#include <ostream>
#include <queue>
-#include <iostream>
-#include <glm/gtx/io.hpp>
-
namespace blank {
Chunk::Chunk(const BlockTypeRegistry &types) noexcept
: types(&types)
, neighbor{0}
+, gravity()
, blocks{}
, light{0}
, generated(false)
Chunk::Chunk(Chunk &&other) noexcept
: types(other.types)
+, gravity(std::move(other.gravity))
, generated(other.generated)
, lighted(other.lighted)
, position(other.position)
Chunk &Chunk::operator =(Chunk &&other) noexcept {
types = other.types;
std::copy(other.neighbor, other.neighbor + sizeof(neighbor), neighbor);
+ gravity = std::move(other.gravity);
std::copy(other.blocks, other.blocks + sizeof(blocks), blocks);
std::copy(other.light, other.light + sizeof(light), light);
generated = other.generated;
const BlockType &GetType() const noexcept { return chunk->Type(Chunk::ToIndex(pos)); }
+ int EmitLevel() const noexcept { return GetType().luminosity; }
+ bool EmitsLight() const noexcept { return EmitLevel() > 0; }
+
bool HasNext(Block::Face face) noexcept {
const BlockType &type = GetType();
if (type.block_light && !type.luminosity) return false;
for (int face = 0; face < Block::FACE_COUNT; ++face) {
if (node.HasNext(Block::Face(face))) {
UnsetNode other = node.GetNext(Block::Face(face));
- // TODO: if there a light source here with the same level this will err
if (other.Get() != 0 && other.Get() < node.level) {
- other.Set(0);
+ if (other.EmitsLight()) {
+ other.Set(other.EmitLevel());
+ light_queue.emplace(other);
+ } else {
+ other.Set(0);
+ }
dark_queue.emplace(other);
} else {
light_queue.emplace(other);
blocks[index] = block;
Invalidate();
+ if (old_type.gravity && !new_type.gravity) {
+ gravity.erase(index);
+ } else if (new_type.gravity && !old_type.gravity) {
+ gravity.insert(index);
+ }
+
if (!lighted || &old_type == &new_type) return;
if (new_type.luminosity > old_type.luminosity) {
lighted = true;
}
+void Chunk::ScanActive() {
+ gravity.clear();
+ for (int index = 0; index < size; ++index) {
+ if (Type(index).gravity) {
+ gravity.insert(gravity.end(), index);
+ }
+ }
+}
+
void Chunk::SetNeighbor(Block::Face face, Chunk &other) noexcept {
neighbor[face] = &other;
other.neighbor[Block::Opposite(face)] = this;
}
+glm::vec3 Chunk::GravityAt(const ExactLocation &coords) const noexcept {
+ glm::vec3 grav;
+ for (int index : gravity) {
+ RoughLocation::Fine block_pos(ToPos(index));
+ ExactLocation block_coords(position, ToCoords(block_pos));
+ // trust that block type hasn't changed
+ grav += Type(index).gravity->GetGravity(
+ coords.Difference(block_coords).Absolute(),
+ ToTransform(block_pos, index));
+ }
+ return grav;
+}
+
+
bool Chunk::IsSurface(const RoughLocation::Fine &pos) const noexcept {
const Block &block = BlockAt(pos);
if (!Type(block).visible) {
bool Chunk::Intersection(
const Ray &ray,
- const glm::mat4 &M,
+ const ExactLocation::Coarse &reference,
WorldCollision &coll
) noexcept {
int idx = 0;
}
float cur_dist;
glm::vec3 cur_norm;
- if (type.shape->Intersects(ray, M * ToTransform(RoughLocation::Fine(x, y, z), idx), cur_dist, cur_norm)) {
+ if (type.shape->Intersects(ray, ToTransform(reference, RoughLocation::Fine(x, y, z), idx), cur_dist, cur_norm)) {
if (cur_dist < coll.depth) {
coll.block = idx;
coll.depth = cur_dist;
const glm::vec3 entity_coords(Mentity[3] - Mchunk[3]);
const float ec_radius = entity.Radius() + Radius();
- if (distance_squared(entity_coords, Center()) > ec_radius * ec_radius) {
+ if (distance2(entity_coords, Center()) > ec_radius * ec_radius) {
return false;
}
- if (entity.ID() == 1) {
- std::cout << "chunk: " << (Position() * 16) << ", entity: " << entity.AbsolutePosition() << std::endl;
- std::cout << "\tMentity[3]: " << Mentity[3] << std::endl;
- std::cout << "\tMchunk[3]: " << Mentity[3] << std::endl;
- }
-
bool any = false;
float penetration;
glm::vec3 normal;
RoughLocation::Fine(floor(entity_coords - eb_radius))
));
const RoughLocation::Fine end(min(
- RoughLocation::Fine(side - 1),
+ RoughLocation::Fine(side),
RoughLocation::Fine(ceil(entity_coords + eb_radius))
- ) - 1);
+ ));
- for (RoughLocation::Fine pos(begin); pos.z < end.y; ++pos.z) {
+ for (RoughLocation::Fine pos(begin); pos.z < end.z; ++pos.z) {
for (pos.y = begin.y; pos.y < end.y; ++pos.y) {
for (pos.x = begin.x; pos.x < end.x; ++pos.x) {
int idx = ToIndex(pos);
return glm::translate(ToCoords(pos)) * BlockAt(idx).Transform();
}
+glm::mat4 Chunk::ToTransform(const ExactLocation::Coarse &ref, const RoughLocation::Fine &pos, int idx) const noexcept {
+ return glm::translate(ExactLocation::Fine((position - ref) * ExactLocation::Extent()) + ToCoords(pos)) * BlockAt(idx).Transform();
+}
+
BlockLookup::BlockLookup(Chunk *c, const RoughLocation::Fine &p) noexcept
: chunk(c), pos(p) {
for (int i = 0; i < index.TotalChunks(); ++i) {
if (!index[i]) continue;
+ // TODO: optimize chunk culling, shoudn't be that hard
glm::mat4 m(index[i]->Transform(index.Base()));
glm::mat4 mvp(chunk_prog.GetVP() * m);
if (!CullTest(Chunk::Bounds(), mvp)) {