#include "ChunkLoader.hpp"
#include "Generator.hpp"
+#include "WorldCollision.hpp"
#include <algorithm>
+#include <iostream>
#include <limits>
#include <queue>
}
}
+namespace {
+
+// propagate light from a's edge to b
+void edge_light(
+ Chunk &a, const Chunk::Pos &a_pos,
+ Chunk &b, const Chunk::Pos &b_pos
+) noexcept {
+ if (a.GetLight(a_pos) > 1) {
+ const BlockType &b_type = b.Type(Chunk::ToIndex(b_pos));
+ if (!b_type.block_light) {
+ light_queue.emplace(&a, a_pos);
+ }
+ if (b_type.visible) {
+ b.Invalidate();
+ }
+ }
+}
+
+}
+
void Chunk::SetNeighbor(Chunk &other) noexcept {
if (other.position == position + Pos(-1, 0, 0)) {
if (neighbor[Block::FACE_LEFT] != &other) {
for (int y = 0; y < height; ++y) {
Pos my_pos(0, y, z);
Pos other_pos(width - 1, y, z);
- if (GetLight(my_pos) > 0) {
- light_queue.emplace(this, my_pos);
- }
- if (other.GetLight(other_pos) > 0) {
- light_queue.emplace(&other, other_pos);
- }
+ edge_light(*this, my_pos, other, other_pos);
+ edge_light(other, other_pos, *this, my_pos);
}
}
work_light();
for (int y = 0; y < height; ++y) {
Pos my_pos(width - 1, y, z);
Pos other_pos(0, y, z);
- if (GetLight(my_pos) > 0) {
- light_queue.emplace(this, my_pos);
- }
- if (other.GetLight(other_pos) > 0) {
- light_queue.emplace(&other, other_pos);
- }
+ edge_light(*this, my_pos, other, other_pos);
+ edge_light(other, other_pos, *this, my_pos);
}
}
work_light();
for (int x = 0; x < width; ++x) {
Pos my_pos(x, 0, z);
Pos other_pos(x, height - 1, z);
- if (GetLight(my_pos) > 0) {
- light_queue.emplace(this, my_pos);
- }
- if (other.GetLight(other_pos) > 0) {
- light_queue.emplace(&other, other_pos);
- }
+ edge_light(*this, my_pos, other, other_pos);
+ edge_light(other, other_pos, *this, my_pos);
}
}
work_light();
for (int x = 0; x < width; ++x) {
Pos my_pos(x, height - 1, z);
Pos other_pos(x, 0, z);
- if (GetLight(my_pos) > 0) {
- light_queue.emplace(this, my_pos);
- }
- if (other.GetLight(other_pos) > 0) {
- light_queue.emplace(&other, other_pos);
- }
+ edge_light(*this, my_pos, other, other_pos);
+ edge_light(other, other_pos, *this, my_pos);
}
}
work_light();
for (int x = 0; x < width; ++x) {
Pos my_pos(x, y, 0);
Pos other_pos(x, y, depth - 1);
- if (GetLight(my_pos) > 0) {
- light_queue.emplace(this, my_pos);
- }
- if (other.GetLight(other_pos) > 0) {
- light_queue.emplace(&other, other_pos);
- }
+ edge_light(*this, my_pos, other, other_pos);
+ edge_light(other, other_pos, *this, my_pos);
}
}
work_light();
for (int x = 0; x < width; ++x) {
Pos my_pos(x, y, depth - 1);
Pos other_pos(x, y, 0);
- if (GetLight(my_pos) > 0) {
- light_queue.emplace(this, my_pos);
- }
- if (other.GetLight(other_pos) > 0) {
- light_queue.emplace(&other, other_pos);
- }
+ edge_light(*this, my_pos, other, other_pos);
+ edge_light(other, other_pos, *this, my_pos);
}
}
work_light();
bool Chunk::Intersection(
const AABB &box,
const glm::mat4 &Mbox,
- const glm::mat4 &Mchunk
+ const glm::mat4 &Mchunk,
+ std::vector<WorldCollision> &col
) const noexcept {
- if (!blank::Intersection(box, Mbox, Bounds(), Mchunk)) {
+ bool any = false;
+ float penetration;
+ glm::vec3 normal;
+
+ if (!blank::Intersection(box, Mbox, Bounds(), Mchunk, penetration, normal)) {
return false;
}
for (int idx = 0, z = 0; z < depth; ++z) {
for (int y = 0; y < height; ++y) {
for (int x = 0; x < width; ++x, ++idx) {
const BlockType &type = Type(idx);
- if (!type.visible) {
+ if (!type.collision) {
continue;
}
- if (type.shape->Intersects(Mchunk * ToTransform(Pos(x, y, z), idx), box, Mbox)) {
- return true;
+ if (type.shape->Intersects(Mchunk * ToTransform(Pos(x, y, z), idx), box, Mbox, penetration, normal)) {
+ col.emplace_back(this, idx, penetration, normal);
+ any = true;
}
}
}
}
- return false;
+ return any;
}