X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FWorld.cpp;h=06ccb62cfea1f97f0341ac313c3848f9ee81e9a6;hb=dbfcb12348b80e2582f710acb1e4ed0011889ba2;hp=1e372e753d8c82257fb7bcd34fe6295c11e70e78;hpb=f417749fb09718cde2faad77e8430cf175c68374;p=blank.git diff --git a/src/world/World.cpp b/src/world/World.cpp index 1e372e7..06ccb62 100644 --- a/src/world/World.cpp +++ b/src/world/World.cpp @@ -1,11 +1,12 @@ #include "World.hpp" +#include "EntityCollision.hpp" #include "WorldCollision.hpp" #include "../app/Assets.hpp" -#include "../app/TextureIndex.hpp" #include "../graphics/Format.hpp" #include "../graphics/Viewport.hpp" +#include #include #include #include @@ -13,33 +14,36 @@ namespace blank { -World::World(const Assets &assets, const Config &config, const WorldSave &save) -: block_type() -, block_tex() +World::World(const BlockTypeRegistry &types, const Config &config, const WorldSave &save) +: config(config) +, block_type(types) , generate(config.gen) -, chunks(config.load, block_type, generate, save) -, player() +, chunks(config.load, types, generate, save) +, players() , entities() , light_direction(config.light_direction) , fog_density(config.fog_density) { - TextureIndex tex_index; - assets.LoadBlockTypes("default", block_type, tex_index); - - block_tex.Bind(); - assets.LoadTextures(tex_index, block_tex); - block_tex.FilterNearest(); - generate.Space(0); generate.Light(13); generate.Solids({ 1, 4, 7, 10 }); +} - player = &AddEntity(); - player->Name("player"); - player->Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } }); - player->WorldCollidable(true); - player->Position(config.spawn); - chunks.QueueSurrounding(player->ChunkCoords()); +Entity *World::AddPlayer(const std::string &name) { + for (Entity *e : players) { + if (e->Name() == name) { + return nullptr; + } + } + Entity &player = AddEntity(); + player.Name(name); + // TODO: load from save file here + player.Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } }); + player.WorldCollidable(true); + player.Position(config.spawn); + players.push_back(&player); + chunks.QueueSurrounding(player.ChunkCoords()); + return &player; } @@ -50,6 +54,10 @@ struct Candidate { float dist; }; +bool CandidateLess(const Candidate &a, const Candidate &b) { + return a.dist < b.dist; +} + std::vector candidates; } @@ -57,47 +65,70 @@ std::vector candidates; bool World::Intersection( const Ray &ray, const glm::mat4 &M, - Chunk *&chunk, - int &blkid, - float &dist, - glm::vec3 &normal + const Chunk::Pos &reference, + WorldCollision &coll ) { candidates.clear(); for (Chunk &cur_chunk : chunks.Loaded()) { float cur_dist; - if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(player->ChunkCoords()), cur_dist)) { + if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(reference), cur_dist)) { candidates.push_back({ &cur_chunk, cur_dist }); } } if (candidates.empty()) return false; - chunk = nullptr; - dist = std::numeric_limits::infinity(); - blkid = -1; + std::sort(candidates.begin(), candidates.end(), CandidateLess); + + coll.chunk = nullptr; + coll.block = -1; + coll.depth = std::numeric_limits::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(reference), cur_coll)) { + if (cur_coll.depth < coll.depth) { + coll = cur_coll; + } + } + } + + return coll.chunk; +} + +bool World::Intersection( + const Ray &ray, + const glm::mat4 &M, + const Entity &reference, + EntityCollision &coll +) { + coll.entity = nullptr; + coll.depth = std::numeric_limits::infinity(); + for (Entity &cur_entity : entities) { + if (&cur_entity == &reference) { + 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(reference.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, std::vector &col) { AABB box = e.Bounds(); - glm::mat4 M = e.Transform(player->ChunkCoords()); + Chunk::Pos reference = e.ChunkCoords(); + glm::mat4 M = e.Transform(reference); bool any = false; for (Chunk &cur_chunk : chunks.Loaded()) { if (manhattan_radius(cur_chunk.Position() - e.ChunkCoords()) > 1) { @@ -105,7 +136,7 @@ bool World::Intersection(const Entity &e, std::vector &col) { // 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)) { + if (cur_chunk.Intersection(box, M, cur_chunk.Transform(reference), col)) { any = true; } } @@ -113,16 +144,6 @@ bool World::Intersection(const Entity &e, std::vector &col) { } -Chunk &World::PlayerChunk() { - return chunks.ForceLoad(player->ChunkCoords()); -} - -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 col; @@ -147,7 +168,8 @@ void World::Update(int dt) { ++iter; } } - chunks.Rebase(player->ChunkCoords()); + // TODO: make flexible + chunks.Rebase(players[0]->ChunkCoords()); chunks.Update(dt); } @@ -185,27 +207,12 @@ void World::Resolve(Entity &e, std::vector &col) { 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); - - for (Chunk &chunk : chunks.Loaded()) { - glm::mat4 m(chunk.Transform(player->ChunkCoords())); - chunk_prog.SetM(m); - glm::mat4 mvp(chunk_prog.GetVP() * m); - if (!CullTest(Chunk::Bounds(), mvp)) { - chunk.Draw(); - } - } - DirectionalLighting &entity_prog = viewport.EntityProgram(); entity_prog.SetLightDirection(light_direction); entity_prog.SetFogDensity(fog_density); for (Entity &entity : entities) { - entity.Render(entity.ChunkTransform(player->ChunkCoords()), entity_prog); + entity.Render(entity.ChunkTransform(players[0]->ChunkCoords()), entity_prog); } }