]> git.localhorst.tv Git - blank.git/blobdiff - src/world/World.cpp
use collision structures for ray tests
[blank.git] / src / world / World.cpp
index 4ab116c24f79f7f2f9581bdb67553204fd3dcc0f..997a5f0b83346238890a8c952e589613b84c2930 100644 (file)
 #include "World.hpp"
 
-#include "../graphics/BlockLighting.hpp"
-#include "../graphics/DirectionalLighting.hpp"
+#include "EntityCollision.hpp"
+#include "WorldCollision.hpp"
+#include "../app/Assets.hpp"
+#include "../app/TextureIndex.hpp"
+#include "../graphics/Format.hpp"
+#include "../graphics/Viewport.hpp"
 
-#include <iostream>
 #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 }})
+World::World(const Assets &assets, const Config &config, const WorldSave &save)
+: block_type()
+, block_tex()
 , generate(config.gen)
-, chunks(config.load, blockType, generate)
+, chunks(config.load, block_type, generate, save)
 , player()
 , 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);
-       }
-
-       { // red block
-               BlockType type(true, { 1.0f, 0.0f, 0.0f }, &blockShape);
-               type.block_light = true;
-               type.fill = block_fill;
-               blockType.Add(type);
-       }
-       { // red slab
-               BlockType type(true, { 1.0f, 0.0f, 0.0f }, &slabShape);
-               type.block_light = true;
-               type.fill = slab_fill;
-               blockType.Add(type);
-       }
-       { // red stair
-               BlockType type(true, { 1.0f, 0.0f, 0.0f }, &stairShape);
-               type.block_light = true;
-               type.fill = stair_fill;
-               blockType.Add(type);
-       }
-
-       { // green block
-               BlockType type(true, { 0.0f, 1.0f, 0.0f }, &blockShape);
-               type.block_light = true;
-               type.fill = block_fill;
-               blockType.Add(type);
-       }
-       { // green slab
-               BlockType type(true, { 0.0f, 1.0f, 0.0f }, &slabShape);
-               type.block_light = true;
-               type.fill = slab_fill;
-               blockType.Add(type);
-       }
-       { // green stair
-               BlockType type(true, { 0.0f, 1.0f, 0.0f }, &stairShape);
-               type.block_light = true;
-               type.fill = stair_fill;
-               blockType.Add(type);
-       }
+       TextureIndex tex_index;
+       assets.LoadBlockTypes("default", block_type, tex_index);
 
-       { // blue block
-               BlockType type(true, { 0.0f, 0.0f, 1.0f }, &blockShape);
-               type.block_light = true;
-               type.fill = block_fill;
-               blockType.Add(type);
-       }
-       { // blue slab
-               BlockType type(true, { 0.0f, 0.0f, 1.0f }, &slabShape);
-               type.block_light = true;
-               type.fill = slab_fill;
-               blockType.Add(type);
-       }
-       { // blue stair
-               BlockType type(true, { 0.0f, 0.0f, 1.0f }, &stairShape);
-               type.block_light = true;
-               type.fill = stair_fill;
-               blockType.Add(type);
-       }
-
-       { // 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);
-       }
+       block_tex.Bind();
+       assets.LoadTextures(tex_index, block_tex);
+       block_tex.FilterNearest();
 
        generate.Space(0);
        generate.Light(13);
@@ -119,7 +40,7 @@ World::World(const Config &config)
        player->WorldCollidable(true);
        player->Position(config.spawn);
 
-       chunks.GenerateSurrounding(player->ChunkCoords());
+       chunks.QueueSurrounding(player->ChunkCoords());
 }
 
 
@@ -137,10 +58,7 @@ std::vector<Candidate> candidates;
 bool World::Intersection(
        const Ray &ray,
        const glm::mat4 &M,
-       Chunk *&chunk,
-       int &blkid,
-       float &dist,
-       glm::vec3 &normal
+       WorldCollision &coll
 ) {
        candidates.clear();
 
@@ -153,39 +71,65 @@ bool World::Intersection(
 
        if (candidates.empty()) return false;
 
-       chunk = nullptr;
-       dist = std::numeric_limits<float>::infinity();
-       blkid = -1;
+       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(player->ChunkCoords()), cur_coll)) {
+                       if (cur_coll.depth < coll.depth) {
+                               coll = cur_coll;
+                       }
+               }
+       }
+
+       return coll.chunk;
+}
+
+bool World::Intersection(
+       const Ray &ray,
+       const glm::mat4 &M,
+       EntityCollision &coll
+) {
+       coll.entity = nullptr;
+       coll.depth = std::numeric_limits<float>::infinity();
+       for (Entity &cur_entity : entities) {
+               // TODO: better check for skipping self (because the check might not be for the player)
+               if (&cur_entity == player) {
+                       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(player->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) {
+bool World::Intersection(const Entity &e, std::vector<WorldCollision> &col) {
        AABB box = e.Bounds();
        glm::mat4 M = e.Transform(player->ChunkCoords());
-       // TODO: this only needs to check the chunks surrounding the entity's chunk position
-       //       need find out if that is quicker than the rough chunk bounds test
+       bool any = false;
        for (Chunk &cur_chunk : chunks.Loaded()) {
-               if (cur_chunk.Intersection(box, M, cur_chunk.Transform(player->ChunkCoords()))) {
-                       return true;
+               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(player->ChunkCoords()), col)) {
+                       any = true;
                }
        }
-       return false;
+       return any;
 }
 
 
@@ -193,31 +137,79 @@ Chunk &World::PlayerChunk() {
        return chunks.ForceLoad(player->ChunkCoords());
 }
 
-Chunk &World::Next(const Chunk &to, const glm::tvec3<int> &dir) {
+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;
+
+}
+
 void World::Update(int dt) {
        for (Entity &entity : entities) {
                entity.Update(dt);
        }
        for (Entity &entity : entities) {
-               if (entity.WorldCollidable() && Intersection(entity)) {
+               col.clear();
+               if (entity.WorldCollidable() && Intersection(entity, col)) {
                        // entity collides with the world
-                       std::cout << entity.Name() << " entity intersects world" << std::endl;
+                       Resolve(entity, col);
+               }
+       }
+       for (auto iter = entities.begin(), end = entities.end(); iter != end;) {
+               if (iter->CanRemove()) {
+                       iter = entities.erase(iter);
+               } else {
+                       ++iter;
                }
        }
        chunks.Rebase(player->ChunkCoords());
        chunks.Update(dt);
 }
 
+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();
+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);
-       chunk_prog.SetView(glm::inverse(player->Transform(player->ChunkCoords())));
 
        for (Chunk &chunk : chunks.Loaded()) {
                glm::mat4 m(chunk.Transform(player->ChunkCoords()));
@@ -228,16 +220,12 @@ void World::Render(BlockLighting &chunk_prog, DirectionalLighting &entity_prog)
                }
        }
 
-       entity_prog.Activate();
+       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(player->ChunkCoords()), entity_prog);
        }
 }