diff --git a/doc/en/scripting/builtins/libplayer.md b/doc/en/scripting/builtins/libplayer.md index b406f694..4bc81424 100644 --- a/doc/en/scripting/builtins/libplayer.md +++ b/doc/en/scripting/builtins/libplayer.md @@ -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 +``` + +Returns an array of player IDs within a sphere with center `center` and radius `radius`. + +```lua +player.get_all() -> table +``` + +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. diff --git a/doc/ru/scripting/builtins/libplayer.md b/doc/ru/scripting/builtins/libplayer.md index c40cd86d..c038ecae 100644 --- a/doc/ru/scripting/builtins/libplayer.md +++ b/doc/ru/scripting/builtins/libplayer.md @@ -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 +``` + +Возвращает массив id игроков в пределах сферы с центром `center` и радиусом `radius`. + +```lua +player.get_all() -> table +``` + +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. diff --git a/doc/ru/vcm.md b/doc/ru/vcm.md index 0eb555b4..379e0328 100644 --- a/doc/ru/vcm.md +++ b/doc/ru/vcm.md @@ -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) diff --git a/src/coders/vcm.cpp b/src/coders/vcm.cpp index 337d721f..b7d93b57 100644 --- a/src/coders/vcm.cpp +++ b/src/coders/vcm.cpp @@ -1,6 +1,8 @@ #include "vcm.hpp" -#include +#include +#include +#include #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); } } diff --git a/src/graphics/commons/Model.cpp b/src/graphics/commons/Model.cpp index 20d90eb4..386ae1cc 100644 --- a/src/graphics/commons/Model.cpp +++ b/src/graphics/commons/Model.cpp @@ -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) { diff --git a/src/graphics/commons/Model.hpp b/src/graphics/commons/Model.hpp index 73bee359..bbb0d398 100644 --- a/src/graphics/commons/Model.hpp +++ b/src/graphics/commons/Model.hpp @@ -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); }; diff --git a/src/graphics/core/Shadows.cpp b/src/graphics/core/Shadows.cpp index b6a95580..010ad06f 100644 --- a/src/graphics/core/Shadows.cpp +++ b/src/graphics/core/Shadows.cpp @@ -1,8 +1,11 @@ +#define GLM_ENABLE_EXPERIMENTAL +#include +#include +#include + #include "Shadows.hpp" #include -#define GLM_ENABLE_EXPERIMENTAL -#include #include "assets/Assets.hpp" #include "graphics/core/DrawContext.hpp" diff --git a/src/graphics/render/Emitter.cpp b/src/graphics/render/Emitter.cpp index 483a6339..7e10daae 100644 --- a/src/graphics/render/Emitter.cpp +++ b/src/graphics/render/Emitter.cpp @@ -1,6 +1,8 @@ #include "Emitter.hpp" #include +#include +#include #define GLM_ENABLE_EXPERIMENTAL #include diff --git a/src/logic/scripting/lua/libs/libplayer.cpp b/src/logic/scripting/lua/libs/libplayer.cpp index 320db362..45c396fe 100644 --- a/src/logic/scripting/lua/libs/libplayer.cpp +++ b/src/logic/scripting/lua/libs/libplayer.cpp @@ -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(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}, {"set_pos", lua::wrap}, @@ -358,5 +390,8 @@ const luaL_Reg playerlib[] = { {"set_name", lua::wrap}, {"create", lua::wrap}, {"delete", lua::wrap}, + {"get_all_in_radius", lua::wrap}, + {"get_all", lua::wrap}, + {"get_nearest", lua::wrap}, {nullptr, nullptr} }; diff --git a/src/objects/Players.cpp b/src/objects/Players.cpp index 9c0e2603..5fc59f40 100644 --- a/src/objects/Players.cpp +++ b/src/objects/Players.cpp @@ -1,5 +1,8 @@ #include "Players.hpp" +#define GLM_ENABLE_EXPERIMENTAL +#include + #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 Players::getAllInRadius( + const glm::vec3& center, float radius +) const { + std::vector 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 Players::getAll() const { + std::vector 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::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) { diff --git a/src/objects/Players.hpp b/src/objects/Players.hpp index 5c657a50..16803340 100644 --- a/src/objects/Players.hpp +++ b/src/objects/Players.hpp @@ -1,7 +1,9 @@ #pragma once #include +#include #include +#include #include "typedefs.hpp" #include "interfaces/Serializable.hpp" @@ -34,6 +36,10 @@ public: void remove(int64_t id); + std::vector getAllInRadius(const glm::vec3& center, float radius) const; + std::vector getAll() const; + Player* getNearest(const glm::vec3& position) const; + dv::value serialize() const override; void deserialize(const dv::value& src) override; diff --git a/src/objects/Transform.cpp b/src/objects/Transform.cpp index 87ed4a73..8779e220 100644 --- a/src/objects/Transform.cpp +++ b/src/objects/Transform.cpp @@ -2,6 +2,8 @@ #include "data/dv_util.hpp" +#include + void Transform::refresh() { combined = glm::mat4(1.0f); combined = glm::translate(combined, pos);