Multiple Hitboxes
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d1fbaaa28b
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5f551d6888
@ -151,6 +151,15 @@ void ContentLoader::loadBlock(Block& def, std::string name, fs::path file) {
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aabb.a = glm::vec3(boxarr->num(0), boxarr->num(1), boxarr->num(2));
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aabb.b = glm::vec3(boxarr->num(3), boxarr->num(4), boxarr->num(5));
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aabb.b += aabb.a;
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def.hitboxExplicit = true;
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} else if (def.modelBoxes.empty()) {
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def.hitboxExplicit = true;
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} else {
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def.hitbox = def.modelBoxes[0];
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for (const auto& box : def.modelBoxes) {
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def.hitbox.a = glm::min(def.hitbox.a, box.a);
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def.hitbox.b = glm::max(def.hitbox.b, box.b);
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}
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}
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// block light emission [r, g, b] where r,g,b in range [0..15]
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@ -190,20 +190,30 @@ void WorldRenderer::draw(const GfxContext& pctx, Camera* camera, bool hudVisible
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const vec3 pos = PlayerController::selectedBlockPosition;
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const vec3 point = PlayerController::selectedPointPosition;
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const vec3 norm = PlayerController::selectedBlockNormal;
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AABB hitbox = block->hitbox;
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std::vector<AABB> hitboxes;
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if (!block->hitboxExplicit) {
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hitboxes = block->modelBoxes;
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} else {
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hitboxes = { block->hitbox };
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}
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if (block->rotatable) {
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auto states = PlayerController::selectedBlockStates;
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block->rotations.variants[states].transform(hitbox);
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auto states = PlayerController::selectedBlockStates;
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for (auto& hitbox: hitboxes) {
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block->rotations.variants[states].transform(hitbox);
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}
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}
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const vec3 center = pos + hitbox.center();
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const vec3 size = hitbox.size();
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linesShader->use();
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linesShader->uniformMatrix("u_projview", camera->getProjView());
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lineBatch->lineWidth(2.0f);
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lineBatch->box(center, size + vec3(0.02), vec4(0.f, 0.f, 0.f, 0.5f));
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if (level->player->debug)
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lineBatch->line(point, point+norm*0.5f, vec4(1.0f, 0.0f, 1.0f, 1.0f));
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linesShader->use();
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linesShader->uniformMatrix("u_projview", camera->getProjView());
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lineBatch->lineWidth(2.0f);
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for (auto& hitbox: hitboxes) {
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const vec3 center = pos + hitbox.center();
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const vec3 size = hitbox.size();
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lineBatch->box(center, size + vec3(0.02), vec4(0.f, 0.f, 0.f, 0.5f));
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if (level->player->debug)
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lineBatch->line(point, point+norm*0.5f, vec4(1.0f, 0.0f, 1.0f, 1.0f));
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}
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lineBatch->render();
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}
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skybox->unbind();
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@ -289,4 +299,4 @@ void WorldRenderer::drawBorders(int sx, int sy, int sz, int ex, int ey, int ez)
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lineBatch->render();
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}
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float WorldRenderer::fog = 0.0f;
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float WorldRenderer::fog = 0.0f;
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@ -94,6 +94,7 @@ public:
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bool grounded = false;
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bool hidden = false;
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AABB hitbox;
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bool hitboxExplicit = false;
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BlockRotProfile rotations;
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std::string pickingItem = name+BLOCK_ITEM_SUFFIX;
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std::string scriptName = name.substr(name.find(':')+1);
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@ -15,6 +15,7 @@
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#include <math.h>
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#include <limits.h>
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#include <vector>
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Chunks::Chunks(int w, int d,
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int ox, int oz,
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@ -52,7 +53,7 @@ const AABB* Chunks::isObstacleAt(float x, float y, float z){
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int ix = floor(x);
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int iy = floor(y);
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int iz = floor(z);
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voxel* v = get(ix,iy,iz);
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voxel* v = get(ix, iy, iz);
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if (v == nullptr)
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return &contentIds->getBlockDef(0)->hitbox;
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const Block* def = contentIds->getBlockDef(v->id);
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@ -62,10 +63,14 @@ const AABB* Chunks::isObstacleAt(float x, float y, float z){
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: def->hitbox;
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if (def->rt.solid) {
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return &hitbox;
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} else {
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if (hitbox.contains({x - ix, y - iy, z - iz}))
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return &hitbox;
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return nullptr;
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} else if (def->hitboxExplicit) {
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if (hitbox.contains({x - ix, y - iy, z - iz}))
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return &hitbox;
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} else {
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for (const auto& hitbox : def->modelBoxes) {
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if (hitbox.contains({x - ix, y - iy, z - iz}))
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return &hitbox;
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}
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}
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}
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return nullptr;
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