AABB blocks rotation support (WIP part 3)
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@ -27,20 +27,14 @@ Content* ContentBuilder::build() {
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// Generating runtime info
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def->rt.id = blockDefsIndices.size();
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def->rt.emissive = *((uint32_t*)def->emission);
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// building hitbox grid 3d for raycasts
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const AABB& hitbox = def->hitbox;
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for (uint gy = 0; gy < BLOCK_AABB_GRID; gy++) {
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for (uint gz = 0; gz < BLOCK_AABB_GRID; gz++) {
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for (uint gx = 0; gx < BLOCK_AABB_GRID; gx++) {
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float x = gx / float(BLOCK_AABB_GRID);
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float y = gy / float(BLOCK_AABB_GRID);
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float z = gz / float(BLOCK_AABB_GRID);
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bool flag = hitbox.inside({x, y, z});
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if (!flag)
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def->rt.solid = false;
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def->rt.hitboxGrid[gy][gz][gx] = flag;
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}
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def->rt.solid = def->model == BlockModel::block;
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if (def->rotatable) {
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const AABB& hitbox = def->hitbox;
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for (uint i = 0; i < BlockRotProfile::MAX_COUNT; i++) {
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AABB aabb = hitbox;
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def->rotations.variants[i].transform(aabb);
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def->rt.hitboxes[i] = aabb;
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}
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}
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@ -48,6 +42,8 @@ Content* ContentBuilder::build() {
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if (groups->find(def->drawGroup) == groups->end()) {
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groups->insert(def->drawGroup);
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}
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}
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ContentIndices* indices = new ContentIndices(blockDefsIndices);
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return new Content(indices, groups, blockDefs);
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@ -372,7 +372,6 @@ vec4 BlocksRenderer::pickSoftLight(float x, float y, float z,
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return pickSoftLight({int(round(x)), int(round(y)), int(round(z))}, right, up);
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}
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#include <iostream>
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void BlocksRenderer::render(const voxel* voxels) {
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int begin = chunk->bottom * (CHUNK_W * CHUNK_D);
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int end = chunk->top * (CHUNK_W * CHUNK_D);
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@ -410,14 +409,9 @@ void BlocksRenderer::render(const voxel* voxels) {
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AABB hitbox = def.hitbox;
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hitbox.a = vec3(1.0f)-hitbox.a;
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hitbox.b = vec3(1.0f)-hitbox.b;
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std::cout << hitbox.a.x << " " << hitbox.a.y << " " << hitbox.a.z << " --- ";
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std::cout << hitbox.b.x << " " << hitbox.b.y << " " << hitbox.b.z << std::endl;
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vec3 size = hitbox.size();
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std::cout << "s " << size.x << " " << size.y << " " << size.z << std::endl;
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vec3 off = hitbox.min();
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std::cout << "m " << off.x << " " << off.y << " " << off.z << std::endl;
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blockCubeShaded(ivec3(x,y,z), off, size, texfaces, &def, vox.states);
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break;
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}
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@ -30,4 +30,5 @@ Block::Block(std::string name)
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Block::Block(std::string name, std::string texture) : name(name),
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textureFaces{texture,texture,texture,texture,texture,texture} {
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rotations = BlockRotProfile::PIPE;
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}
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@ -28,7 +28,8 @@ struct CoordSystem {
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};
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struct BlockRotProfile {
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CoordSystem variants[16];
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static const int MAX_COUNT = 16;
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CoordSystem variants[MAX_COUNT];
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/* Wood logs, pillars, pipes
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3 orientations supported
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@ -65,7 +66,7 @@ public:
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blockid_t id;
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bool solid = true;
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bool emissive = false;
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bool hitboxGrid[BLOCK_AABB_GRID][BLOCK_AABB_GRID][BLOCK_AABB_GRID];
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AABB hitboxes[BlockRotProfile::MAX_COUNT];
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} rt;
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Block(std::string name);
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@ -73,11 +73,14 @@ const AABB* Chunks::isObstacle(float x, float y, float z){
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return nullptr;
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const Block* def = contentIds->getBlockDef(v->id);
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if (def->obstacle) {
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const AABB& hitbox = def->rotatable
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? def->rt.hitboxes[v->states & BLOCK_ROT_MASK]
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: def->hitbox;
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if (def->rt.solid) {
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return &def->hitbox;
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return &hitbox;
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} else {
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if (def->hitbox.inside({x - ix, y - iy, z - iz}))
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return &def->hitbox;
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if (hitbox.inside({x - ix, y - iy, z - iz}))
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return &hitbox;
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return nullptr;
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}
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}
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@ -222,7 +225,7 @@ voxel* Chunks::rayCast(vec3 start,
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// TODO: replace this dumb solution with something better
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if (def && !def->rt.solid) {
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const int gridSize = BLOCK_AABB_GRID * 2;
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const AABB& box = def->hitbox;
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const AABB& box = def->rotatable ? def->rt.hitboxes[voxel->states & BLOCK_ROT_MASK] : def->hitbox;
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const int subs = gridSize;
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iend = vec3(ix, iy, iz);
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end -= iend;
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