#include <ostream>
#include <queue>
-#include <iostream>
-#include <glm/gtx/io.hpp>
-
namespace blank {
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;
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);
bool Chunk::Intersection(
const Ray &ray,
- const glm::mat4 &M,
+ const ExactLocation::Coarse &reference,
WorldCollision &coll
) noexcept {
int idx = 0;
}
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;
return false;
}
- if (entity.ID() == 1) {
- std::cout << "chunk: " << (Position() * 16) << ", entity: " << entity.AbsolutePosition() << std::endl;
- std::cout << "\tMentity[3]: " << Mentity[3] << std::endl;
- std::cout << "\tMchunk[3]: " << Mentity[3] << std::endl;
- }
-
bool any = false;
float penetration;
glm::vec3 normal;
RoughLocation::Fine(floor(entity_coords - eb_radius))
));
const RoughLocation::Fine end(min(
- RoughLocation::Fine(side - 1),
+ RoughLocation::Fine(side),
RoughLocation::Fine(ceil(entity_coords + eb_radius))
- ) - 1);
+ ));
- for (RoughLocation::Fine pos(begin); pos.z < end.y; ++pos.z) {
+ 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);
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) {