]> git.localhorst.tv Git - blank.git/blobdiff - src/world/chunk.cpp
try to cleanly destruct world
[blank.git] / src / world / chunk.cpp
index 4790f28d8456506a3520d98e37f4e0997e0a6571..fb4375599226226d3e80ddcf670935a77d78e3d7 100644 (file)
@@ -19,9 +19,6 @@
 #include <ostream>
 #include <queue>
 
-#include <iostream>
-#include <glm/gtx/io.hpp>
-
 
 namespace blank {
 
@@ -87,6 +84,9 @@ struct SetNode {
 
        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;
@@ -149,9 +149,13 @@ void work_dark() noexcept {
                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);
@@ -362,7 +366,7 @@ bool Chunk::IsSurface(const RoughLocation::Fine &pos) const noexcept {
 
 bool Chunk::Intersection(
        const Ray &ray,
-       const glm::mat4 &M,
+       const ExactLocation::Coarse &reference,
        WorldCollision &coll
 ) noexcept {
        int idx = 0;
@@ -378,7 +382,7 @@ bool Chunk::Intersection(
                                }
                                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;
@@ -460,12 +464,6 @@ bool Chunk::Intersection(
                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;
@@ -479,11 +477,11 @@ bool Chunk::Intersection(
                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);
@@ -569,6 +567,10 @@ glm::mat4 Chunk::ToTransform(const RoughLocation::Fine &pos, int idx) const noex
        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) {