm::ivec3 pos = glm::ivec3(std::floor(adjusted_start.x), std::floor(adjusted_start.y), std::floor(adjusted_start.z)); // std::cout << "[RAYCAST] Starting voxel: (" << pos.x << ", " << pos.y << ", " << pos.z << ")" << std::endl; // (+1, -1, or 0 for each axis) glm::ivec3 step_dir = glm::ivec3( direction.x > 0 ? 1 : (direction.x < 0 ? -1 : 0), direction.y > 0 ? 1 : (direction.y < 0 ? -1 : 0), direction.z > 0 ? 1 : (direction.z < 0 ? -1 : 0) ); // std::cout << "[RAYCAST] Step direction: (" << step_dir.x << ", " << step_dir.y << ", " << step_dir.z << ")" << std::endl; // Delta: how far along the ray we move for a full voxel step in each axis glm::vec3 delta = glm::vec3( step_dir.x != 0 ? std::abs(1.0f / direction.x) : FLT_MAX, step_dir.y != 0 ? std::abs(1.0f / direction.y) : FLT_MAX, step_dir.z != 0 ? std::abs(1.0f / direction.z) : FLT_MAX ); // Calculate t_max: distance along ray to next voxel boundary for each axis glm::vec3 t_max; glm::vec3 fract = adjusted_start - glm::vec3(pos); // For each axis, calculate distance to the next boundary if (step_dir.x > 0) t_max.x = (1.0f - fract.x) * delta.x; else if (step_dir.x < 0) t_max.x = fract.x * delta.x; else t_max.x = FLT_MAX; if (step_dir.y > 0) t_max.y = (1.0f - fract.y) * delta.y; else if (step_dir.y < 0) t_max.y = fract.y * delta.y; else t_max.y = FLT_MAX; if (step_dir.z > 0) t_max.z = (1.0f - fract.z) * delta.z; else if (step_dir.z < 0) t_max.z = fract.z * delta.z; else t_max.z = FLT_MAX; float dist = 0.0f; glm::ivec3 last_move = glm::ivec3(0, 0, 0); int iterations = 0; const int max_iterations = 100; // Safety limit while (dist < max_dist && iterations < max_iterations) { iterations++; // std::cout << "[RAYCAST] Iteration " << iterations << " at voxel (" << pos.x << ", " << pos.y << ", " << pos.z << ")" << std::endl; if (this->get_voxel(pos) != VoxelKind::Air) { // std::cout << "[RAYCAST] Hit voxel at (" << pos.x << ", " << pos.y << ", " << pos.z << ") after " << iterations << " iterations" << std::endl; // std::cout << "[RAYCAST] Returning normal: (" << -last_move.x << ", " << -last_move.y << ", " << -last_move.z << ")" << std::endl; return std::make_pair(pos, -last_move); } // step in the axis with the smallest t_max - that's the next voxel boundary if (t_max.x < t_max.y && t_max.x < t_max.z) { pos.x += step_dir.x; last_move = glm::ivec3(step_dir.x, 0, 0); dist = t_max.x; t_max.x += delta.x; } else if (t_max.y < t_max.z) { pos.y += step_dir.y; last_move = glm::ivec3(0, step_dir.y, 0); dist = t_max.y; t_max.y += delta.y; } else { pos.z += step_dir.z; last_move = glm::ivec3(0, 0, step_dir.z); dist = t_max.z; t_max.z += delta.z; } } // std::cout << "[RAYCAST] No voxel hit after " << iterations << " iterations, dist=" << dist << std::endl; return std::nullopt; } VoxelKind World::get_voxel(glm::ivec3 position) { glm::ivec3 chunk_position = floor_divide(position, CHUNK_SIZE); glm::ivec3 local_position = positive_modulo(position, CHUNK_SIZE); Chunk* chunk = this->get_or_create_chunk(chunk_position); return chunk->get(position); }