]> git.localhorst.tv Git - blank.git/blobdiff - src/world/World.cpp
split chunk stuff
[blank.git] / src / world / World.cpp
index cb8186d5f1f10ce27e337030215d060fbe1ee931..8b43657d3b58b1520e40c25019762883e6f7e5fb 100644 (file)
 #include "World.hpp"
 
+#include "ChunkIndex.hpp"
+#include "EntityCollision.hpp"
 #include "WorldCollision.hpp"
-#include "../graphics/BlockLighting.hpp"
-#include "../graphics/DirectionalLighting.hpp"
+#include "../app/Assets.hpp"
+#include "../graphics/Format.hpp"
+#include "../graphics/Viewport.hpp"
 
-#include <iostream>
+#include <algorithm>
 #include <limits>
+#include <glm/gtx/io.hpp>
 #include <glm/gtx/transform.hpp>
 
 
 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 }})
-, generate(config.gen)
-, chunks(config.load, blockType, generate)
-, player()
+World::World(const BlockTypeRegistry &types, const Config &config)
+: config(config)
+, block_type(types)
+, chunks(types)
+// TODO: set spawn base and extent from config
+, spawn_index(chunks.MakeIndex(Chunk::Pos(0, 0, 0), 3))
+, 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);
+World::~World() {
+       chunks.UnregisterIndex(spawn_index);
+}
+
+
+Player World::AddPlayer(const std::string &name) {
+       for (Player &p : players) {
+               if (p.entity->Name() == name) {
+                       return { nullptr, nullptr };
+               }
        }
-       { // green slab
-               BlockType type(true, { 0.0f, 1.0f, 0.0f }, &slabShape);
-               type.block_light = true;
-               type.fill = slab_fill;
-               blockType.Add(type);
+       Entity &entity = AddEntity();
+       entity.Name(name);
+       // TODO: load from save file here
+       entity.Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } });
+       entity.WorldCollidable(true);
+       entity.Position(config.spawn);
+       ChunkIndex *index = &chunks.MakeIndex(entity.ChunkCoords(), 6);
+       players.emplace_back(&entity, index);
+       return players.back();
+}
+
+Player World::AddPlayer(const std::string &name, std::uint32_t id) {
+       for (Player &p : players) {
+               if (p.entity->Name() == name) {
+                       return { nullptr, nullptr };
+               }
        }
-       { // green stair
-               BlockType type(true, { 0.0f, 1.0f, 0.0f }, &stairShape);
-               type.block_light = true;
-               type.fill = stair_fill;
-               blockType.Add(type);
+       Entity *entity = AddEntity(id);
+       if (!entity) {
+               return { nullptr, nullptr };
        }
+       entity->Name(name);
+       // TODO: load from save file here
+       entity->Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } });
+       entity->WorldCollidable(true);
+       entity->Position(config.spawn);
+       ChunkIndex *index = &chunks.MakeIndex(entity->ChunkCoords(), 6);
+       players.emplace_back(entity, index);
+       return players.back();
+}
 
-       { // blue block
-               BlockType type(true, { 0.0f, 0.0f, 1.0f }, &blockShape);
-               type.block_light = true;
-               type.fill = block_fill;
-               blockType.Add(type);
+Entity &World::AddEntity() {
+       if (entities.empty()) {
+               entities.emplace_back();
+               entities.back().ID(1);
+               return entities.back();
        }
-       { // blue slab
-               BlockType type(true, { 0.0f, 0.0f, 1.0f }, &slabShape);
-               type.block_light = true;
-               type.fill = slab_fill;
-               blockType.Add(type);
+       if (entities.back().ID() < std::numeric_limits<std::uint32_t>::max()) {
+               std::uint32_t id = entities.back().ID() + 1;
+               entities.emplace_back();
+               entities.back().ID(id);
+               return entities.back();
        }
-       { // blue stair
-               BlockType type(true, { 0.0f, 0.0f, 1.0f }, &stairShape);
-               type.block_light = true;
-               type.fill = stair_fill;
-               blockType.Add(type);
+       std::uint32_t id = 1;
+       auto position = entities.begin();
+       auto end = entities.end();
+       while (position != end && position->ID() == id) {
+               ++id;
+               ++position;
        }
+       auto entity = entities.emplace(position);
+       entity->ID(id);
+       return *entity;
+}
 
-       { // 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);
+Entity *World::AddEntity(std::uint32_t id) {
+       if (entities.empty() || entities.back().ID() < id) {
+               entities.emplace_back();
+               entities.back().ID(id);
+               return &entities.back();
        }
 
-       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());
+       auto position = entities.begin();
+       auto end = entities.end();
+       while (position != end && position->ID() < id) {
+               ++position;
+       }
+       if (position != end && position->ID() == id) {
+               return nullptr;
+       }
+       auto entity = entities.emplace(position);
+       entity->ID(id);
+       return &*entity;
 }
 
 
@@ -131,6 +122,10 @@ struct Candidate {
        float dist;
 };
 
+bool CandidateLess(const Candidate &a, const Candidate &b) {
+       return a.dist < b.dist;
+}
+
 std::vector<Candidate> candidates;
 
 }
@@ -138,65 +133,82 @@ std::vector<Candidate> 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()) {
+       for (Chunk &cur_chunk : chunks) {
                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<float>::infinity();
-       blkid = -1;
+       std::sort(candidates.begin(), candidates.end(), CandidateLess);
+
+       coll.chunk = nullptr;
+       coll.block = -1;
+       coll.depth = std::numeric_limits<float>::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<float>::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, std::vector<WorldCollision> &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
-       for (Chunk &cur_chunk : chunks.Loaded()) {
-               if (cur_chunk.Intersection(box, M, cur_chunk.Transform(player->ChunkCoords()), col)) {
-                       return true;
+       Chunk::Pos reference = e.ChunkCoords();
+       glm::mat4 M = e.Transform(reference);
+       bool any = false;
+       for (Chunk &cur_chunk : chunks) {
+               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;
-}
-
-
-Chunk &World::PlayerChunk() {
-       return chunks.ForceLoad(player->ChunkCoords());
-}
-
-Chunk &World::Next(const Chunk &to, const glm::tvec3<int> &dir) {
-       const Chunk::Pos tgt_pos = to.Position() + dir;
-       return chunks.ForceLoad(tgt_pos);
+       return any;
 }
 
 
@@ -217,39 +229,71 @@ void World::Update(int dt) {
                        Resolve(entity, col);
                }
        }
-       chunks.Rebase(player->ChunkCoords());
-       chunks.Update(dt);
+       for (Player &player : players) {
+               player.chunks->Rebase(player.entity->ChunkCoords());
+       }
+       for (auto iter = entities.begin(), end = entities.end(); iter != end;) {
+               if (iter->CanRemove()) {
+                       iter = RemoveEntity(iter);
+               } else {
+                       ++iter;
+               }
+       }
 }
 
-void World::Resolve(const Entity &e, std::vector<WorldCollision> &col) {
-       std::cout << e.Name() << " entity intersects world at " << col.size() << " blocks" << std::endl;
+void World::Resolve(Entity &e, std::vector<WorldCollision> &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<float>::epsilon()) {
+                       if (std::abs(max_disp[axis]) > std::numeric_limits<float>::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<float>::epsilon()) {
+                       final_disp[axis] = max_disp[axis];
+               }
+       }
+       e.Move(final_disp);
 }
 
-
-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();
+World::EntityHandle World::RemoveEntity(EntityHandle &eh) {
+       // check for player
+       for (auto player = players.begin(), end = players.end(); player != end;) {
+               if (player->entity == &*eh) {
+                       chunks.UnregisterIndex(*player->chunks);
+                       player = players.erase(player);
+               } else {
+                       ++player;
                }
        }
+       return entities.erase(eh);
+}
+
 
-       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].entity->ChunkCoords()), entity_prog);
        }
 }