X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fchunk.cpp;h=e61a3a70ba0260a2600f8498fb4c24996c1c89d3;hb=1b022dd17364c9e3344afd86572f2ead14973cde;hp=16ff4e5023bb65f4f68495294b7b940007b67239;hpb=a58c4558e7d4934f4d0ee621520acfe1c8258c93;p=blank.git diff --git a/src/chunk.cpp b/src/chunk.cpp index 16ff4e5..e61a3a7 100644 --- a/src/chunk.cpp +++ b/src/chunk.cpp @@ -56,24 +56,14 @@ void Chunk::Draw() { bool Chunk::Intersection( const Ray &ray, const glm::mat4 &M, - int *blkid, - float *dist, - glm::vec3 *normal) const { - { // rough check - if (!blank::Intersection(ray, Bounds(), M)) { - return false; - } - } - - if (!blkid && !dist && !normal) { - return true; - } - + int &blkid, + float &dist, + glm::vec3 &normal +) const { // TODO: should be possible to heavily optimize this int id = 0; - int closest_id = -1; - float closest_dist = std::numeric_limits::infinity(); - glm::vec3 closest_normal(0, 1, 0); + blkid = -1; + dist = std::numeric_limits::infinity(); for (int z = 0; z < Depth(); ++z) { for (int y = 0; y < Height(); ++y) { for (int x = 0; x < Width(); ++x, ++id) { @@ -82,32 +72,23 @@ bool Chunk::Intersection( } float cur_dist; glm::vec3 cur_norm; - Block::Pos pos(float(x) + 0.5f, float(y) + 0.5f, float(z) + 0.5f); - if (Type(blocks[id]).shape->Intersects(ray, glm::translate(M, pos), cur_dist, cur_norm)) { - if (cur_dist < closest_dist) { - closest_id = id; - closest_dist = cur_dist; - closest_normal = cur_norm; + if (Type(blocks[id]).shape->Intersects(ray, M * ToTransform(id), cur_dist, cur_norm)) { + if (cur_dist < dist) { + blkid = id; + dist = cur_dist; + normal = cur_norm; } } } } } - if (closest_id < 0) { + if (blkid < 0) { return false; + } else { + normal = glm::vec3(BlockAt(blkid).Transform() * glm::vec4(normal, 0.0f)); + return true; } - - if (blkid) { - *blkid = closest_id; - } - if (dist) { - *dist = closest_dist; - } - if (normal) { - *normal = closest_normal; - } - return true; } void Chunk::Position(const Pos &pos) { @@ -140,7 +121,7 @@ void Chunk::Update() { if (Obstructed(i)) continue; const BlockType &type = Type(blocks[i]); - type.FillModel(buf, ToCoords(i), vtx_counter); + type.FillModel(buf, ToTransform(i), vtx_counter); vtx_counter += type.shape->VertexCount(); } @@ -161,11 +142,11 @@ bool Chunk::Obstructed(int idx) const { const BlockType &left = Type(blocks[idx - 1]); if (!left.fill.right) return false; - const BlockType &top = Type(blocks[idx + Width()]); - if (!top.fill.bottom) return false; + const BlockType &up = Type(blocks[idx + Width()]); + if (!up.fill.down) return false; - const BlockType &bottom = Type(blocks[idx - Width()]); - if (!bottom.fill.top) return false; + const BlockType &down = Type(blocks[idx - Width()]); + if (!down.fill.up) return false; const BlockType &front = Type(blocks[idx + Width() * Height()]); if (!front.fill.back) return false; @@ -176,6 +157,10 @@ bool Chunk::Obstructed(int idx) const { return true; } +glm::mat4 Chunk::ToTransform(int idx) const { + return glm::translate(glm::mat4(1.0f), ToCoords(idx)) * blocks[idx].Transform(); +} + ChunkLoader::ChunkLoader(const BlockTypeRegistry ®, const Generator &gen) : base(0, 0, 0) @@ -221,6 +206,15 @@ void ChunkLoader::Generate(const Chunk::Pos &from, const Chunk::Pos &to) { loaded.emplace_back(reg); loaded.back().Position(pos); gen(loaded.back()); + + // orientation testing + // for (int i = 0; i < Block::FACE_COUNT; ++i) { + // for (int j = 0; j < Block::TURN_COUNT; ++j) { + // loaded.back().BlockAt(512 * j + 2 * i) = Block(3 * (j + 1), Block::Face(i), Block::Turn(j)); + // } + // } + // loaded.back().Invalidate(); + // loaded.back().CheckUpdate(); } else { to_generate.emplace_back(pos); }