Merge branch 'dev' into generated-pcm-stream
This commit is contained in:
commit
6b9a408e6d
@ -142,3 +142,21 @@ player.get_entity(playerid: int) -> int
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```
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Returns unique identifier of the player entity
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```lua
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player.get_all_in_radius(center: vec3, radius: number) -> table<int>
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```
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Returns an array of player IDs within a sphere with center `center` and radius `radius`.
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```lua
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player.get_all() -> table<int>
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```
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Returns an array of all active player IDs.
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```lua
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player.get_nearest(position: vec3) -> int
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```
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Returns the ID of the player closest to the specified position, or nil if there are no players.
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@ -142,3 +142,21 @@ player.get_entity(playerid: int) -> int
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```
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Возвращает уникальный идентификатор сущности игрока
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```lua
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player.get_all_in_radius(center: vec3, radius: number) -> table<int>
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```
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Возвращает массив id игроков в пределах сферы с центром `center` и радиусом `radius`.
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```lua
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player.get_all() -> table<int>
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```
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Возвращает массив id всех активных игроков.
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```lua
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player.get_nearest(position: vec3) -> int
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```
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Возвращает id ближайшего к указанной позиции игрока, либо nil если игроков нет.
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@ -42,6 +42,8 @@
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- `from` - точка начала примитива. Пример: `from (0,0,0)`
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- `to` - противоположная от начала точка. Пример: `to (1,1,1)`
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- `origin` - точка, относительно которой будет применено вращение. По-умолчанию: центр примитива. Пример: `origin (0.5,0.5,0.5)`
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- `rotate` - вращение вокруг осей (x,y,z) в градусах, или кватернион (x,y,z,w). Пример: `rotate (45,0,0)` или `rotate (0.3826834, 0, 0, 0.9238795)`
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- `texture` - отображаемая текстура для всех сторон по-умолчанию.
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- `shading` определяет возможность затенения на примитиве. Пример: `shading off`
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- `delete` удаляет стороны по именам (top, bottom, east, west, north, south)
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@ -1,6 +1,8 @@
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#include "vcm.hpp"
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#include <iostream>
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#include <algorithm>
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#include <glm/gtc/quaternion.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include "xml.hpp"
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#include "util/stringutil.hpp"
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@ -73,6 +75,29 @@ static void perform_box(const xmlelement& root, model::Model& model) {
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auto from = root.attr("from").asVec3();
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auto to = root.attr("to").asVec3();
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glm::vec3 origin = (from + to) * 0.5f;
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if (root.has("origin")) {
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origin = root.attr("origin").asVec3();
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}
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glm::mat4 tsf(1.0f);
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from -= origin;
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to -= origin;
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tsf = glm::translate(tsf, origin);
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if (root.has("rotate")) {
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auto text = root.attr("rotate").getText();
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if (std::count(text.begin(), text.end(), ',') == 3) {
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auto quat = root.attr("rotate").asVec4();
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tsf *= glm::mat4_cast(glm::quat(quat.w, quat.x, quat.y, quat.z));
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} else {
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auto rot = root.attr("rotate").asVec3();
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tsf = glm::rotate(tsf, glm::radians(rot.x), glm::vec3(1, 0, 0));
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tsf = glm::rotate(tsf, glm::radians(rot.y), glm::vec3(0, 1, 0));
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tsf = glm::rotate(tsf, glm::radians(rot.z), glm::vec3(0, 0, 1));
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}
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}
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UVRegion regions[6] {};
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regions[0].scale(to.x - from.x, to.y - from.y);
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regions[1].scale(from.x - to.x, to.y - from.y);
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@ -142,7 +167,7 @@ static void perform_box(const xmlelement& root, model::Model& model) {
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bool enabled[6] {};
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enabled[i] = true;
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auto& mesh = model.addMesh(texfaces[i], shading);
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mesh.addBox(center, halfsize, regions, enabled);
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mesh.addBox(center, halfsize, regions, enabled, tsf);
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}
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}
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@ -8,21 +8,6 @@ inline constexpr glm::vec3 X(1, 0, 0);
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inline constexpr glm::vec3 Y(0, 1, 0);
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inline constexpr glm::vec3 Z(0, 0, 1);
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void Mesh::addPlane(
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const glm::vec3& pos,
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const glm::vec3& right,
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const glm::vec3& up,
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const glm::vec3& norm
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) {
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vertices.push_back({pos-right-up, {0,0}, norm});
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vertices.push_back({pos+right-up, {1,0}, norm});
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vertices.push_back({pos+right+up, {1,1}, norm});
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vertices.push_back({pos-right-up, {0,0}, norm});
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vertices.push_back({pos+right+up, {1,1}, norm});
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vertices.push_back({pos-right+up, {0,1}, norm});
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}
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void Mesh::addPlane(
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const glm::vec3& pos,
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const glm::vec3& right,
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@ -39,6 +24,23 @@ void Mesh::addPlane(
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vertices.push_back({pos-right+up, {uv.u1, uv.v2}, norm});
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}
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void Mesh::addPlane(
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const glm::vec3& pos,
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const glm::vec3& right,
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const glm::vec3& up,
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const glm::vec3& norm,
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const UVRegion& region,
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const glm::mat4& transform
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) {
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addPlane(
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glm::vec3(transform * glm::vec4(pos, 1.0f)),
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glm::vec3(transform * glm::vec4(right, 0.0f)),
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glm::vec3(transform * glm::vec4(up, 0.0f)),
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glm::normalize(glm::vec3(transform * glm::vec4(norm, 0.0f))),
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region
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);
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}
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void Mesh::addRect(
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const glm::vec3& pos,
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const glm::vec3& right,
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@ -56,14 +58,15 @@ void Mesh::addRect(
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}
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void Mesh::addBox(const glm::vec3& pos, const glm::vec3& size) {
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addPlane(pos+Z*size, X*size, Y*size, Z);
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addPlane(pos-Z*size, -X*size, Y*size, -Z);
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UVRegion fullRegion (0, 0, 1, 1);
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addPlane(pos+Z*size, X*size, Y*size, Z, fullRegion);
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addPlane(pos-Z*size, -X*size, Y*size, -Z, fullRegion);
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addPlane(pos+Y*size, X*size, -Z*size, Y);
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addPlane(pos-Y*size, X*size, Z*size, -Y);
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addPlane(pos+Y*size, X*size, -Z*size, Y, fullRegion);
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addPlane(pos-Y*size, X*size, Z*size, -Y, fullRegion);
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addPlane(pos+X*size, -Z*size, Y*size, X);
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addPlane(pos-X*size, Z*size, Y*size, -X);
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addPlane(pos+X*size, -Z*size, Y*size, X, fullRegion);
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addPlane(pos-X*size, Z*size, Y*size, -X, fullRegion);
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}
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void Mesh::addBox(
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@ -71,19 +74,29 @@ void Mesh::addBox(
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const glm::vec3& size,
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const UVRegion (&uvs)[6],
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const bool enabledSides[6]
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) {
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addBox(pos, size, uvs, enabledSides, glm::mat4(1.0f));
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}
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void Mesh::addBox(
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const glm::vec3& pos,
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const glm::vec3& size,
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const UVRegion (&uvs)[6],
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const bool enabledSides[6],
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const glm::mat4& transform
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) {
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if (enabledSides[0]) // north
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addPlane(pos+Z*size, X*size, Y*size, Z, uvs[0]);
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addPlane(pos+Z*size, X*size, Y*size, Z, uvs[0], transform);
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if (enabledSides[1]) // south
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addPlane(pos-Z*size, -X*size, Y*size, -Z, uvs[1]);
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addPlane(pos-Z*size, -X*size, Y*size, -Z, uvs[1], transform);
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if (enabledSides[2]) // top
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addPlane(pos+Y*size, X*size, -Z*size, Y, uvs[2] * glm::vec2(-1));
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addPlane(pos+Y*size, X*size, -Z*size, Y, uvs[2] * glm::vec2(-1), transform);
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if (enabledSides[3]) // bottom
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addPlane(pos-Y*size, X*size, Z*size, -Y, uvs[3] * glm::vec2(-1, 1));
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addPlane(pos-Y*size, X*size, Z*size, -Y, uvs[3] * glm::vec2(-1, 1), transform);
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if (enabledSides[4]) // west
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addPlane(pos+X*size, -Z*size, Y*size, X, uvs[4]);
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addPlane(pos+X*size, -Z*size, Y*size, X, uvs[4], transform);
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if (enabledSides[5]) // east
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addPlane(pos-X*size, Z*size, Y*size, -X, uvs[5] * glm::vec2(-1, 1));
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addPlane(pos-X*size, Z*size, Y*size, -X, uvs[5] * glm::vec2(-1, 1), transform);
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}
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void Mesh::scale(const glm::vec3& size) {
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@ -22,14 +22,16 @@ namespace model {
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const glm::vec3& pos,
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const glm::vec3& right,
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const glm::vec3& up,
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const glm::vec3& norm
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const glm::vec3& norm,
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const UVRegion& region
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);
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void addPlane(
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const glm::vec3& pos,
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const glm::vec3& right,
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const glm::vec3& up,
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const glm::vec3& norm,
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const UVRegion& region
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const UVRegion& region,
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const glm::mat4& transform
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);
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void addRect(
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const glm::vec3& pos,
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@ -45,6 +47,13 @@ namespace model {
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const UVRegion (&texfaces)[6],
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const bool enabledSides[6]
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);
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void addBox(
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const glm::vec3& pos,
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const glm::vec3& size,
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const UVRegion (&texfaces)[6],
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const bool enabledSides[6],
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const glm::mat4& transform
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);
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void scale(const glm::vec3& size);
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};
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@ -1,8 +1,11 @@
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#define GLM_ENABLE_EXPERIMENTAL
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#include <glm/gtx/norm.hpp>
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#include <glm/gtc/constants.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include "Shadows.hpp"
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#include <GL/glew.h>
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#define GLM_ENABLE_EXPERIMENTAL
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#include <glm/gtx/norm.hpp>
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#include "assets/Assets.hpp"
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#include "graphics/core/DrawContext.hpp"
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@ -1,6 +1,8 @@
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#include "Emitter.hpp"
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#include <glm/gtc/random.hpp>
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#include <glm/gtc/constants.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#define GLM_ENABLE_EXPERIMENTAL
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#include <glm/gtx/norm.hpp>
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@ -322,6 +322,38 @@ static int l_set_suspended(lua::State* L) {
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return 0;
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}
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static int l_get_all_in_radius(lua::State* L) {
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auto center = lua::tovec3(L, 1);
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auto radius = static_cast<float>(lua::tonumber(L, 2));
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auto players = level->players->getAllInRadius(center, radius);
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lua::createtable(L, players.size(), 0);
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for (size_t i = 0; i < players.size(); i++) {
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lua::pushinteger(L, players[i]->getId());
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lua::rawseti(L, i + 1);
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}
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return 1;
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}
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static int l_get_all(lua::State* L) {
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auto players = level->players->getAll();
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lua::createtable(L, players.size(), 0);
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for (size_t i = 0; i < players.size(); i++) {
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lua::pushinteger(L, players[i]->getId());
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lua::rawseti(L, i + 1);
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}
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return 1;
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}
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static int l_get_nearest(lua::State* L) {
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auto position = lua::tovec3(L, 1);
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if (auto player = level->players->getNearest(position)) {
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lua::pushinteger(L, player->getId());
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return 1;
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}
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return 0;
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}
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const luaL_Reg playerlib[] = {
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{"get_pos", lua::wrap<l_get_pos>},
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{"set_pos", lua::wrap<l_set_pos>},
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@ -358,5 +390,8 @@ const luaL_Reg playerlib[] = {
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{"set_name", lua::wrap<l_set_name>},
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{"create", lua::wrap<l_create>},
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{"delete", lua::wrap<l_delete>},
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{"get_all_in_radius", lua::wrap<l_get_all_in_radius>},
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{"get_all", lua::wrap<l_get_all>},
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{"get_nearest", lua::wrap<l_get_nearest>},
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{nullptr, nullptr}
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};
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@ -1,5 +1,8 @@
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#include "Players.hpp"
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#define GLM_ENABLE_EXPERIMENTAL
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#include <glm/gtx/norm.hpp>
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#include "Player.hpp"
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#include "items/Inventories.hpp"
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#include "world/Level.hpp"
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@ -20,6 +23,48 @@ Player* Players::get(int64_t id) const {
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return found->second.get();
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}
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std::vector<Player*> Players::getAllInRadius(
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const glm::vec3& center, float radius
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) const {
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std::vector<Player*> foundPlayers;
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for (const auto& pair : players) {
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auto player = pair.second.get();
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auto relativePos = player->getPosition() - center;
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if (!player->isSuspended() && glm::length2(relativePos) <= radius) {
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foundPlayers.emplace_back(player);
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}
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}
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return foundPlayers;
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}
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std::vector<Player*> Players::getAll() const {
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std::vector<Player*> allPlayers;
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allPlayers.reserve(players.size());
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for (const auto& pair : players) {
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allPlayers.emplace_back(pair.second.get());
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}
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return allPlayers;
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}
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Player* Players::getNearest(const glm::vec3& position) const {
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Player* nearest = nullptr;
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float nearestDist2 = std::numeric_limits<float>::max();
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for (const auto& pair : players) {
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auto player = pair.second.get();
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if (player->isSuspended()) {
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continue;
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}
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auto relativePos = player->getPosition() - position;
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auto dist2 = glm::length2(relativePos);
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if (dist2 < nearestDist2) {
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nearestDist2 = dist2;
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nearest = player;
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}
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}
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return nearest;
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}
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Player* Players::create(int64_t id) {
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int64_t& nextPlayerID = level.getWorld()->getInfo().nextPlayerId;
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if (id == NONE) {
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@ -1,7 +1,9 @@
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#pragma once
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#include <memory>
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#include <vector>
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#include <unordered_map>
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#include <glm/vec3.hpp>
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#include "typedefs.hpp"
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#include "interfaces/Serializable.hpp"
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@ -34,6 +36,10 @@ public:
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void remove(int64_t id);
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std::vector<Player*> getAllInRadius(const glm::vec3& center, float radius) const;
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std::vector<Player*> getAll() const;
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Player* getNearest(const glm::vec3& position) const;
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dv::value serialize() const override;
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void deserialize(const dv::value& src) override;
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@ -2,6 +2,8 @@
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#include "data/dv_util.hpp"
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#include <glm/gtc/matrix_transform.hpp>
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void Transform::refresh() {
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combined = glm::mat4(1.0f);
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combined = glm::translate(combined, pos);
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