Merge branch 'main' into dev
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commit
4f88e3b964
@ -98,6 +98,32 @@ Properties available for variance:
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Variants are managed via `block.set_variant(x, y, z, index)`.
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### Custom model variants (geometry switching)
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You can use different custom models for different variants. Provide a separate `model-name` for each variant that needs different geometry. The renderer caches geometry per (block id, variant).
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The base model (specified in root) becomes variant 0. The variants array maps to indices 1+.
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Example (default + two custom variants):
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```json
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{
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"model": "custom",
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"model-name": "stairs_middle",
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"state-based": {
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"bits": 4,
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"variants": [
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{ "model": "custom", "model-name": "stairs_left" },
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{ "model": "custom", "model-name": "stairs_right" }
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]
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}
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}
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```
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In this example:
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- Variant 0 = `stairs_middle` (from root)
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- Variant 1 = `stairs_left` (from variants[0])
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- Variant 2 = `stairs_right` (from variants[1])
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## Lighting
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### *emission*
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@ -119,6 +119,18 @@ player.get_name(playerid: int) -> str
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Player name setter and getter
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```lua
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player.get_camera(playerid: int) -> int
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```
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Returns the index of the player's current camera.
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```lua
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player.set_camera(playerid: int, camera_index: int)
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```
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Switches the player's camera. See [cameras](libcameras.md).
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```lua
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player.set_selected_slot(playerid: int, slotid: int)
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```
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@ -190,6 +190,12 @@ function on_hud_open(playerid: int)
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Called after world open.
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```lua
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function on_hud_render()
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```
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Called every frame. Used for client-side tasks such as animation and camera control.
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```lua
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function on_hud_close(playerid: int)
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```
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@ -106,6 +106,32 @@
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Управление состоянием производится через `block.set_variant(x, y, z, index)`.
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### Кастомные модели по вариантам (переключение геометрии)
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Для custom-моделей можно переключать геометрию по варианту. Укажите отдельный `model-name` в нужных вариантах — рендерер кэширует геометрию по паре (id блока, вариант).
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Базовая модель (из корня) становится вариантом 0. Массив variants соответствует индексам 1+.
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Пример (база + два кастомных варианта):
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```json
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{
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"model": "custom",
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"model-name": "stairs_middle",
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"state-based": {
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"bits": 4,
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"variants": [
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{ "model": "custom", "model-name": "stairs_left" },
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{ "model": "custom", "model-name": "stairs_right" }
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]
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}
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}
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```
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В этом примере:
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- Вариант 0 = `stairs_middle` (из корня)
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- Вариант 1 = `stairs_left` (из variants[0])
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- Вариант 2 = `stairs_right` (из variants[1])
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## Освещение
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### Излучение - *emission*:
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@ -119,6 +119,18 @@ player.get_name(playerid: int) -> str
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Сеттер и геттер имени игрока
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```lua
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player.get_camera(playerid: int) -> int
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```
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Возвращает индекс текущей камеры игрока
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```lua
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player.set_camera(playerid: int, camera_index: int)
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```
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Переключает камеру игрока. См. [камеры](libcameras.md).
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```lua
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player.set_selected_slot(playerid: int, slotid: int)
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```
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@ -190,6 +190,12 @@ function on_hud_open(playerid: int)
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Вызывается после входа в мир, когда становится доступна библиотека hud. Здесь на экран добавляются постоянные элементы.
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```lua
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function on_hud_render()
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```
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Вызывается каждый кадр. Используется для клиентских задач, таких как анимация, управление камерой.
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```lua
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function on_hud_close(playerid: int)
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```
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@ -62,7 +62,7 @@ void ContentGfxCache::refreshVariant(
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}
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}
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}
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models[def.rt.id] = std::move(model);
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models[modelKey(def.rt.id, variantIndex)] = std::move(model);
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}
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}
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@ -94,8 +94,8 @@ void ContentGfxCache::refresh() {
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ContentGfxCache::~ContentGfxCache() = default;
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const model::Model& ContentGfxCache::getModel(blockid_t id) const {
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const auto& found = models.find(id);
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const model::Model& ContentGfxCache::getModel(blockid_t id, uint8_t variant) const {
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const auto& found = models.find(modelKey(id, variant));
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if (found == models.end()) {
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throw std::runtime_error("model not found");
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}
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@ -27,7 +27,11 @@ class ContentGfxCache {
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// array of block sides uv regions (6 per block)
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std::unique_ptr<UVRegion[]> sideregions;
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std::unordered_map<blockid_t, model::Model> models;
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std::unordered_map<uint64_t, model::Model> models;
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static inline uint64_t modelKey(blockid_t id, uint8_t variant) {
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return (uint64_t(id) << 8) | uint64_t(variant & 0xFF);
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}
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void refreshVariant(
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const Block& def,
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@ -53,7 +57,7 @@ public:
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return sideregions[getRegionIndex(id, variant, side, !dense)];
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}
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const model::Model& getModel(blockid_t id) const;
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const model::Model& getModel(blockid_t id, uint8_t variant) const;
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void refresh(const Block& block, const Atlas& atlas);
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@ -67,7 +67,7 @@ std::unique_ptr<ImageData> BlocksPreview::draw(
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glm::vec3 poff = glm::vec3(0.0f, 0.0f, 1.0f);
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offset.y += (1.0f - hitbox).y * 0.5f;
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shader.uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
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const auto& model = cache.getModel(def.rt.id);
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const auto& model = cache.getModel(def.rt.id, 0);
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for (const auto& mesh : model.meshes) {
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for (const auto& vertex : mesh.vertices) {
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@ -308,7 +308,7 @@ void BlocksRenderer::blockCustomModel(
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Z = orient.axes[2];
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}
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const auto& model = cache.getModel(block.rt.id);
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const auto& model = cache.getModel(block.rt.id, block.getVariantIndex(states.userbits));
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for (const auto& mesh : model.meshes) {
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if (vertexCount + mesh.vertices.size() >= capacity) {
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overflow = true;
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@ -118,6 +118,11 @@ namespace util {
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return x * x + y * y + z * z;
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}
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/// @return integer dot product of two vectors
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inline int dot(const glm::ivec3& a, const glm::ivec3& b) {
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return a.x * b.x + a.y * b.y + a.z * b.z;
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}
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/// @brief Find nearest point on segment to given
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/// @param a segment point A
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/// @param b segment point B
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@ -144,12 +149,17 @@ namespace util {
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inline glm::ivec3 closest_point_on_segment(
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const glm::ivec3& a, const glm::ivec3& b, const glm::ivec3& point
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) {
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auto vec = b - a;
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float da = distance2(point, a);
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float db = distance2(point, b);
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float len = length2(vec);
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float t = (((da - db) / len) * 0.5f + 0.5f);
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t = std::min(1.0f, std::max(0.0f, t));
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return a + glm::ivec3(glm::vec3(vec) * t);
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glm::ivec3 vec = b - a;
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int len2 = length2(vec);
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if (len2 == 0) return a;
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glm::ivec3 ap = point - a;
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int dot_product = dot(ap, vec);
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float t = static_cast<float>(dot_product) / static_cast<float>(len2);
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t = glm::clamp(t, 0.0f, 1.0f);
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return a + glm::ivec3(glm::round(glm::vec3(vec) * t));
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}
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}
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@ -547,13 +547,13 @@ void WorldGenerator::generateLine(
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auto b = line.b;
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int minX = std::max(0, std::min(a.x-radius-cgx, b.x-radius-cgx));
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int maxX = std::min(CHUNK_W, std::max(a.x+radius-cgx, b.x+radius-cgx));
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int maxX = std::min(CHUNK_W, std::max(a.x+radius-cgx, b.x+radius-cgx) + 1);
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int minZ = std::max(0, std::min(a.z-radius-cgz, b.z-radius-cgz));
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int maxZ = std::min(CHUNK_D, std::max(a.z+radius-cgz, b.z+radius-cgz));
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int maxZ = std::min(CHUNK_D, std::max(a.z+radius-cgz, b.z+radius-cgz) + 1);
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int minY = std::max(0, std::min(a.y-radius, b.y-radius));
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int maxY = std::min(CHUNK_H, std::max(a.y+radius, b.y+radius));
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int maxY = std::min(CHUNK_H, std::max(a.y+radius, b.y+radius) + 1);
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for (int y = minY; y < maxY; y++) {
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for (int z = minZ; z < maxZ; z++) {
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