#include "World.hpp"
+#include "EntityCollision.hpp"
#include "WorldCollision.hpp"
#include "../app/Assets.hpp"
-#include "../app/TextureIndex.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 Assets &assets, const Config &config, const WorldSave &save)
-: block_type()
-, block_tex()
+World::World(const BlockTypeRegistry &types, const Config &config, const WorldSave &save)
+: config(config)
+, block_type(types)
, generate(config.gen)
-, chunks(config.load, block_type, generate, save)
-, player()
+, chunks(config.load, types, generate, save)
+, players()
, entities()
, light_direction(config.light_direction)
, fog_density(config.fog_density) {
- TextureIndex tex_index;
- assets.LoadBlockTypes("default", block_type, tex_index);
-
- block_tex.Bind();
- assets.LoadTextures(tex_index, block_tex);
- block_tex.FilterNearest();
-
generate.Space(0);
generate.Light(13);
generate.Solids({ 1, 4, 7, 10 });
+}
+
+
+Entity *World::AddPlayer(const std::string &name) {
+ for (Entity *e : players) {
+ if (e->Name() == name) {
+ return nullptr;
+ }
+ }
+ Entity &player = AddEntity();
+ player.Name(name);
+ // TODO: load from save file here
+ player.Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } });
+ player.WorldCollidable(true);
+ player.Position(config.spawn);
+ players.push_back(&player);
+ chunks.QueueSurrounding(player.ChunkCoords());
+ return &player;
+}
- player = &AddEntity();
- player->Name("player");
+Entity *World::AddPlayer(const std::string &name, std::uint32_t id) {
+ for (Entity *e : players) {
+ if (e->Name() == name) {
+ return nullptr;
+ }
+ }
+ Entity *player = AddEntity(id);
+ if (!player) {
+ return nullptr;
+ }
+ player->Name(name);
+ // TODO: load from save file here
player->Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } });
player->WorldCollidable(true);
player->Position(config.spawn);
-
+ players.push_back(player);
chunks.QueueSurrounding(player->ChunkCoords());
+ return player;
+}
+
+Entity &World::AddEntity() {
+ if (entities.empty()) {
+ entities.emplace_back();
+ entities.back().ID(1);
+ return entities.back();
+ }
+ 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();
+ }
+ 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;
+}
+
+Entity *World::AddEntity(std::uint32_t id) {
+ if (entities.empty() || entities.back().ID() < id) {
+ entities.emplace_back();
+ entities.back().ID(id);
+ return &entities.back();
+ }
+
+ auto position = entities.begin();
+ auto end = entities.end();
+ while (position != end && position->ID() < id) {
+ ++position;
+ }
+ if (position != end && position->ID() == id) {
+ return nullptr;
+ }
+ 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 Chunk::Pos &reference,
+ WorldCollision &coll
) {
candidates.clear();
for (Chunk &cur_chunk : chunks.Loaded()) {
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 = nullptr;
- dist = std::numeric_limits<float>::infinity();
- blkid = -1;
+ 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 > 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 < dist) {
- chunk = cand.chunk;
- blkid = cur_blkid;
- dist = cur_dist;
- 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;
}
}
}
- return chunk;
+ return coll.entity;
}
bool World::Intersection(const Entity &e, std::vector<WorldCollision> &col) {
AABB box = e.Bounds();
- glm::mat4 M = e.Transform(player->ChunkCoords());
+ Chunk::Pos reference = e.ChunkCoords();
+ glm::mat4 M = e.Transform(reference);
bool any = false;
for (Chunk &cur_chunk : chunks.Loaded()) {
if (manhattan_radius(cur_chunk.Position() - e.ChunkCoords()) > 1) {
// 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(player->ChunkCoords()), col)) {
+ if (cur_chunk.Intersection(box, M, cur_chunk.Transform(reference), col)) {
any = true;
}
}
}
-Chunk &World::PlayerChunk() {
- return chunks.ForceLoad(player->ChunkCoords());
-}
-
-Chunk &World::Next(const Chunk &to, const glm::ivec3 &dir) {
- const Chunk::Pos tgt_pos = to.Position() + dir;
- return chunks.ForceLoad(tgt_pos);
-}
-
-
namespace {
std::vector<WorldCollision> col;
++iter;
}
}
- chunks.Rebase(player->ChunkCoords());
+ // TODO: make flexible
+ chunks.Rebase(players[0]->ChunkCoords());
chunks.Update(dt);
}
void World::Render(Viewport &viewport) {
- viewport.WorldPosition(player->Transform(player->ChunkCoords()));
-
- BlockLighting &chunk_prog = viewport.ChunkProgram();
- chunk_prog.SetTexture(block_tex);
- chunk_prog.SetFogDensity(fog_density);
-
- 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();
- }
- }
-
DirectionalLighting &entity_prog = viewport.EntityProgram();
entity_prog.SetLightDirection(light_direction);
entity_prog.SetFogDensity(fog_density);
for (Entity &entity : entities) {
- entity.Render(entity.ChunkTransform(player->ChunkCoords()), entity_prog);
+ entity.Render(entity.ChunkTransform(players[0]->ChunkCoords()), entity_prog);
}
}