#include "Block.hpp"
+#include "BlockGravity.hpp"
#include "BlockType.hpp"
#include "BlockTypeRegistry.hpp"
#include "../shared/ResourceIndex.hpp"
#include <iostream>
+#include <stdexcept>
#include <glm/gtx/euler_angles.hpp>
+#include <glm/gtx/norm.hpp>
#include <glm/gtx/transform.hpp>
, hsl_mod(0.0f, 1.0f, 1.0f)
, rgb_mod(1.0f, 1.0f, 1.0f)
, outline_color(-1, -1, -1)
+, gravity()
+, name("anonymous")
, label("some block")
, place_sound(-1)
, remove_sound(-1)
}
+void BlockType::Copy(const BlockType &other) noexcept {
+ shape = other.shape;
+ textures = other.textures;
+ hsl_mod = other.hsl_mod;
+ rgb_mod = other.rgb_mod;
+ outline_color = other.outline_color;
+ place_sound = other.place_sound;
+ remove_sound = other.remove_sound;
+ luminosity = other.luminosity;
+ visible = other.visible;
+ block_light = other.block_light;
+ collision = other.collision;
+ collide_block = collide_block;
+ generate = other.generate;
+ min_solidity = other.min_solidity;
+ mid_solidity = other.mid_solidity;
+ max_solidity = other.max_solidity;
+ min_humidity = other.min_humidity;
+ mid_humidity = other.mid_humidity;
+ max_humidity = other.max_humidity;
+ min_temperature = other.min_temperature;
+ mid_temperature = other.mid_temperature;
+ max_temperature = other.max_temperature;
+ min_richness = other.min_richness;
+ mid_richness = other.mid_richness;
+ max_richness = other.max_richness;
+ commonness = other.commonness;
+}
+
void BlockType::Read(
TokenStreamReader &in,
ResourceIndex &snd_index,
in.ReadVec(hsl_mod);
} else if (name == "outline") {
in.ReadVec(outline_color);
+ } else if (name == "gravity") {
+ gravity = BlockGravity::Read(in);
} else if (name == "label") {
in.ReadString(label);
} else if (name == "place_sound") {
BlockTypeRegistry::BlockTypeRegistry() {
BlockType air;
+ air.name = "air";
+ air.label = "Air";
air.visible = false;
air.block_light = false;
air.collision = false;
air.collide_block = false;
- Add(air);
+ Add(std::move(air));
}
-Block::Type BlockTypeRegistry::Add(const BlockType &t) {
+Block::Type BlockTypeRegistry::Add(BlockType &&t) {
int id = types.size();
- types.push_back(t);
+ if (!names.emplace(t.name, id).second) {
+ throw std::runtime_error("duplicate block type name " + t.name);
+ }
+ types.push_back(std::move(t));
types.back().id = id;
return id;
}
+BlockType &BlockTypeRegistry::Get(const std::string &name) {
+ auto entry = names.find(name);
+ if (entry != names.end()) {
+ return Get(entry->second);
+ } else {
+ throw std::runtime_error("unknown block type " + name);
+ }
+}
+
+const BlockType &BlockTypeRegistry::Get(const std::string &name) const {
+ auto entry = names.find(name);
+ if (entry != names.end()) {
+ return Get(entry->second);
+ } else {
+ throw std::runtime_error("unknown block type " + name);
+ }
+}
+
+
+namespace {
+
+/// the "usual" type of gravity
+/// direction is towards the block's center, strength is inverse
+/// proportional to distance squared
+/// note that the effect can get clipped at distances > 16 units
+struct RadialGravity
+: public BlockGravity {
+
+ explicit RadialGravity(float strength)
+ : strength(strength) { }
+
+ glm::vec3 GetGravity(const glm::vec3 &diff, const glm::mat4 &) const noexcept override {
+ float dist2 = length2(diff);
+ glm::vec3 dir = -normalize(diff);
+ return dir * (strength / dist2);
+ }
+
+ float strength;
+
+};
+
+/// a "force field" variant of artificial gravity
+/// strength and direction is constant throughout the cuboid
+/// extent shouldn't exceed 16 units as gravity is only calculated for
+/// chunks surrounding and entity (and sometimes not even those if they're
+/// unavailable, but they will be for players)
+struct CuboidFieldGravity
+: public BlockGravity {
+
+ explicit CuboidFieldGravity(const glm::vec3 &strength, const AABB &extent)
+ : strength(strength), extent(extent) { }
+
+ glm::vec3 GetGravity(const glm::vec3 &diff, const glm::mat4 &M) const noexcept override {
+ /// rotate AABB endpoints accordingly, ignore translation
+ glm::vec3 min(M * glm::vec4(extent.min, 0.0f));
+ glm::vec3 max(M * glm::vec4(extent.max, 0.0f));
+ if (diff.x < min.x || diff.y < min.y || diff.z < min.z ||
+ diff.x > max.x || diff.y > max.y || diff.z > max.z) {
+ /// if point is outside, force is zero
+ return glm::vec3(0.0f);
+ } else {
+ /// otherwise it's out constant strength in block orientation
+ return glm::vec3(M * glm::vec4(strength, 0.0f));
+ }
+ }
+
+ glm::vec3 strength;
+ AABB extent;
+
+};
+
+
+}
+
+BlockGravity::~BlockGravity() {
+
+}
+
+std::unique_ptr<BlockGravity> BlockGravity::Read(TokenStreamReader &in) {
+ std::string type;
+ in.ReadIdentifier(type);
+ if (type == "Radial") {
+ float strength;
+ in.Skip(Token::PARENTHESIS_OPEN);
+ in.ReadNumber(strength);
+ in.Skip(Token::PARENTHESIS_CLOSE);
+ return std::unique_ptr<BlockGravity>(new RadialGravity(strength));
+ } else if (type == "CuboidField") {
+ glm::vec3 strength;
+ AABB extent;
+ in.Skip(Token::PARENTHESIS_OPEN);
+ in.ReadVec(strength);
+ in.Skip(Token::COMMA);
+ in.ReadVec(extent.min);
+ in.Skip(Token::COMMA);
+ in.ReadVec(extent.max);
+ in.Skip(Token::PARENTHESIS_CLOSE);
+ extent.Adjust();
+ return std::unique_ptr<BlockGravity>(new CuboidFieldGravity(strength, extent));
+ } else {
+ throw std::runtime_error("unknown gravity type: " + type);
+ }
+}
+
const glm::mat4 Block::orient2transform[ORIENT_COUNT] = {
{ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, }, // face: up, turn: none