My algorithm for calculating which block a player is looking at (voxel based world) is not working correctly. I have adapted it from this tutorial from 2D to 3D. At times it shows the correct block but other times it either returns nothing when it should or something in a completely different direction, why is this happening?
public (Block, Box?) GetLookAtBlock(Vector3 pos, Vector3 look) {
try {
look = look.Normalized() * 4;
float deltaX = Math.Abs(look.Normalized().X);
float deltaY = Math.Abs(look.Normalized().Y);
float deltaZ = Math.Abs(look.Normalized().Z);
int stepX, stepY, stepZ;
float distX, distY, distZ;
if (look.X < 0) {
distX = (pos.X - SandboxMath.RoundDown(pos.X)) * deltaX;
stepX = -1;
} else {
distX = (SandboxMath.RoundDown(pos.X) + 1 - pos.X) * deltaX;
stepX = 1;
}
if (look.Y < 0) {
distY = (pos.Y - SandboxMath.RoundDown(pos.Y)) * deltaY;
stepY = -1;
} else {
distY = (SandboxMath.RoundDown(pos.Y) + 1 - pos.Y) * deltaY;
stepY = 1;
}
if (look.Z < 0) {
distZ = (pos.Z - SandboxMath.RoundDown(pos.Z)) * deltaZ;
stepZ = -1;
} else {
distZ = (SandboxMath.RoundDown(pos.Z) + 1 - pos.Z) * deltaZ;
stepZ = 1;
}
int endX = SandboxMath.RoundDown(pos.X + look.X);
int endY = SandboxMath.RoundDown(pos.Y + look.Y);
int endZ = SandboxMath.RoundDown(pos.Z + look.Z);
int x = (int)pos.X;
int y = (int)pos.Y;
int z = (int)pos.Z;
Block start = GetBlock(x, y, z);
if (start != 0) {
return (start, new Box(new Vector3(x, y, z), new Vector3(x + 1, y + 1, z + 1)));
}
while (x != endX && y != endY && z != endZ) {
if (distX < distY) {
if (distX < distZ) {
distX += deltaX;
x += stepX;
} else {
distZ += deltaZ;
z += stepZ;
}
} else {
if (distY < distZ) {
distY += deltaY;
y += stepY;
} else {
distZ += deltaZ;
z += stepZ;
}
}
Block b = GetBlock(x, y, z);
if (b != 0) {
return (b, new Box(new Vector3(x, y, z), new Vector3(x + 1, y + 1, z + 1)));
}
}
return (0, null);
} catch (IndexOutOfRangeException) {
return (0, null);
}
}