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fix some inline TODOs
[blank.git] / src / world / World.cpp
1 #include "World.hpp"
2
3 #include "WorldCollision.hpp"
4 #include "../app/Assets.hpp"
5 #include "../app/TextureIndex.hpp"
6 #include "../graphics/Format.hpp"
7 #include "../graphics/Viewport.hpp"
8
9 #include <limits>
10 #include <glm/gtx/io.hpp>
11 #include <glm/gtx/transform.hpp>
12
13
14 namespace blank {
15
16 World::World(const Assets &assets, const Config &config, const WorldSave &save)
17 : block_type()
18 , block_tex()
19 , generate(config.gen)
20 , chunks(config.load, block_type, generate, save)
21 , player()
22 , entities()
23 , light_direction(config.light_direction)
24 , fog_density(config.fog_density) {
25         TextureIndex tex_index;
26         assets.LoadBlockTypes("default", block_type, tex_index);
27
28         block_tex.Bind();
29         assets.LoadTextures(tex_index, block_tex);
30         block_tex.FilterNearest();
31
32         generate.Space(0);
33         generate.Light(13);
34         generate.Solids({ 1, 4, 7, 10 });
35
36         player = &AddEntity();
37         player->Name("player");
38         player->Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } });
39         player->WorldCollidable(true);
40         player->Position(config.spawn);
41
42         chunks.QueueSurrounding(player->ChunkCoords());
43 }
44
45
46 namespace {
47
48 struct Candidate {
49         Chunk *chunk;
50         float dist;
51 };
52
53 std::vector<Candidate> candidates;
54
55 }
56
57 bool World::Intersection(
58         const Ray &ray,
59         const glm::mat4 &M,
60         Chunk *&chunk,
61         int &blkid,
62         float &dist,
63         glm::vec3 &normal
64 ) {
65         candidates.clear();
66
67         for (Chunk &cur_chunk : chunks.Loaded()) {
68                 float cur_dist;
69                 if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(player->ChunkCoords()), cur_dist)) {
70                         candidates.push_back({ &cur_chunk, cur_dist });
71                 }
72         }
73
74         if (candidates.empty()) return false;
75
76         chunk = nullptr;
77         dist = std::numeric_limits<float>::infinity();
78         blkid = -1;
79
80         for (Candidate &cand : candidates) {
81                 if (cand.dist > dist) continue;
82                 int cur_blkid;
83                 float cur_dist;
84                 glm::vec3 cur_normal;
85                 if (cand.chunk->Intersection(ray, M * cand.chunk->Transform(player->ChunkCoords()), cur_blkid, cur_dist, cur_normal)) {
86                         if (cur_dist < dist) {
87                                 chunk = cand.chunk;
88                                 blkid = cur_blkid;
89                                 dist = cur_dist;
90                                 normal = cur_normal;
91                         }
92                 }
93         }
94
95         return chunk;
96 }
97
98 bool World::Intersection(const Entity &e, std::vector<WorldCollision> &col) {
99         AABB box = e.Bounds();
100         glm::mat4 M = e.Transform(player->ChunkCoords());
101         bool any = false;
102         for (Chunk &cur_chunk : chunks.Loaded()) {
103                 if (manhattan_radius(cur_chunk.Position() - e.ChunkCoords()) > 1) {
104                         // chunk is not one of the 3x3x3 surrounding the entity
105                         // since there's no entity which can extent over 16 blocks, they can be skipped
106                         continue;
107                 }
108                 if (cur_chunk.Intersection(box, M, cur_chunk.Transform(player->ChunkCoords()), col)) {
109                         any = true;
110                 }
111         }
112         return any;
113 }
114
115
116 Chunk &World::PlayerChunk() {
117         return chunks.ForceLoad(player->ChunkCoords());
118 }
119
120 Chunk &World::Next(const Chunk &to, const glm::ivec3 &dir) {
121         const Chunk::Pos tgt_pos = to.Position() + dir;
122         return chunks.ForceLoad(tgt_pos);
123 }
124
125
126 namespace {
127
128 std::vector<WorldCollision> col;
129
130 }
131
132 void World::Update(int dt) {
133         for (Entity &entity : entities) {
134                 entity.Update(dt);
135         }
136         for (Entity &entity : entities) {
137                 col.clear();
138                 if (entity.WorldCollidable() && Intersection(entity, col)) {
139                         // entity collides with the world
140                         Resolve(entity, col);
141                 }
142         }
143         for (auto iter = entities.begin(), end = entities.end(); iter != end;) {
144                 if (iter->CanRemove()) {
145                         iter = entities.erase(iter);
146                 } else {
147                         ++iter;
148                 }
149         }
150         chunks.Rebase(player->ChunkCoords());
151         chunks.Update(dt);
152 }
153
154 void World::Resolve(Entity &e, std::vector<WorldCollision> &col) {
155         // determine displacement for each cardinal axis and move entity accordingly
156         glm::vec3 min_disp(0.0f);
157         glm::vec3 max_disp(0.0f);
158         for (const WorldCollision &c : col) {
159                 if (!c.Blocks()) continue;
160                 glm::vec3 local_disp(c.normal * c.depth);
161                 // swap if neccessary (normal may point away from the entity)
162                 if (dot(c.normal, e.Position() - c.BlockCoords()) < 0) {
163                         local_disp *= -1;
164                 }
165                 min_disp = min(min_disp, local_disp);
166                 max_disp = max(max_disp, local_disp);
167         }
168         // for each axis
169         // if only one direction is set, use that as the final
170         // if both directions are set, use average
171         glm::vec3 final_disp(0.0f);
172         for (int axis = 0; axis < 3; ++axis) {
173                 if (std::abs(min_disp[axis]) > std::numeric_limits<float>::epsilon()) {
174                         if (std::abs(max_disp[axis]) > std::numeric_limits<float>::epsilon()) {
175                                 final_disp[axis] = (min_disp[axis] + max_disp[axis]) * 0.5f;
176                         } else {
177                                 final_disp[axis] = min_disp[axis];
178                         }
179                 } else if (std::abs(max_disp[axis]) > std::numeric_limits<float>::epsilon()) {
180                         final_disp[axis] = max_disp[axis];
181                 }
182         }
183         e.Move(final_disp);
184 }
185
186
187 void World::Render(Viewport &viewport) {
188         viewport.WorldPosition(player->Transform(player->ChunkCoords()));
189
190         BlockLighting &chunk_prog = viewport.ChunkProgram();
191         chunk_prog.SetTexture(block_tex);
192         chunk_prog.SetFogDensity(fog_density);
193
194         for (Chunk &chunk : chunks.Loaded()) {
195                 glm::mat4 m(chunk.Transform(player->ChunkCoords()));
196                 chunk_prog.SetM(m);
197                 glm::mat4 mvp(chunk_prog.GetVP() * m);
198                 if (!CullTest(Chunk::Bounds(), mvp)) {
199                         chunk.Draw();
200                 }
201         }
202
203         DirectionalLighting &entity_prog = viewport.EntityProgram();
204         entity_prog.SetLightDirection(light_direction);
205         entity_prog.SetFogDensity(fog_density);
206
207         for (Entity &entity : entities) {
208                 entity.Render(entity.ChunkTransform(player->ChunkCoords()), entity_prog);
209         }
210 }
211
212 }