From: Daniel Karbach Date: Wed, 6 Jan 2016 14:05:29 +0000 (+0100) Subject: first ideas for placing oriented blocks X-Git-Url: https://git.localhorst.tv/?a=commitdiff_plain;h=3e7901a804ef85eea01adfb60274218748c0337b;p=blank.git first ideas for placing oriented blocks --- diff --git a/src/ui/ui.cpp b/src/ui/ui.cpp index 5f60d44..89c3410 100644 --- a/src/ui/ui.cpp +++ b/src/ui/ui.cpp @@ -29,6 +29,7 @@ #include #include #include +#include #include #include @@ -182,14 +183,59 @@ void DirectInput::PickBlock() { } void DirectInput::PlaceBlock() { + // update block focus UpdatePlayer(); + // do nothing if not looking at any block if (!BlockFocus()) return; + // determine block adjacent to the face the player is looking at BlockLookup next_block(BlockFocus().chunk, BlockFocus().BlockPos(), Block::NormalFace(BlockFocus().normal)); + // abort if it's unavailable if (!next_block) { return; } - manip.SetBlock(next_block.GetChunk(), next_block.GetBlockIndex(), Block(InventorySlot() + 1)); + + // "can replace" check + // this prevents players from replacing solid blocks e.g. by looking through slabs + // simple for now, should be expanded to include things like + // entities in the way or replacable blocks like water and stuff + if (next_block.GetBlock().type != 0) { + return; + } + + Block new_block(InventorySlot() + 1); + + // block's up vector + // align with player's up + const glm::vec3 player_up(GetPlayer().GetEntity().Up()); + new_block.SetFace(Block::NormalFace(player_up)); + // to align with player's local up/down look (like stairs in minecraft), just invert + // it if pitch is positive + // or, align with focus normal (like logs in minecraft) + + // determine block's turn (local rotation about up axis) + // when aligned with player's up (first mode, and currently the only one implemented) + // project the player's view forward onto his entity's XZ plane and + // use the closest cardinal direction it's pointing in + const glm::vec3 view_forward(-GetPlayer().GetEntity().ViewTransform(GetPlayer().GetEntity().ChunkCoords())[3]); + // if view is straight up or down, this will be a null vector (NaN after normalization) + // in that case maybe the model forward should be used? + // the current implementation implicitly falls back to TURN_NONE which is -Z + const glm::vec3 local_forward(normalize(view_forward - proj(view_forward, player_up))); + // FIXME: I suspect this only works when player_up is positive Y + if (local_forward.x > 0.707f) { + new_block.SetTurn(Block::TURN_RIGHT); + } else if (local_forward.z > 0.707f) { + new_block.SetTurn(Block::TURN_AROUND); + } else if (local_forward.x < -0.707f) { + new_block.SetTurn(Block::TURN_LEFT); + } + // for mode two ("minecraft stairs") it should work the same, but I haven't properly + // thought that through (well, that's also true about the whole face/turn thing, but oh well) + // mode three I have absoloutely no clue. that placement would be appropriate for pipe-like + // blocks, where turn shouldn't make a difference, but what if it does? + + manip.SetBlock(next_block.GetChunk(), next_block.GetBlockIndex(), new_block); Invalidate(); } diff --git a/src/world/Entity.hpp b/src/world/Entity.hpp index e38e0b4..b140a08 100644 --- a/src/world/Entity.hpp +++ b/src/world/Entity.hpp @@ -96,6 +96,8 @@ public: /// get a transform for this entity's coordinate space const glm::mat4 &Transform() const noexcept { return model_transform; } + /// get the entity's local up vector + const glm::vec4 &Up() const noexcept { return model_transform[1]; } /// get a transform for this entity's coordinate space relative to reference chunk glm::mat4 Transform(const glm::ivec3 &reference) const noexcept; /// get a transform for this entity's view space relative to reference chunk