X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2Fchunk.cpp;h=fb4375599226226d3e80ddcf670935a77d78e3d7;hb=1bc2f230105ad6e1ee8d999ddc079cd85d244bf9;hp=cedc532aed726a838d2b9ad10b7ea04be16eafb5;hpb=4727825186798902f68df5b99a6a32f0ef618454;p=blank.git diff --git a/src/world/chunk.cpp b/src/world/chunk.cpp index cedc532..fb43755 100644 --- a/src/world/chunk.cpp +++ b/src/world/chunk.cpp @@ -84,6 +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; @@ -146,9 +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); @@ -359,7 +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; @@ -375,7 +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; @@ -407,14 +414,82 @@ bool Chunk::Intersection( if (!blank::Intersection(box, Mbox, Bounds(), Mchunk, penetration, normal)) { return false; } - for (int idx = 0, z = 0; z < side; ++z) { - for (int y = 0; y < side; ++y) { - for (int x = 0; x < side; ++x, ++idx) { + + // box's origin relative to the chunk + const glm::vec3 box_coords(Mbox[3] - Mchunk[3]); + const float box_rad = box.OriginRadius(); + + // 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 &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; + } + + bool any = false; + float penetration; + glm::vec3 normal; + + // assume a bounding radius of 2 for blocks + constexpr float block_rad = 2.0f; + 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; } - if (type.shape->Intersects(Mchunk * ToTransform(RoughLocation::Fine(x, y, z), 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; } @@ -492,6 +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) {