#include "Generator.hpp"
#include "WorldCollision.hpp"
#include "../app/Assets.hpp"
+#include "../geometry/distance.hpp"
#include "../graphics/BlockLighting.hpp"
#include "../graphics/BlockMesh.hpp"
#include "../graphics/Viewport.hpp"
namespace blank {
-constexpr int Chunk::width;
-constexpr int Chunk::height;
-constexpr int Chunk::depth;
+constexpr int Chunk::side;
constexpr int Chunk::size;
Chunk::Chunk(const BlockTypeRegistry &types) noexcept
: types(&types)
, neighbor{0}
+, gravity()
, blocks{}
, light{0}
, generated(false)
Chunk::Chunk(Chunk &&other) noexcept
: types(other.types)
+, gravity(std::move(other.gravity))
, generated(other.generated)
, lighted(other.lighted)
, position(other.position)
Chunk &Chunk::operator =(Chunk &&other) noexcept {
types = other.types;
std::copy(other.neighbor, other.neighbor + sizeof(neighbor), neighbor);
+ gravity = std::move(other.gravity);
std::copy(other.blocks, other.blocks + sizeof(blocks), blocks);
std::copy(other.light, other.light + sizeof(light), light);
generated = other.generated;
struct SetNode {
Chunk *chunk;
- Chunk::Pos pos;
+ RoughLocation::Fine pos;
- SetNode(Chunk *chunk, Chunk::Pos pos)
+ SetNode(Chunk *chunk, RoughLocation::Fine pos)
: chunk(chunk), pos(pos) { }
int Get() const noexcept { return chunk->GetLight(pos); }
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;
int level;
- UnsetNode(Chunk *chunk, Chunk::Pos pos)
+ UnsetNode(Chunk *chunk, RoughLocation::Fine pos)
: SetNode(chunk, pos), level(Get()) { }
UnsetNode(const SetNode &set)
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);
blocks[index] = block;
Invalidate();
+ if (old_type.gravity && !new_type.gravity) {
+ gravity.erase(index);
+ } else if (new_type.gravity && !old_type.gravity) {
+ gravity.insert(index);
+ }
+
if (!lighted || &old_type == &new_type) return;
if (new_type.luminosity > old_type.luminosity) {
} else if (!new_type.block_light && old_type.block_light) {
// obstacle removed
int level = 0;
- Pos pos(ToPos(index));
+ RoughLocation::Fine pos(ToPos(index));
for (int face = 0; face < Block::FACE_COUNT; ++face) {
BlockLookup next_block(this, pos, Block::Face(face));
if (next_block) {
void Chunk::ScanLights() {
int idx = 0;
- Pos pos(0, 0, 0);
- for (; pos.z < depth; ++pos.z) {
- for (pos.y = 0; pos.y < height; ++pos.y) {
- for (pos.x = 0; pos.x < width; ++pos.x, ++idx) {
+ RoughLocation::Fine pos(0, 0, 0);
+ for (; pos.z < side; ++pos.z) {
+ for (pos.y = 0; pos.y < side; ++pos.y) {
+ for (pos.x = 0; pos.x < side; ++pos.x, ++idx) {
const BlockType &type = Type(blocks[idx]);
if (type.luminosity) {
SetLight(idx, type.luminosity);
lighted = true;
}
+void Chunk::ScanActive() {
+ gravity.clear();
+ for (int index = 0; index < size; ++index) {
+ if (Type(index).gravity) {
+ gravity.insert(gravity.end(), index);
+ }
+ }
+}
+
void Chunk::SetNeighbor(Block::Face face, Chunk &other) noexcept {
neighbor[face] = &other;
other.neighbor[Block::Opposite(face)] = this;
return light[index];
}
-float Chunk::GetVertexLight(const Pos &pos, const BlockMesh::Position &vtx, const EntityMesh::Normal &norm) const noexcept {
+float Chunk::GetVertexLight(const RoughLocation::Fine &pos, const BlockMesh::Position &vtx, const EntityMesh::Normal &norm) const noexcept {
int index = ToIndex(pos);
float light = GetLight(index);
}
-bool Chunk::IsSurface(const Pos &pos) const noexcept {
+glm::vec3 Chunk::GravityAt(const ExactLocation &coords) const noexcept {
+ glm::vec3 grav(0.0f);
+ for (int index : gravity) {
+ RoughLocation::Fine block_pos(ToPos(index));
+ ExactLocation block_coords(position, ToCoords(block_pos));
+ // trust that block type hasn't changed
+ grav += Type(index).gravity->GetGravity(
+ coords.Difference(block_coords).Absolute(),
+ ToTransform(block_pos, index));
+ }
+ return grav;
+}
+
+
+bool Chunk::IsSurface(const RoughLocation::Fine &pos) const noexcept {
const Block &block = BlockAt(pos);
if (!Type(block).visible) {
return false;
bool Chunk::Intersection(
const Ray &ray,
- const glm::mat4 &M,
+ const ExactLocation::Coarse &reference,
WorldCollision &coll
) noexcept {
int idx = 0;
coll.chunk = this;
coll.block = -1;
coll.depth = std::numeric_limits<float>::infinity();
- for (int z = 0; z < depth; ++z) {
- for (int y = 0; y < height; ++y) {
- for (int x = 0; x < width; ++x, ++idx) {
+ for (int z = 0; z < side; ++z) {
+ for (int y = 0; y < side; ++y) {
+ for (int x = 0; x < side; ++x, ++idx) {
const BlockType &type = Type(idx);
if (!type.collision || !type.shape) {
continue;
}
float cur_dist;
glm::vec3 cur_norm;
- if (type.shape->Intersects(ray, M * ToTransform(Pos(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;
if (!blank::Intersection(box, Mbox, Bounds(), Mchunk, penetration, normal)) {
return false;
}
- for (int idx = 0, z = 0; z < depth; ++z) {
- for (int y = 0; y < height; ++y) {
- for (int x = 0; x < width; ++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<WorldCollision> &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 (distance2(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(Pos(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;
}
if (idx_count > 0) {
int idx = 0;
BlockMesh::Index vtx_counter = 0;
- for (size_t z = 0; z < depth; ++z) {
- for (size_t y = 0; y < height; ++y) {
- for (size_t x = 0; x < width; ++x, ++idx) {
+ for (size_t z = 0; z < side; ++z) {
+ for (size_t y = 0; y < side; ++y) {
+ for (size_t x = 0; x < side; ++x, ++idx) {
const BlockType &type = Type(BlockAt(idx));
- const Pos pos(x, y, z);
+ const RoughLocation::Fine pos(x, y, z);
if (!type.visible || !type.shape || Obstructed(pos).All()) continue;
ClearMesh();
}
-Block::FaceSet Chunk::Obstructed(const Pos &pos) const noexcept {
+Block::FaceSet Chunk::Obstructed(const RoughLocation::Fine &pos) const noexcept {
Block::FaceSet result;
for (int f = 0; f < Block::FACE_COUNT; ++f) {
return result;
}
-glm::mat4 Chunk::ToTransform(const Pos &pos, int idx) const noexcept {
+glm::mat4 Chunk::ToTransform(const RoughLocation::Fine &pos, int idx) const noexcept {
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 Chunk::Pos &p) noexcept
+
+BlockLookup::BlockLookup(Chunk *c, const RoughLocation::Fine &p) noexcept
: chunk(c), pos(p) {
- while (pos.x >= Chunk::width) {
+ while (pos.x >= Chunk::side) {
if (chunk->HasNeighbor(Block::FACE_RIGHT)) {
chunk = &chunk->GetNeighbor(Block::FACE_RIGHT);
- pos.x -= Chunk::width;
+ pos.x -= Chunk::side;
} else {
chunk = nullptr;
return;
while (pos.x < 0) {
if (chunk->HasNeighbor(Block::FACE_LEFT)) {
chunk = &chunk->GetNeighbor(Block::FACE_LEFT);
- pos.x += Chunk::width;
+ pos.x += Chunk::side;
} else {
chunk = nullptr;
return;
}
}
- while (pos.y >= Chunk::height) {
+ while (pos.y >= Chunk::side) {
if (chunk->HasNeighbor(Block::FACE_UP)) {
chunk = &chunk->GetNeighbor(Block::FACE_UP);
- pos.y -= Chunk::height;
+ pos.y -= Chunk::side;
} else {
chunk = nullptr;
return;
while (pos.y < 0) {
if (chunk->HasNeighbor(Block::FACE_DOWN)) {
chunk = &chunk->GetNeighbor(Block::FACE_DOWN);
- pos.y += Chunk::height;
+ pos.y += Chunk::side;
} else {
chunk = nullptr;
return;
}
}
- while (pos.z >= Chunk::depth) {
+ while (pos.z >= Chunk::side) {
if (chunk->HasNeighbor(Block::FACE_FRONT)) {
chunk = &chunk->GetNeighbor(Block::FACE_FRONT);
- pos.z -= Chunk::depth;
+ pos.z -= Chunk::side;
} else {
chunk = nullptr;
return;
while (pos.z < 0) {
if (chunk->HasNeighbor(Block::FACE_BACK)) {
chunk = &chunk->GetNeighbor(Block::FACE_BACK);
- pos.z += Chunk::depth;
+ pos.z += Chunk::side;
} else {
chunk = nullptr;
return;
}
}
-BlockLookup::BlockLookup(Chunk *c, const Chunk::Pos &p, Block::Face face) noexcept
+BlockLookup::BlockLookup(Chunk *c, const RoughLocation::Fine &p, Block::Face face) noexcept
: chunk(c), pos(p) {
pos += Block::FaceNormal(face);
if (!Chunk::InBounds(pos)) {
- pos -= Block::FaceNormal(face) * Chunk::Extent();
+ pos -= Block::FaceNormal(face) * ExactLocation::Extent();
chunk = &chunk->GetNeighbor(face);
}
}
bool ChunkLoader::LoadOne() {
if (!store.HasMissing()) return false;
- Chunk::Pos pos = store.NextMissing();
+ ExactLocation::Coarse pos = store.NextMissing();
Chunk *chunk = store.Allocate(pos);
if (!chunk) {
// chunk store corrupted?
return generated;
}
- Chunk::Pos begin(pos - Chunk::Pos(1));
- Chunk::Pos end(pos + Chunk::Pos(2));
- for (Chunk::Pos iter(begin); iter.z < end.z; ++iter.z) {
+ ExactLocation::Coarse begin(pos - ExactLocation::Coarse(1));
+ ExactLocation::Coarse end(pos + ExactLocation::Coarse(2));
+ for (ExactLocation::Coarse iter(begin); iter.z < end.z; ++iter.z) {
for (iter.y = begin.y; iter.y < end.y; ++iter.y) {
for (iter.x = begin.x; iter.x < end.x; ++iter.x) {
if (index->IsBorder(iter)) continue;
for (int i = 0; i < index.TotalChunks(); ++i) {
if (!index[i]) continue;
+ // TODO: optimize chunk culling, shoudn't be that hard
glm::mat4 m(index[i]->Transform(index.Base()));
glm::mat4 mvp(chunk_prog.GetVP() * m);
if (!CullTest(Chunk::Bounds(), mvp)) {
}
-ChunkIndex::ChunkIndex(ChunkStore &store, const Chunk::Pos &base, int extent)
+ChunkIndex::ChunkIndex(ChunkStore &store, const ExactLocation::Coarse &base, int extent)
: store(store)
, base(base)
, extent(extent)
Clear();
}
-bool ChunkIndex::InRange(const Chunk::Pos &pos) const noexcept {
+bool ChunkIndex::InRange(const ExactLocation::Coarse &pos) const noexcept {
return Distance(pos) <= extent;
}
-bool ChunkIndex::IsBorder(const Chunk::Pos &pos) const noexcept {
+bool ChunkIndex::IsBorder(const ExactLocation::Coarse &pos) const noexcept {
return Distance(pos) == extent;
}
-int ChunkIndex::Distance(const Chunk::Pos &pos) const noexcept {
+int ChunkIndex::Distance(const ExactLocation::Coarse &pos) const noexcept {
return manhattan_radius(pos - base);
}
-bool ChunkIndex::HasAllSurrounding(const Chunk::Pos &pos) const noexcept {
- Chunk::Pos begin(pos - Chunk::Pos(1));
- Chunk::Pos end(pos + Chunk::Pos(2));
- for (Chunk::Pos iter(begin); iter.z < end.z; ++iter.z) {
+bool ChunkIndex::HasAllSurrounding(const ExactLocation::Coarse &pos) const noexcept {
+ ExactLocation::Coarse begin(pos - ExactLocation::Coarse(1));
+ ExactLocation::Coarse end(pos + ExactLocation::Coarse(2));
+ for (ExactLocation::Coarse iter(begin); iter.z < end.z; ++iter.z) {
for (iter.y = begin.y; iter.y < end.y; ++iter.y) {
for (iter.x = begin.x; iter.x < end.x; ++iter.x) {
if (!Get(iter)) return false;
return true;
}
-int ChunkIndex::IndexOf(const Chunk::Pos &pos) const noexcept {
- Chunk::Pos mod_pos(
+int ChunkIndex::IndexOf(const ExactLocation::Coarse &pos) const noexcept {
+ ExactLocation::Coarse mod_pos(
GetCol(pos.x),
GetCol(pos.y),
GetCol(pos.z)
+ mod_pos.z * stride.z;
}
-Chunk::Pos ChunkIndex::PositionOf(int i) const noexcept {
- Chunk::Pos zero_pos(
+ExactLocation::Coarse ChunkIndex::PositionOf(int i) const noexcept {
+ ExactLocation::Coarse zero_pos(
(i / stride.x) % side_length,
(i / stride.y) % side_length,
(i / stride.z) % side_length
);
- Chunk::Pos zero_base(
+ ExactLocation::Coarse zero_base(
GetCol(base.x),
GetCol(base.y),
GetCol(base.z)
);
- Chunk::Pos base_relative(zero_pos - zero_base);
+ ExactLocation::Coarse base_relative(zero_pos - zero_base);
if (base_relative.x > extent) base_relative.x -= side_length;
else if (base_relative.x < -extent) base_relative.x += side_length;
if (base_relative.y > extent) base_relative.y -= side_length;
return base + base_relative;
}
-Chunk *ChunkIndex::Get(const Chunk::Pos &pos) noexcept {
+Chunk *ChunkIndex::Get(const ExactLocation::Coarse &pos) noexcept {
if (InRange(pos)) {
return chunks[IndexOf(pos)];
} else {
}
}
-const Chunk *ChunkIndex::Get(const Chunk::Pos &pos) const noexcept {
+const Chunk *ChunkIndex::Get(const ExactLocation::Coarse &pos) const noexcept {
if (InRange(pos)) {
return chunks[IndexOf(pos)];
} else {
}
}
-void ChunkIndex::Rebase(const Chunk::Pos &new_base) {
+void ChunkIndex::Rebase(const ExactLocation::Coarse &new_base) {
if (new_base == base) return;
- Chunk::Pos diff(new_base - base);
+ ExactLocation::Coarse diff(new_base - base);
if (manhattan_radius(diff) > extent) {
// that's more than half, so probably not worth shifting
}
}
-Chunk::Pos ChunkIndex::NextMissing() noexcept {
+ExactLocation::Coarse ChunkIndex::NextMissing() noexcept {
if (MissingChunks() > 0) {
int roundtrip = last_missing;
last_missing = (last_missing + 1) % total_length;
}
-ChunkIndex &ChunkStore::MakeIndex(const Chunk::Pos &pos, int extent) {
+ChunkIndex &ChunkStore::MakeIndex(const ExactLocation::Coarse &pos, int extent) {
indices.emplace_back(*this, pos, extent);
return indices.back();
}
}
}
-ChunkIndex *ChunkStore::ClosestIndex(const Chunk::Pos &pos) {
+ChunkIndex *ChunkStore::ClosestIndex(const ExactLocation::Coarse &pos) {
ChunkIndex *closest_index = nullptr;
int closest_distance = std::numeric_limits<int>::max();
return closest_index;
}
-Chunk *ChunkStore::Get(const Chunk::Pos &pos) {
+Chunk *ChunkStore::Get(const ExactLocation::Coarse &pos) noexcept {
for (ChunkIndex &index : indices) {
Chunk *chunk = index.Get(pos);
if (chunk) {
return nullptr;
}
-Chunk *ChunkStore::Allocate(const Chunk::Pos &pos) {
+const Chunk *ChunkStore::Get(const ExactLocation::Coarse &pos) const noexcept {
+ for (const ChunkIndex &index : indices) {
+ const Chunk *chunk = index.Get(pos);
+ if (chunk) {
+ return chunk;
+ }
+ }
+ return nullptr;
+}
+
+Chunk *ChunkStore::Allocate(const ExactLocation::Coarse &pos) {
Chunk *chunk = Get(pos);
if (chunk) {
return chunk;
}
for (int i = 0; i < Block::FACE_COUNT; ++i) {
Block::Face face = Block::Face(i);
- Chunk::Pos neighbor_pos(pos + Block::FaceNormal(face));
+ ExactLocation::Coarse neighbor_pos(pos + Block::FaceNormal(face));
Chunk *neighbor = Get(neighbor_pos);
if (neighbor) {
chunk->SetNeighbor(face, *neighbor);
return missing;
}
-Chunk::Pos ChunkStore::NextMissing() noexcept {
+ExactLocation::Coarse ChunkStore::NextMissing() noexcept {
for (ChunkIndex &index : indices) {
if (index.MissingChunks()) {
return index.NextMissing();
}
}
- return Chunk::Pos(0, 0, 0);
+ return ExactLocation::Coarse(0, 0, 0);
}
void ChunkStore::Clean() {