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);
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::mat4 &Mchunk,
std::vector<WorldCollision> &col
) noexcept {
+ bool any = false;
+ float penetration;
+ glm::vec3 normal;
+
+ if (!blank::Intersection(box, Mbox, Bounds(), Mchunk, penetration, normal)) {
+ return false;
+ }
+
// box's origin relative to the chunk
const glm::vec3 box_coords(Mbox[3] - Mchunk[3]);
const float box_rad = box.OriginRadius();
- if (distance_squared(box_coords, Center()) > (box_rad + Radius()) * (box_rad + Radius())) {
+ // assume a bounding radius of 2 for blocks
+ constexpr float block_rad = 2.0f;
+ const float bb_radius = box_rad + block_rad;
+
+ const RoughLocation::Fine begin(max(
+ RoughLocation::Fine(0),
+ RoughLocation::Fine(floor(box_coords - bb_radius))
+ ));
+ const RoughLocation::Fine end(min(
+ RoughLocation::Fine(side - 1),
+ RoughLocation::Fine(ceil(box_coords + bb_radius))
+ ) - 1);
+
+ for (RoughLocation::Fine pos(begin); pos.z < end.y; ++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);
+ const BlockType &type = Type(idx);
+ if (!type.collision || !type.shape) {
+ continue;
+ }
+ if (type.shape->Intersects(Mchunk * ToTransform(pos, idx), box, Mbox, penetration, normal)) {
+ col.emplace_back(this, idx, penetration, normal);
+ any = true;
+ }
+ }
+ }
+ }
+ return any;
+}
+
+bool Chunk::Intersection(
+ const Entity &entity,
+ const glm::mat4 &Mentity,
+ const glm::mat4 &Mchunk,
+ std::vector<WorldCollision> &col
+) noexcept {
+ // entity's origin relative to the chunk
+ 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) {
return false;
}
// assume a bounding radius of 2 for blocks
constexpr float block_rad = 2.0f;
- for (int idx = 0, z = 0; z < side; ++z) {
- for (int y = 0; y < side; ++y) {
- for (int x = 0; x < side; ++x, ++idx) {
+ const float eb_radius = entity.Radius() + block_rad;
+
+ const RoughLocation::Fine begin(max(
+ RoughLocation::Fine(0),
+ RoughLocation::Fine(floor(entity_coords - eb_radius))
+ ));
+ const RoughLocation::Fine end(min(
+ RoughLocation::Fine(side),
+ RoughLocation::Fine(ceil(entity_coords + eb_radius))
+ ));
+
+ 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);
const BlockType &type = Type(idx);
if (!type.collision || !type.shape) {
continue;
}
- const RoughLocation::Fine block_pos(x, y, z);
- const ExactLocation::Fine block_coords(ToCoords(block_pos));
- if (distance_squared(box_coords, block_coords) <= (box_rad + block_rad) * (box_rad + block_rad)
- && type.shape->Intersects(Mchunk * ToTransform(block_pos, idx), box, Mbox, penetration, normal)
- ) {
+ if (type.shape->Intersects(Mchunk * ToTransform(pos, idx), entity.Bounds(), Mentity, penetration, normal)) {
col.emplace_back(this, idx, penetration, normal);
any = true;
}
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) {