#include "ChunkLoader.hpp"
#include "Generator.hpp"
+#include "WorldCollision.hpp"
#include <algorithm>
#include <iostream>
int Get() const noexcept { return chunk->GetLight(pos); }
void Set(int level) noexcept { chunk->SetLight(pos, level); }
+ const BlockType &GetType() const noexcept { return chunk->Type(Chunk::ToIndex(pos)); }
+
bool HasNext(Block::Face face) noexcept {
+ const BlockType &type = GetType();
+ if (type.block_light && !type.luminosity) return false;
const BlockLookup next(chunk, pos, face);
- return next && !next.GetType().block_light;
+ return next;
}
SetNode GetNext(Block::Face face) noexcept {
const BlockLookup next(chunk, pos, face);
}
}
+namespace {
+
+// propagate light from a's edge to b
+void edge_light(
+ Chunk &a, const Chunk::Pos &a_pos,
+ Chunk &b, const Chunk::Pos &b_pos
+) noexcept {
+ if (a.GetLight(a_pos) > 1) {
+ const BlockType &b_type = b.Type(Chunk::ToIndex(b_pos));
+ if (!b_type.block_light) {
+ light_queue.emplace(&a, a_pos);
+ }
+ if (b_type.visible) {
+ b.Invalidate();
+ }
+ }
+}
+
+}
+
void Chunk::SetNeighbor(Chunk &other) noexcept {
if (other.position == position + Pos(-1, 0, 0)) {
if (neighbor[Block::FACE_LEFT] != &other) {
for (int y = 0; y < height; ++y) {
Pos my_pos(0, y, z);
Pos other_pos(width - 1, y, z);
- if (GetLight(my_pos) > 0) {
- light_queue.emplace(this, my_pos);
- }
- if (other.GetLight(other_pos) > 0) {
- light_queue.emplace(&other, other_pos);
- }
+ edge_light(*this, my_pos, other, other_pos);
+ edge_light(other, other_pos, *this, my_pos);
}
}
work_light();
for (int y = 0; y < height; ++y) {
Pos my_pos(width - 1, y, z);
Pos other_pos(0, y, z);
- if (GetLight(my_pos) > 0) {
- light_queue.emplace(this, my_pos);
- }
- if (other.GetLight(other_pos) > 0) {
- light_queue.emplace(&other, other_pos);
- }
+ edge_light(*this, my_pos, other, other_pos);
+ edge_light(other, other_pos, *this, my_pos);
}
}
work_light();
for (int x = 0; x < width; ++x) {
Pos my_pos(x, 0, z);
Pos other_pos(x, height - 1, z);
- if (GetLight(my_pos) > 0) {
- light_queue.emplace(this, my_pos);
- }
- if (other.GetLight(other_pos) > 0) {
- light_queue.emplace(&other, other_pos);
- }
+ edge_light(*this, my_pos, other, other_pos);
+ edge_light(other, other_pos, *this, my_pos);
}
}
work_light();
for (int x = 0; x < width; ++x) {
Pos my_pos(x, height - 1, z);
Pos other_pos(x, 0, z);
- if (GetLight(my_pos) > 0) {
- light_queue.emplace(this, my_pos);
- }
- if (other.GetLight(other_pos) > 0) {
- light_queue.emplace(&other, other_pos);
- }
+ edge_light(*this, my_pos, other, other_pos);
+ edge_light(other, other_pos, *this, my_pos);
}
}
work_light();
for (int x = 0; x < width; ++x) {
Pos my_pos(x, y, 0);
Pos other_pos(x, y, depth - 1);
- if (GetLight(my_pos) > 0) {
- light_queue.emplace(this, my_pos);
- }
- if (other.GetLight(other_pos) > 0) {
- light_queue.emplace(&other, other_pos);
- }
+ edge_light(*this, my_pos, other, other_pos);
+ edge_light(other, other_pos, *this, my_pos);
}
}
work_light();
for (int x = 0; x < width; ++x) {
Pos my_pos(x, y, depth - 1);
Pos other_pos(x, y, 0);
- if (GetLight(my_pos) > 0) {
- light_queue.emplace(this, my_pos);
- }
- if (other.GetLight(other_pos) > 0) {
- light_queue.emplace(&other, other_pos);
- }
+ edge_light(*this, my_pos, other, other_pos);
+ edge_light(other, other_pos, *this, my_pos);
}
}
work_light();
}
void Chunk::ClearNeighbors() noexcept {
- for (int i = 0; i < Block::FACE_COUNT; ++i) {
- neighbor[i] = nullptr;
- }
-}
-
-void Chunk::Unlink() noexcept {
for (int face = 0; face < Block::FACE_COUNT; ++face) {
if (neighbor[face]) {
neighbor[face]->neighbor[Block::Opposite(Block::Face(face))] = nullptr;
- }
- }
-}
-
-void Chunk::Relink() noexcept {
- for (int face = 0; face < Block::FACE_COUNT; ++face) {
- if (neighbor[face]) {
- neighbor[face]->neighbor[Block::Opposite(Block::Face(face))] = this;
+ neighbor[face] = nullptr;
}
}
}
bool Chunk::Intersection(
const AABB &box,
const glm::mat4 &Mbox,
- const glm::mat4 &Mchunk
+ const glm::mat4 &Mchunk,
+ std::vector<WorldCollision> &col
) const noexcept {
+ bool any = false;
float penetration;
glm::vec3 normal;
for (int y = 0; y < height; ++y) {
for (int x = 0; x < width; ++x, ++idx) {
const BlockType &type = Type(idx);
- if (!type.visible) {
+ if (!type.collision) {
continue;
}
- if (type.shape->Intersects(Mchunk * ToTransform(Pos(x, y, z), idx), box, Mbox)) {
- return true;
+ if (type.shape->Intersects(Mchunk * ToTransform(Pos(x, y, z), idx), box, Mbox, penetration, normal)) {
+ col.emplace_back(this, idx, penetration, normal);
+ any = true;
}
}
}
}
- return false;
+ return any;
}
}
}
-void ChunkLoader::Remove(Chunk &chunk) noexcept {
- chunk.Unlink();
+std::list<Chunk>::iterator ChunkLoader::Remove(std::list<Chunk>::iterator chunk) noexcept {
+ // fetch next entry while chunk's still in the list
+ std::list<Chunk>::iterator next = chunk;
+ ++next;
+ // unlink neighbors so they won't reference a dead chunk
+ chunk->ClearNeighbors();
+ // and move it from loaded to free list
+ to_free.splice(to_free.end(), loaded, chunk);
+ return next;
}
Chunk *ChunkLoader::Loaded(const Chunk::Pos &pos) noexcept {
// unload far away chunks
for (auto iter(loaded.begin()), end(loaded.end()); iter != end;) {
if (OutOfRange(*iter)) {
- auto saved = iter;
- Remove(*saved);
- ++iter;
- to_free.splice(to_free.end(), loaded, saved);
+ iter = Remove(iter);
} else {
++iter;
}
}
void ChunkLoader::Update(int dt) {
+ // check if a chunk generation is scheduled for this frame
+ // and if there's a chunk waiting to be generated
gen_timer.Update(dt);
if (!gen_timer.Hit() || to_generate.empty()) {
return;
}
+ // take position of next chunk in queue
Chunk::Pos pos(to_generate.front());
to_generate.pop_front();
+ // look if the same chunk was already generated and still lingering
for (auto iter(to_free.begin()), end(to_free.end()); iter != end; ++iter) {
if (iter->Position() == pos) {
- iter->Relink();
loaded.splice(loaded.end(), to_free, iter);
+ Insert(loaded.back());
+ return;
}
}
+ // if the free list is empty, allocate a new chunk
+ // otherwise clear an unused one
if (to_free.empty()) {
loaded.emplace_back(reg);
} else {
to_free.front().ClearNeighbors();
loaded.splice(loaded.end(), to_free, to_free.begin());
}
+
Chunk &chunk = loaded.back();
chunk.Position(pos);
gen(chunk);