X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FWorld.cpp;h=06ccb62cfea1f97f0341ac313c3848f9ee81e9a6;hb=dbfcb12348b80e2582f710acb1e4ed0011889ba2;hp=4ab116c24f79f7f2f9581bdb67553204fd3dcc0f;hpb=419e33e565bffbaf0416ed4a5f80e9c81f62a479;p=blank.git diff --git a/src/world/World.cpp b/src/world/World.cpp index 4ab116c..06ccb62 100644 --- a/src/world/World.cpp +++ b/src/world/World.cpp @@ -1,125 +1,49 @@ #include "World.hpp" -#include "../graphics/BlockLighting.hpp" -#include "../graphics/DirectionalLighting.hpp" +#include "EntityCollision.hpp" +#include "WorldCollision.hpp" +#include "../app/Assets.hpp" +#include "../graphics/Format.hpp" +#include "../graphics/Viewport.hpp" -#include +#include #include +#include #include namespace blank { -World::World(const Config &config) -: blockType() -, blockShape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }}) -, stairShape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }}, { 0.0f, 0.0f }) -, slabShape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.0f, 0.5f }}) +World::World(const BlockTypeRegistry &types, const Config &config, const WorldSave &save) +: config(config) +, block_type(types) , generate(config.gen) -, chunks(config.load, blockType, generate) -, player() +, chunks(config.load, types, generate, save) +, players() , entities() , light_direction(config.light_direction) , fog_density(config.fog_density) { - BlockType::Faces block_fill = { true, true, true, true, true, true }; - BlockType::Faces slab_fill = { false, true, false, false, false, false }; - BlockType::Faces stair_fill = { false, true, false, false, false, true }; - - { // white block - BlockType type(true, { 1.0f, 1.0f, 1.0f }, &blockShape); - type.block_light = true; - type.fill = block_fill; - blockType.Add(type); - } - { // white slab - BlockType type(true, { 1.0f, 1.0f, 1.0f }, &slabShape); - type.block_light = true; - type.fill = slab_fill; - blockType.Add(type); - } - { // white stair - BlockType type(true, { 1.0f, 1.0f, 1.0f }, &stairShape); - type.block_light = true; - type.fill = stair_fill; - blockType.Add(type); - } - - { // red block - BlockType type(true, { 1.0f, 0.0f, 0.0f }, &blockShape); - type.block_light = true; - type.fill = block_fill; - blockType.Add(type); - } - { // red slab - BlockType type(true, { 1.0f, 0.0f, 0.0f }, &slabShape); - type.block_light = true; - type.fill = slab_fill; - blockType.Add(type); - } - { // red stair - BlockType type(true, { 1.0f, 0.0f, 0.0f }, &stairShape); - type.block_light = true; - type.fill = stair_fill; - blockType.Add(type); - } - - { // green block - BlockType type(true, { 0.0f, 1.0f, 0.0f }, &blockShape); - type.block_light = true; - type.fill = block_fill; - blockType.Add(type); - } - { // green slab - BlockType type(true, { 0.0f, 1.0f, 0.0f }, &slabShape); - type.block_light = true; - type.fill = slab_fill; - blockType.Add(type); - } - { // green stair - BlockType type(true, { 0.0f, 1.0f, 0.0f }, &stairShape); - type.block_light = true; - type.fill = stair_fill; - blockType.Add(type); - } - - { // blue block - BlockType type(true, { 0.0f, 0.0f, 1.0f }, &blockShape); - type.block_light = true; - type.fill = block_fill; - blockType.Add(type); - } - { // blue slab - BlockType type(true, { 0.0f, 0.0f, 1.0f }, &slabShape); - type.block_light = true; - type.fill = slab_fill; - blockType.Add(type); - } - { // blue stair - BlockType type(true, { 0.0f, 0.0f, 1.0f }, &stairShape); - type.block_light = true; - type.fill = stair_fill; - blockType.Add(type); - } - - { // glowing yellow block - BlockType type(true, { 1.0f, 1.0f, 0.0f }, &blockShape); - type.luminosity = 15; - type.block_light = true; - type.fill = block_fill; - blockType.Add(type); - } - 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.GenerateSurrounding(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; } @@ -130,6 +54,10 @@ struct Candidate { float dist; }; +bool CandidateLess(const Candidate &a, const Candidate &b) { + return a.dist < b.dist; +} + std::vector candidates; } @@ -137,107 +65,154 @@ 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) { +bool World::Intersection(const Entity &e, std::vector &col) { AABB box = e.Bounds(); - glm::mat4 M = e.Transform(player->ChunkCoords()); - // TODO: this only needs to check the chunks surrounding the entity's chunk position - // need find out if that is quicker than the rough chunk bounds test + Chunk::Pos reference = e.ChunkCoords(); + glm::mat4 M = e.Transform(reference); + bool any = false; for (Chunk &cur_chunk : chunks.Loaded()) { - if (cur_chunk.Intersection(box, M, cur_chunk.Transform(player->ChunkCoords()))) { - return true; + if (manhattan_radius(cur_chunk.Position() - e.ChunkCoords()) > 1) { + // chunk is not one of the 3x3x3 surrounding the entity + // 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(reference), col)) { + any = true; } } - return false; + return any; } -Chunk &World::PlayerChunk() { - return chunks.ForceLoad(player->ChunkCoords()); -} +namespace { -Chunk &World::Next(const Chunk &to, const glm::tvec3 &dir) { - const Chunk::Pos tgt_pos = to.Position() + dir; - return chunks.ForceLoad(tgt_pos); -} +std::vector col; +} void World::Update(int dt) { for (Entity &entity : entities) { entity.Update(dt); } for (Entity &entity : entities) { - if (entity.WorldCollidable() && Intersection(entity)) { + col.clear(); + if (entity.WorldCollidable() && Intersection(entity, col)) { // entity collides with the world - std::cout << entity.Name() << " entity intersects world" << std::endl; + Resolve(entity, col); } } - chunks.Rebase(player->ChunkCoords()); + for (auto iter = entities.begin(), end = entities.end(); iter != end;) { + if (iter->CanRemove()) { + iter = entities.erase(iter); + } else { + ++iter; + } + } + // TODO: make flexible + chunks.Rebase(players[0]->ChunkCoords()); chunks.Update(dt); } - -void World::Render(BlockLighting &chunk_prog, DirectionalLighting &entity_prog) { - chunk_prog.Activate(); - chunk_prog.SetFogDensity(fog_density); - chunk_prog.SetView(glm::inverse(player->Transform(player->ChunkCoords()))); - - 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(); +void World::Resolve(Entity &e, std::vector &col) { + // determine displacement for each cardinal axis and move entity accordingly + glm::vec3 min_disp(0.0f); + glm::vec3 max_disp(0.0f); + for (const WorldCollision &c : col) { + if (!c.Blocks()) continue; + glm::vec3 local_disp(c.normal * c.depth); + // swap if neccessary (normal may point away from the entity) + if (dot(c.normal, e.Position() - c.BlockCoords()) < 0) { + local_disp *= -1; + } + min_disp = min(min_disp, local_disp); + max_disp = max(max_disp, local_disp); + } + // for each axis + // if only one direction is set, use that as the final + // if both directions are set, use average + glm::vec3 final_disp(0.0f); + for (int axis = 0; axis < 3; ++axis) { + if (std::abs(min_disp[axis]) > std::numeric_limits::epsilon()) { + if (std::abs(max_disp[axis]) > std::numeric_limits::epsilon()) { + final_disp[axis] = (min_disp[axis] + max_disp[axis]) * 0.5f; + } else { + final_disp[axis] = min_disp[axis]; + } + } else if (std::abs(max_disp[axis]) > std::numeric_limits::epsilon()) { + final_disp[axis] = max_disp[axis]; } } + e.Move(final_disp); +} + - entity_prog.Activate(); +void World::Render(Viewport &viewport) { + DirectionalLighting &entity_prog = viewport.EntityProgram(); entity_prog.SetLightDirection(light_direction); entity_prog.SetFogDensity(fog_density); - entity_prog.SetView(glm::inverse(player->Transform(player->ChunkCoords()))); for (Entity &entity : entities) { - if (entity.HasShape()) { - entity_prog.SetM(entity.Transform(player->ChunkCoords())); - entity.Draw(); - } + entity.Render(entity.ChunkTransform(players[0]->ChunkCoords()), entity_prog); } }