Merge branch 'dev' into generated-pcm-stream

This commit is contained in:
MihailRis 2025-10-18 22:34:04 +03:00
commit 6b9a408e6d
12 changed files with 211 additions and 33 deletions

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@ -142,3 +142,21 @@ player.get_entity(playerid: int) -> int
```
Returns unique identifier of the player entity
```lua
player.get_all_in_radius(center: vec3, radius: number) -> table<int>
```
Returns an array of player IDs within a sphere with center `center` and radius `radius`.
```lua
player.get_all() -> table<int>
```
Returns an array of all active player IDs.
```lua
player.get_nearest(position: vec3) -> int
```
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
```
Возвращает уникальный идентификатор сущности игрока
```lua
player.get_all_in_radius(center: vec3, radius: number) -> table<int>
```
Возвращает массив id игроков в пределах сферы с центром `center` и радиусом `radius`.
```lua
player.get_all() -> table<int>
```
Возвращает массив id всех активных игроков.
```lua
player.get_nearest(position: vec3) -> int
```
Возвращает id ближайшего к указанной позиции игрока, либо nil если игроков нет.

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@ -42,6 +42,8 @@
- `from` - точка начала примитива. Пример: `from (0,0,0)`
- `to` - противоположная от начала точка. Пример: `to (1,1,1)`
- `origin` - точка, относительно которой будет применено вращение. По-умолчанию: центр примитива. Пример: `origin (0.5,0.5,0.5)`
- `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)`
- `texture` - отображаемая текстура для всех сторон по-умолчанию.
- `shading` определяет возможность затенения на примитиве. Пример: `shading off`
- `delete` удаляет стороны по именам (top, bottom, east, west, north, south)

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@ -1,6 +1,8 @@
#include "vcm.hpp"
#include <iostream>
#include <algorithm>
#include <glm/gtc/quaternion.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "xml.hpp"
#include "util/stringutil.hpp"
@ -73,6 +75,29 @@ static void perform_box(const xmlelement& root, model::Model& model) {
auto from = root.attr("from").asVec3();
auto to = root.attr("to").asVec3();
glm::vec3 origin = (from + to) * 0.5f;
if (root.has("origin")) {
origin = root.attr("origin").asVec3();
}
glm::mat4 tsf(1.0f);
from -= origin;
to -= origin;
tsf = glm::translate(tsf, origin);
if (root.has("rotate")) {
auto text = root.attr("rotate").getText();
if (std::count(text.begin(), text.end(), ',') == 3) {
auto quat = root.attr("rotate").asVec4();
tsf *= glm::mat4_cast(glm::quat(quat.w, quat.x, quat.y, quat.z));
} else {
auto rot = root.attr("rotate").asVec3();
tsf = glm::rotate(tsf, glm::radians(rot.x), glm::vec3(1, 0, 0));
tsf = glm::rotate(tsf, glm::radians(rot.y), glm::vec3(0, 1, 0));
tsf = glm::rotate(tsf, glm::radians(rot.z), glm::vec3(0, 0, 1));
}
}
UVRegion regions[6] {};
regions[0].scale(to.x - from.x, to.y - from.y);
regions[1].scale(from.x - to.x, to.y - from.y);
@ -142,7 +167,7 @@ static void perform_box(const xmlelement& root, model::Model& model) {
bool enabled[6] {};
enabled[i] = true;
auto& mesh = model.addMesh(texfaces[i], shading);
mesh.addBox(center, halfsize, regions, enabled);
mesh.addBox(center, halfsize, regions, enabled, tsf);
}
}

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@ -8,21 +8,6 @@ inline constexpr glm::vec3 X(1, 0, 0);
inline constexpr glm::vec3 Y(0, 1, 0);
inline constexpr glm::vec3 Z(0, 0, 1);
void Mesh::addPlane(
const glm::vec3& pos,
const glm::vec3& right,
const glm::vec3& up,
const glm::vec3& norm
) {
vertices.push_back({pos-right-up, {0,0}, norm});
vertices.push_back({pos+right-up, {1,0}, norm});
vertices.push_back({pos+right+up, {1,1}, norm});
vertices.push_back({pos-right-up, {0,0}, norm});
vertices.push_back({pos+right+up, {1,1}, norm});
vertices.push_back({pos-right+up, {0,1}, norm});
}
void Mesh::addPlane(
const glm::vec3& pos,
const glm::vec3& right,
@ -39,6 +24,23 @@ void Mesh::addPlane(
vertices.push_back({pos-right+up, {uv.u1, uv.v2}, norm});
}
void Mesh::addPlane(
const glm::vec3& pos,
const glm::vec3& right,
const glm::vec3& up,
const glm::vec3& norm,
const UVRegion& region,
const glm::mat4& transform
) {
addPlane(
glm::vec3(transform * glm::vec4(pos, 1.0f)),
glm::vec3(transform * glm::vec4(right, 0.0f)),
glm::vec3(transform * glm::vec4(up, 0.0f)),
glm::normalize(glm::vec3(transform * glm::vec4(norm, 0.0f))),
region
);
}
void Mesh::addRect(
const glm::vec3& pos,
const glm::vec3& right,
@ -56,14 +58,15 @@ void Mesh::addRect(
}
void Mesh::addBox(const glm::vec3& pos, const glm::vec3& size) {
addPlane(pos+Z*size, X*size, Y*size, Z);
addPlane(pos-Z*size, -X*size, Y*size, -Z);
UVRegion fullRegion (0, 0, 1, 1);
addPlane(pos+Z*size, X*size, Y*size, Z, fullRegion);
addPlane(pos-Z*size, -X*size, Y*size, -Z, fullRegion);
addPlane(pos+Y*size, X*size, -Z*size, Y);
addPlane(pos-Y*size, X*size, Z*size, -Y);
addPlane(pos+Y*size, X*size, -Z*size, Y, fullRegion);
addPlane(pos-Y*size, X*size, Z*size, -Y, fullRegion);
addPlane(pos+X*size, -Z*size, Y*size, X);
addPlane(pos-X*size, Z*size, Y*size, -X);
addPlane(pos+X*size, -Z*size, Y*size, X, fullRegion);
addPlane(pos-X*size, Z*size, Y*size, -X, fullRegion);
}
void Mesh::addBox(
@ -71,19 +74,29 @@ void Mesh::addBox(
const glm::vec3& size,
const UVRegion (&uvs)[6],
const bool enabledSides[6]
) {
addBox(pos, size, uvs, enabledSides, glm::mat4(1.0f));
}
void Mesh::addBox(
const glm::vec3& pos,
const glm::vec3& size,
const UVRegion (&uvs)[6],
const bool enabledSides[6],
const glm::mat4& transform
) {
if (enabledSides[0]) // north
addPlane(pos+Z*size, X*size, Y*size, Z, uvs[0]);
addPlane(pos+Z*size, X*size, Y*size, Z, uvs[0], transform);
if (enabledSides[1]) // south
addPlane(pos-Z*size, -X*size, Y*size, -Z, uvs[1]);
addPlane(pos-Z*size, -X*size, Y*size, -Z, uvs[1], transform);
if (enabledSides[2]) // top
addPlane(pos+Y*size, X*size, -Z*size, Y, uvs[2] * glm::vec2(-1));
addPlane(pos+Y*size, X*size, -Z*size, Y, uvs[2] * glm::vec2(-1), transform);
if (enabledSides[3]) // bottom
addPlane(pos-Y*size, X*size, Z*size, -Y, uvs[3] * glm::vec2(-1, 1));
addPlane(pos-Y*size, X*size, Z*size, -Y, uvs[3] * glm::vec2(-1, 1), transform);
if (enabledSides[4]) // west
addPlane(pos+X*size, -Z*size, Y*size, X, uvs[4]);
addPlane(pos+X*size, -Z*size, Y*size, X, uvs[4], transform);
if (enabledSides[5]) // east
addPlane(pos-X*size, Z*size, Y*size, -X, uvs[5] * glm::vec2(-1, 1));
addPlane(pos-X*size, Z*size, Y*size, -X, uvs[5] * glm::vec2(-1, 1), transform);
}
void Mesh::scale(const glm::vec3& size) {

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@ -22,14 +22,16 @@ namespace model {
const glm::vec3& pos,
const glm::vec3& right,
const glm::vec3& up,
const glm::vec3& norm
const glm::vec3& norm,
const UVRegion& region
);
void addPlane(
const glm::vec3& pos,
const glm::vec3& right,
const glm::vec3& up,
const glm::vec3& norm,
const UVRegion& region
const UVRegion& region,
const glm::mat4& transform
);
void addRect(
const glm::vec3& pos,
@ -45,6 +47,13 @@ namespace model {
const UVRegion (&texfaces)[6],
const bool enabledSides[6]
);
void addBox(
const glm::vec3& pos,
const glm::vec3& size,
const UVRegion (&texfaces)[6],
const bool enabledSides[6],
const glm::mat4& transform
);
void scale(const glm::vec3& size);
};

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@ -1,8 +1,11 @@
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/gtx/norm.hpp>
#include <glm/gtc/constants.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "Shadows.hpp"
#include <GL/glew.h>
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/gtx/norm.hpp>
#include "assets/Assets.hpp"
#include "graphics/core/DrawContext.hpp"

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@ -1,6 +1,8 @@
#include "Emitter.hpp"
#include <glm/gtc/random.hpp>
#include <glm/gtc/constants.hpp>
#include <glm/gtc/matrix_transform.hpp>
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/gtx/norm.hpp>

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@ -322,6 +322,38 @@ static int l_set_suspended(lua::State* L) {
return 0;
}
static int l_get_all_in_radius(lua::State* L) {
auto center = lua::tovec3(L, 1);
auto radius = static_cast<float>(lua::tonumber(L, 2));
auto players = level->players->getAllInRadius(center, radius);
lua::createtable(L, players.size(), 0);
for (size_t i = 0; i < players.size(); i++) {
lua::pushinteger(L, players[i]->getId());
lua::rawseti(L, i + 1);
}
return 1;
}
static int l_get_all(lua::State* L) {
auto players = level->players->getAll();
lua::createtable(L, players.size(), 0);
for (size_t i = 0; i < players.size(); i++) {
lua::pushinteger(L, players[i]->getId());
lua::rawseti(L, i + 1);
}
return 1;
}
static int l_get_nearest(lua::State* L) {
auto position = lua::tovec3(L, 1);
if (auto player = level->players->getNearest(position)) {
lua::pushinteger(L, player->getId());
return 1;
}
return 0;
}
const luaL_Reg playerlib[] = {
{"get_pos", lua::wrap<l_get_pos>},
{"set_pos", lua::wrap<l_set_pos>},
@ -358,5 +390,8 @@ const luaL_Reg playerlib[] = {
{"set_name", lua::wrap<l_set_name>},
{"create", lua::wrap<l_create>},
{"delete", lua::wrap<l_delete>},
{"get_all_in_radius", lua::wrap<l_get_all_in_radius>},
{"get_all", lua::wrap<l_get_all>},
{"get_nearest", lua::wrap<l_get_nearest>},
{nullptr, nullptr}
};

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@ -1,5 +1,8 @@
#include "Players.hpp"
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/gtx/norm.hpp>
#include "Player.hpp"
#include "items/Inventories.hpp"
#include "world/Level.hpp"
@ -20,6 +23,48 @@ Player* Players::get(int64_t id) const {
return found->second.get();
}
std::vector<Player*> Players::getAllInRadius(
const glm::vec3& center, float radius
) const {
std::vector<Player*> foundPlayers;
for (const auto& pair : players) {
auto player = pair.second.get();
auto relativePos = player->getPosition() - center;
if (!player->isSuspended() && glm::length2(relativePos) <= radius) {
foundPlayers.emplace_back(player);
}
}
return foundPlayers;
}
std::vector<Player*> Players::getAll() const {
std::vector<Player*> allPlayers;
allPlayers.reserve(players.size());
for (const auto& pair : players) {
allPlayers.emplace_back(pair.second.get());
}
return allPlayers;
}
Player* Players::getNearest(const glm::vec3& position) const {
Player* nearest = nullptr;
float nearestDist2 = std::numeric_limits<float>::max();
for (const auto& pair : players) {
auto player = pair.second.get();
if (player->isSuspended()) {
continue;
}
auto relativePos = player->getPosition() - position;
auto dist2 = glm::length2(relativePos);
if (dist2 < nearestDist2) {
nearestDist2 = dist2;
nearest = player;
}
}
return nearest;
}
Player* Players::create(int64_t id) {
int64_t& nextPlayerID = level.getWorld()->getInfo().nextPlayerId;
if (id == NONE) {

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@ -1,7 +1,9 @@
#pragma once
#include <memory>
#include <vector>
#include <unordered_map>
#include <glm/vec3.hpp>
#include "typedefs.hpp"
#include "interfaces/Serializable.hpp"
@ -34,6 +36,10 @@ public:
void remove(int64_t id);
std::vector<Player*> getAllInRadius(const glm::vec3& center, float radius) const;
std::vector<Player*> getAll() const;
Player* getNearest(const glm::vec3& position) const;
dv::value serialize() const override;
void deserialize(const dv::value& src) override;

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@ -2,6 +2,8 @@
#include "data/dv_util.hpp"
#include <glm/gtc/matrix_transform.hpp>
void Transform::refresh() {
combined = glm::mat4(1.0f);
combined = glm::translate(combined, pos);