X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FWorld.cpp;h=e8b665c992366ca2b5f2ecc0efd63447a2f8d73d;hb=549646ac3e5bede5e77031f773649edf8de83608;hp=529968ea7470ce67ae7d9ed2e3a77a173f37e47d;hpb=4db5e3765bc93606e340f704ae27ca840eae7045;p=blank.git diff --git a/src/world/World.cpp b/src/world/World.cpp index 529968e..e8b665c 100644 --- a/src/world/World.cpp +++ b/src/world/World.cpp @@ -1,9 +1,11 @@ #include "World.hpp" -#include "../graphics/BlockLighting.hpp" -#include "../graphics/DirectionalLighting.hpp" +#include "WorldCollision.hpp" +#include "../graphics/Viewport.hpp" +#include #include +#include #include @@ -26,84 +28,123 @@ World::World(const Config &config) { // white block BlockType type(true, { 1.0f, 1.0f, 1.0f }, &blockShape); + type.label = "White Block"; type.block_light = true; + type.collision = true; + type.collide_block = true; type.fill = block_fill; blockType.Add(type); } { // white slab BlockType type(true, { 1.0f, 1.0f, 1.0f }, &slabShape); + type.label = "White Slab"; type.block_light = true; + type.collision = true; + type.collide_block = true; type.fill = slab_fill; blockType.Add(type); } { // white stair BlockType type(true, { 1.0f, 1.0f, 1.0f }, &stairShape); + type.label = "White Stair"; type.block_light = true; + type.collision = true; + type.collide_block = true; type.fill = stair_fill; blockType.Add(type); } { // red block BlockType type(true, { 1.0f, 0.0f, 0.0f }, &blockShape); + type.label = "Red Block"; type.block_light = true; + type.collision = true; + type.collide_block = true; type.fill = block_fill; blockType.Add(type); } { // red slab BlockType type(true, { 1.0f, 0.0f, 0.0f }, &slabShape); + type.label = "Red Slab"; type.block_light = true; + type.collision = true; + type.collide_block = true; type.fill = slab_fill; blockType.Add(type); } { // red stair BlockType type(true, { 1.0f, 0.0f, 0.0f }, &stairShape); + type.label = "Red Stair"; type.block_light = true; + type.collision = true; + type.collide_block = true; type.fill = stair_fill; blockType.Add(type); } { // green block BlockType type(true, { 0.0f, 1.0f, 0.0f }, &blockShape); + type.label = "Green Block"; type.block_light = true; + type.collision = true; + type.collide_block = true; type.fill = block_fill; blockType.Add(type); } { // green slab BlockType type(true, { 0.0f, 1.0f, 0.0f }, &slabShape); + type.label = "Green Slab"; type.block_light = true; + type.collision = true; + type.collide_block = true; type.fill = slab_fill; blockType.Add(type); } { // green stair BlockType type(true, { 0.0f, 1.0f, 0.0f }, &stairShape); + type.label = "Green Stair"; type.block_light = true; + type.collision = true; + type.collide_block = true; type.fill = stair_fill; blockType.Add(type); } { // blue block BlockType type(true, { 0.0f, 0.0f, 1.0f }, &blockShape); + type.label = "Blue Block"; type.block_light = true; + type.collision = true; + type.collide_block = true; type.fill = block_fill; blockType.Add(type); } { // blue slab BlockType type(true, { 0.0f, 0.0f, 1.0f }, &slabShape); + type.label = "Blue Slab"; type.block_light = true; + type.collision = true; + type.collide_block = true; type.fill = slab_fill; blockType.Add(type); } { // blue stair BlockType type(true, { 0.0f, 0.0f, 1.0f }, &stairShape); + type.label = "Blue Stair"; type.block_light = true; + type.collision = true; + type.collide_block = true; type.fill = stair_fill; blockType.Add(type); } { // glowing yellow block BlockType type(true, { 1.0f, 1.0f, 0.0f }, &blockShape); + type.label = "Light"; type.luminosity = 15; type.block_light = true; + type.collision = true; + type.collide_block = true; type.fill = block_fill; blockType.Add(type); } @@ -113,6 +154,9 @@ World::World(const Config &config) 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()); @@ -131,12 +175,13 @@ std::vector candidates; } bool World::Intersection( - const Ray &ray, - const glm::mat4 &M, - Chunk **chunk, - int *blkid, - float *dist, - glm::vec3 *normal) { + const Ray &ray, + const glm::mat4 &M, + Chunk *&chunk, + int &blkid, + float &dist, + glm::vec3 &normal +) { candidates.clear(); for (Chunk &cur_chunk : chunks.Loaded()) { @@ -148,39 +193,40 @@ bool World::Intersection( if (candidates.empty()) return false; - Chunk *closest_chunk = nullptr; - float closest_dist = std::numeric_limits::infinity(); - int closest_blkid = -1; - glm::vec3 closest_normal; + chunk = nullptr; + dist = std::numeric_limits::infinity(); + blkid = -1; for (Candidate &cand : candidates) { - if (cand.dist > closest_dist) continue; + if (cand.dist > dist) continue; int cur_blkid; 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 < closest_dist) { - closest_chunk = cand.chunk; - closest_blkid = cur_blkid; - closest_dist = cur_dist; - closest_normal = cur_normal; + if (cur_dist < dist) { + chunk = cand.chunk; + blkid = cur_blkid; + dist = cur_dist; + normal = cur_normal; } } } - if (chunk) { - *chunk = closest_chunk; - } - if (blkid) { - *blkid = closest_blkid; - } - if (dist) { - *dist = closest_dist; - } - if (normal) { - *normal = closest_normal; + return chunk; +} + +bool World::Intersection(const Entity &e, std::vector &col) { + AABB box = e.Bounds(); + glm::mat4 M = e.Transform(player->ChunkCoords()); + bool any = false; + // 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)) { + any = true; + } } - return closest_chunk; + return any; } @@ -188,25 +234,78 @@ Chunk &World::PlayerChunk() { return chunks.ForceLoad(player->ChunkCoords()); } -Chunk &World::Next(const Chunk &to, const glm::tvec3 &dir) { +Chunk &World::Next(const Chunk &to, const glm::ivec3 &dir) { const Chunk::Pos tgt_pos = to.Position() + dir; return chunks.ForceLoad(tgt_pos); } +namespace { + +std::vector col; + +} + void World::Update(int dt) { for (Entity &entity : entities) { entity.Update(dt); } + for (Entity &entity : entities) { + col.clear(); + if (entity.WorldCollidable() && Intersection(entity, col)) { + // entity collides with the world + Resolve(entity, col); + } + } + for (auto iter = entities.begin(), end = entities.end(); iter != end;) { + if (iter->CanRemove()) { + iter = entities.erase(iter); + } else { + ++iter; + } + } chunks.Rebase(player->ChunkCoords()); chunks.Update(dt); } +void World::Resolve(Entity &e, std::vector &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::epsilon()) { + if (std::abs(max_disp[axis]) > std::numeric_limits::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::epsilon()) { + final_disp[axis] = max_disp[axis]; + } + } + e.Move(final_disp); +} + + +void World::Render(Viewport &viewport) { + viewport.WorldPosition(player->Transform(player->ChunkCoords())); -void World::Render(BlockLighting &chunk_prog, DirectionalLighting &entity_prog) { - chunk_prog.Activate(); + BlockLighting &chunk_prog = viewport.ChunkProgram(); 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())); @@ -217,10 +316,9 @@ void World::Render(BlockLighting &chunk_prog, DirectionalLighting &entity_prog) } } - entity_prog.Activate(); + 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()) {