#include "World.hpp"
-#include "../graphics/BlockLighting.hpp"
-#include "../graphics/DirectionalLighting.hpp"
-
+#include "ChunkIndex.hpp"
+#include "EntityCollision.hpp"
+#include "WorldCollision.hpp"
+#include "../app/Assets.hpp"
+#include "../graphics/Format.hpp"
+#include "../graphics/Viewport.hpp"
+
+#include <algorithm>
#include <limits>
+#include <glm/gtx/io.hpp>
#include <glm/gtx/transform.hpp>
namespace blank {
-World::World(const Config &config)
-: blockType()
-, blockShape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }})
-, stairShape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }}, { 0.0f, 0.0f })
-, slabShape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.0f, 0.5f }})
-, generate(config.gen)
-, chunks(config.load, blockType, generate)
-, player()
+World::World(const BlockTypeRegistry &types, const Config &config)
+: config(config)
+, block_type(types)
+, chunks(types)
+// TODO: set spawn base and extent from config
+, spawn_index(chunks.MakeIndex(Chunk::Pos(0, 0, 0), 3))
+, players()
, entities()
, light_direction(config.light_direction)
, fog_density(config.fog_density) {
- BlockType::Faces block_fill = { true, true, true, true, true, true };
- BlockType::Faces slab_fill = { false, true, false, false, false, false };
- BlockType::Faces stair_fill = { false, true, false, false, false, true };
- { // white block
- BlockType type(true, { 1.0f, 1.0f, 1.0f }, &blockShape);
- type.block_light = true;
- type.fill = block_fill;
- blockType.Add(type);
- }
- { // white slab
- BlockType type(true, { 1.0f, 1.0f, 1.0f }, &slabShape);
- type.block_light = true;
- type.fill = slab_fill;
- blockType.Add(type);
- }
- { // white stair
- BlockType type(true, { 1.0f, 1.0f, 1.0f }, &stairShape);
- type.block_light = true;
- type.fill = stair_fill;
- blockType.Add(type);
- }
+}
+
+World::~World() {
+ chunks.UnregisterIndex(spawn_index);
+}
+
- { // red block
- BlockType type(true, { 1.0f, 0.0f, 0.0f }, &blockShape);
- type.block_light = true;
- type.fill = block_fill;
- blockType.Add(type);
+Player World::AddPlayer(const std::string &name) {
+ for (Player &p : players) {
+ if (p.entity->Name() == name) {
+ return { nullptr, nullptr };
+ }
}
- { // red slab
- BlockType type(true, { 1.0f, 0.0f, 0.0f }, &slabShape);
- type.block_light = true;
- type.fill = slab_fill;
- blockType.Add(type);
+ Entity &entity = AddEntity();
+ entity.Name(name);
+ // TODO: load from save file here
+ entity.Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } });
+ entity.WorldCollidable(true);
+ entity.Position(config.spawn);
+ ChunkIndex *index = &chunks.MakeIndex(entity.ChunkCoords(), 6);
+ players.emplace_back(&entity, index);
+ return players.back();
+}
+
+Player World::AddPlayer(const std::string &name, std::uint32_t id) {
+ for (Player &p : players) {
+ if (p.entity->Name() == name) {
+ return { nullptr, nullptr };
+ }
}
- { // red stair
- BlockType type(true, { 1.0f, 0.0f, 0.0f }, &stairShape);
- type.block_light = true;
- type.fill = stair_fill;
- blockType.Add(type);
+ Entity *entity = AddEntity(id);
+ if (!entity) {
+ return { nullptr, nullptr };
}
+ entity->Name(name);
+ // TODO: load from save file here
+ entity->Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } });
+ entity->WorldCollidable(true);
+ entity->Position(config.spawn);
+ ChunkIndex *index = &chunks.MakeIndex(entity->ChunkCoords(), 6);
+ players.emplace_back(entity, index);
+ return players.back();
+}
- { // green block
- BlockType type(true, { 0.0f, 1.0f, 0.0f }, &blockShape);
- type.block_light = true;
- type.fill = block_fill;
- blockType.Add(type);
+Entity &World::AddEntity() {
+ if (entities.empty()) {
+ entities.emplace_back();
+ entities.back().ID(1);
+ return entities.back();
}
- { // green slab
- BlockType type(true, { 0.0f, 1.0f, 0.0f }, &slabShape);
- type.block_light = true;
- type.fill = slab_fill;
- blockType.Add(type);
+ if (entities.back().ID() < std::numeric_limits<std::uint32_t>::max()) {
+ std::uint32_t id = entities.back().ID() + 1;
+ entities.emplace_back();
+ entities.back().ID(id);
+ return entities.back();
}
- { // green stair
- BlockType type(true, { 0.0f, 1.0f, 0.0f }, &stairShape);
- type.block_light = true;
- type.fill = stair_fill;
- blockType.Add(type);
+ std::uint32_t id = 1;
+ auto position = entities.begin();
+ auto end = entities.end();
+ while (position != end && position->ID() == id) {
+ ++id;
+ ++position;
}
+ auto entity = entities.emplace(position);
+ entity->ID(id);
+ return *entity;
+}
- { // blue block
- BlockType type(true, { 0.0f, 0.0f, 1.0f }, &blockShape);
- type.block_light = true;
- type.fill = block_fill;
- blockType.Add(type);
+Entity *World::AddEntity(std::uint32_t id) {
+ if (entities.empty() || entities.back().ID() < id) {
+ entities.emplace_back();
+ entities.back().ID(id);
+ return &entities.back();
}
- { // blue slab
- BlockType type(true, { 0.0f, 0.0f, 1.0f }, &slabShape);
- type.block_light = true;
- type.fill = slab_fill;
- blockType.Add(type);
+
+ auto position = entities.begin();
+ auto end = entities.end();
+ while (position != end && position->ID() < id) {
+ ++position;
}
- { // blue stair
- BlockType type(true, { 0.0f, 0.0f, 1.0f }, &stairShape);
- type.block_light = true;
- type.fill = stair_fill;
- blockType.Add(type);
+ if (position != end && position->ID() == id) {
+ return nullptr;
}
+ auto entity = entities.emplace(position);
+ entity->ID(id);
+ return &*entity;
+}
- { // glowing yellow block
- BlockType type(true, { 1.0f, 1.0f, 0.0f }, &blockShape);
- type.luminosity = 15;
- type.block_light = true;
- type.fill = block_fill;
- blockType.Add(type);
+Entity &World::ForceAddEntity(std::uint32_t id) {
+ if (entities.empty() || entities.back().ID() < id) {
+ entities.emplace_back();
+ entities.back().ID(id);
+ return entities.back();
}
- generate.Space(0);
- generate.Light(13);
- generate.Solids({ 1, 4, 7, 10 });
-
- player = &AddEntity();
- player->Position(config.spawn);
-
- chunks.GenerateSurrounding(player->ChunkCoords());
+ auto position = entities.begin();
+ auto end = entities.end();
+ while (position != end && position->ID() < id) {
+ ++position;
+ }
+ if (position != end && position->ID() == id) {
+ return *position;
+ }
+ auto entity = entities.emplace(position);
+ entity->ID(id);
+ return *entity;
}
float dist;
};
+bool CandidateLess(const Candidate &a, const Candidate &b) {
+ return a.dist < b.dist;
+}
+
std::vector<Candidate> candidates;
}
bool World::Intersection(
- const Ray &ray,
- const glm::mat4 &M,
- Chunk **chunk,
- int *blkid,
- float *dist,
- glm::vec3 *normal) {
+ const Ray &ray,
+ const glm::mat4 &M,
+ const Chunk::Pos &reference,
+ WorldCollision &coll
+) {
candidates.clear();
- for (Chunk &cur_chunk : chunks.Loaded()) {
+ for (Chunk &cur_chunk : chunks) {
float cur_dist;
- if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(player->ChunkCoords()), cur_dist)) {
+ if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(reference), cur_dist)) {
candidates.push_back({ &cur_chunk, cur_dist });
}
}
if (candidates.empty()) return false;
- Chunk *closest_chunk = nullptr;
- float closest_dist = std::numeric_limits<float>::infinity();
- int closest_blkid = -1;
- glm::vec3 closest_normal;
+ std::sort(candidates.begin(), candidates.end(), CandidateLess);
+
+ coll.chunk = nullptr;
+ coll.block = -1;
+ coll.depth = std::numeric_limits<float>::infinity();
for (Candidate &cand : candidates) {
- if (cand.dist > closest_dist) continue;
- int cur_blkid;
+ if (cand.dist > coll.depth) continue;
+ WorldCollision cur_coll;
+ if (cand.chunk->Intersection(ray, M * cand.chunk->Transform(reference), cur_coll)) {
+ if (cur_coll.depth < coll.depth) {
+ coll = cur_coll;
+ }
+ }
+ }
+
+ return coll.chunk;
+}
+
+bool World::Intersection(
+ const Ray &ray,
+ const glm::mat4 &M,
+ const Entity &reference,
+ EntityCollision &coll
+) {
+ coll.entity = nullptr;
+ coll.depth = std::numeric_limits<float>::infinity();
+ for (Entity &cur_entity : entities) {
+ if (&cur_entity == &reference) {
+ continue;
+ }
float cur_dist;
glm::vec3 cur_normal;
- if (cand.chunk->Intersection(ray, M * cand.chunk->Transform(player->ChunkCoords()), cur_blkid, cur_dist, cur_normal)) {
- if (cur_dist < closest_dist) {
- closest_chunk = cand.chunk;
- closest_blkid = cur_blkid;
- closest_dist = cur_dist;
- closest_normal = cur_normal;
+ if (blank::Intersection(ray, cur_entity.Bounds(), M * cur_entity.Transform(reference.ChunkCoords()), &cur_dist, &cur_normal)) {
+ // TODO: fine grained check goes here? maybe?
+ if (cur_dist < coll.depth) {
+ coll.entity = &cur_entity;
+ coll.depth = cur_dist;
+ coll.normal = cur_normal;
}
}
}
- if (chunk) {
- *chunk = closest_chunk;
- }
- if (blkid) {
- *blkid = closest_blkid;
- }
- if (dist) {
- *dist = closest_dist;
- }
- if (normal) {
- *normal = closest_normal;
+ return coll.entity;
+}
+
+bool World::Intersection(const Entity &e, std::vector<WorldCollision> &col) {
+ AABB box = e.Bounds();
+ Chunk::Pos reference = e.ChunkCoords();
+ glm::mat4 M = e.Transform(reference);
+ bool any = false;
+ for (Chunk &cur_chunk : chunks) {
+ if (manhattan_radius(cur_chunk.Position() - e.ChunkCoords()) > 1) {
+ // chunk is not one of the 3x3x3 surrounding the entity
+ // since there's no entity which can extent over 16 blocks, they can be skipped
+ continue;
+ }
+ if (cur_chunk.Intersection(box, M, cur_chunk.Transform(reference), col)) {
+ any = true;
+ }
}
- return closest_chunk;
+ return any;
}
-Chunk &World::PlayerChunk() {
- return chunks.ForceLoad(player->ChunkCoords());
-}
+namespace {
-Chunk &World::Next(const Chunk &to, const glm::tvec3<int> &dir) {
- const Chunk::Pos tgt_pos = to.Position() + dir;
- return chunks.ForceLoad(tgt_pos);
-}
+std::vector<WorldCollision> col;
+}
void World::Update(int dt) {
for (Entity &entity : entities) {
entity.Update(dt);
}
- chunks.Rebase(player->ChunkCoords());
- chunks.Update(dt);
+ for (Entity &entity : entities) {
+ col.clear();
+ if (entity.WorldCollidable() && Intersection(entity, col)) {
+ // entity collides with the world
+ Resolve(entity, col);
+ }
+ }
+ for (Player &player : players) {
+ player.chunks->Rebase(player.entity->ChunkCoords());
+ }
+ for (auto iter = entities.begin(), end = entities.end(); iter != end;) {
+ if (iter->CanRemove()) {
+ iter = RemoveEntity(iter);
+ } else {
+ ++iter;
+ }
+ }
}
+void World::Resolve(Entity &e, std::vector<WorldCollision> &col) {
+ // determine displacement for each cardinal axis and move entity accordingly
+ glm::vec3 min_disp(0.0f);
+ glm::vec3 max_disp(0.0f);
+ for (const WorldCollision &c : col) {
+ if (!c.Blocks()) continue;
+ glm::vec3 local_disp(c.normal * c.depth);
+ // swap if neccessary (normal may point away from the entity)
+ if (dot(c.normal, e.Position() - c.BlockCoords()) < 0) {
+ local_disp *= -1;
+ }
+ min_disp = min(min_disp, local_disp);
+ max_disp = max(max_disp, local_disp);
+ }
+ // for each axis
+ // if only one direction is set, use that as the final
+ // if both directions are set, use average
+ glm::vec3 final_disp(0.0f);
+ for (int axis = 0; axis < 3; ++axis) {
+ if (std::abs(min_disp[axis]) > std::numeric_limits<float>::epsilon()) {
+ if (std::abs(max_disp[axis]) > std::numeric_limits<float>::epsilon()) {
+ final_disp[axis] = (min_disp[axis] + max_disp[axis]) * 0.5f;
+ } else {
+ final_disp[axis] = min_disp[axis];
+ }
+ } else if (std::abs(max_disp[axis]) > std::numeric_limits<float>::epsilon()) {
+ final_disp[axis] = max_disp[axis];
+ }
+ }
+ e.Move(final_disp);
+}
-void World::Render(BlockLighting &chunk_prog, DirectionalLighting &entity_prog) {
- chunk_prog.Activate();
- chunk_prog.SetFogDensity(fog_density);
- chunk_prog.SetView(glm::inverse(player->Transform(player->ChunkCoords())));
-
- for (Chunk &chunk : chunks.Loaded()) {
- glm::mat4 m(chunk.Transform(player->ChunkCoords()));
- chunk_prog.SetM(m);
- glm::mat4 mvp(chunk_prog.GetVP() * m);
- if (!CullTest(Chunk::Bounds(), mvp)) {
- chunk.Draw();
+World::EntityHandle World::RemoveEntity(EntityHandle &eh) {
+ // check for player
+ for (auto player = players.begin(), end = players.end(); player != end;) {
+ if (player->entity == &*eh) {
+ chunks.UnregisterIndex(*player->chunks);
+ player = players.erase(player);
+ end = players.end();
+ } else {
+ ++player;
}
}
+ return entities.erase(eh);
+}
+
- entity_prog.Activate();
+void World::Render(Viewport &viewport) {
+ DirectionalLighting &entity_prog = viewport.EntityProgram();
entity_prog.SetLightDirection(light_direction);
entity_prog.SetFogDensity(fog_density);
- entity_prog.SetView(glm::inverse(player->Transform(player->ChunkCoords())));
for (Entity &entity : entities) {
- if (entity.HasShape()) {
- entity_prog.SetM(entity.Transform(player->ChunkCoords()));
- entity.Draw();
- }
+ entity.Render(entity.ChunkTransform(players[0].entity->ChunkCoords()), entity_prog);
}
}