Merge branch 'main' into clang-format

This commit is contained in:
MihailRis 2024-07-19 21:34:07 +03:00
commit a2bf42ef29
22 changed files with 320 additions and 254 deletions

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@ -10,6 +10,7 @@ Type conventions will be used on this page.
- vector - an array of three or four numbers
- vec3 - array of three numbers
- vec4 - array of four numbers
- quat - array of four numbers - quaternion
- matrix - array of 16 numbers - matrix
> [!WARNING]
@ -33,6 +34,16 @@ mat4.idt(dst: matrix)
mat4.determinant(m: matrix)
```
## Matrix from quaternion - *mat4.from_quat(...)*
```lua
-- creates a rotation matrix from quaternion
mat4.from_quat(quaternion: quat)
-- writes the quaternion rotation matrix to dst
mat4.from_quat(quaternion: quat, dst: matrix)
```
## Matrix multiplication - *mat4.mul(...)*
```lua
@ -109,6 +120,7 @@ mat4.decompose(m: matrix)
{
scale=vec3,
rotation=matrix,
quaternion=quat,
translation=vec3,
skew=vec3,
perspective=vec4

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@ -10,6 +10,7 @@
- vector - массив из трех или четырех чисел
- vec3 - массив из трех чисел
- vec4 - массив из четырех чисел
- quat - массив из четырех чисел - кватернион
- matrix - массив из 16 чисел - матрица
> [!WARNING]
@ -33,6 +34,16 @@ mat4.idt(dst: matrix)
mat4.determinant(m: matrix)
```
## Матрица из кватерниона - *mat4.from_quat(...)*
```lua
-- создает матрицу вращения по кватерниону
mat4.from_quat(quaternion: quat)
-- записывает матрицу вращения по кватерниону в dst
mat4.from_quat(quaternion: quat, dst: matrix)
```
## Умножение матриц - *mat4.mul(...)*
```lua
@ -109,6 +120,7 @@ mat4.decompose(m: matrix)
{
scale=vec3,
rotation=matrix,
quaternion=quat,
translation=vec3,
skew=vec3,
perspective=vec4

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@ -105,26 +105,6 @@ function pack.data_file(packid, name)
return "world:data/"..packid.."/"..name
end
vec2_mt = {}
function vec2_mt.__tostring(self)
return "vec2("..self[1]..", "..self[2]..")"
end
vec3_mt = {}
function vec3_mt.__tostring(self)
return "vec3("..self[1]..", "..self[2]..", "..self[3]..")"
end
vec4_mt = {}
function vec4_mt.__tostring(self)
return "vec4("..self[1]..", "..self[2]..", "..self[3]..", "..self[4]..")"
end
color_mt = {}
function color_mt.__tostring(self)
return "rgba("..self[1]..", "..self[2]..", "..self[3]..", "..self[4]..")"
end
-- events
events = {
handlers = {}

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@ -15,42 +15,6 @@
#include "scripting/scripting.hpp"
Clock::Clock(int tickRate, int tickParts)
: tickRate(tickRate),
tickParts(tickParts) {
}
bool Clock::update(float delta) {
tickTimer += delta;
float delay = 1.0f / float(tickRate);
if (tickTimer > delay || tickPartsUndone) {
if (tickPartsUndone) {
tickPartsUndone--;
} else {
tickTimer = fmod(tickTimer, delay);
tickPartsUndone = tickParts-1;
}
return true;
}
return false;
}
int Clock::getParts() const {
return tickParts;
}
int Clock::getPart() const {
return tickParts-tickPartsUndone-1;
}
int Clock::getTickRate() const {
return tickRate;
}
int Clock::getTickId() const {
return tickId;
}
BlocksController::BlocksController(Level* level, uint padding)
: level(level),
chunks(level->chunks.get()),
@ -134,12 +98,34 @@ void BlocksController::onBlocksTick(int tickid, int parts) {
}
}
void BlocksController::randomTick(
const Chunk& chunk, int segments, const ContentIndices* indices
) {
const int segheight = CHUNK_H / segments;
for (int s = 0; s < segments; s++) {
for (int i = 0; i < 4; i++) {
int bx = random.rand() % CHUNK_W;
int by = random.rand() % segheight + s * segheight;
int bz = random.rand() % CHUNK_D;
const voxel& vox = chunk.voxels[(by * CHUNK_D + bz) * CHUNK_W + bx];
Block* block = indices->blocks.get(vox.id);
if (block->rt.funcsset.randupdate) {
scripting::random_update_block(
block,
chunk.x * CHUNK_W + bx, by,
chunk.z * CHUNK_D + bz
);
}
}
}
}
void BlocksController::randomTick(int tickid, int parts) {
auto indices = level->content->getIndices();
const int w = chunks->w;
const int d = chunks->d;
int segments = 4;
int segheight = CHUNK_H / segments;
auto indices = level->content->getIndices();
for (uint z = padding; z < d-padding; z++){
for (uint x = padding; x < w-padding; x++){
@ -151,22 +137,7 @@ void BlocksController::randomTick(int tickid, int parts) {
if (chunk == nullptr || !chunk->flags.lighted) {
continue;
}
for (int s = 0; s < segments; s++) {
for (int i = 0; i < 4; i++) {
int bx = random.rand() % CHUNK_W;
int by = random.rand() % segheight + s * segheight;
int bz = random.rand() % CHUNK_D;
const voxel& vox = chunk->voxels[(by * CHUNK_D + bz) * CHUNK_W + bx];
Block* block = indices->blocks.get(vox.id);
if (block->rt.funcsset.randupdate) {
scripting::random_update_block(
block,
chunk->x * CHUNK_W + bx, by,
chunk->z * CHUNK_D + bz
);
}
}
}
randomTick(*chunk, segments, indices);
}
}
}

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@ -4,6 +4,7 @@
#include "../typedefs.hpp"
#include "../maths/fastmaths.hpp"
#include "../voxels/voxel.hpp"
#include "../util/Clock.hpp"
#include <functional>
#include <glm/glm.hpp>
@ -11,8 +12,10 @@
class Player;
class Block;
class Level;
class Chunk;
class Chunks;
class Lighting;
class ContentIndices;
enum class BlockInteraction {
step,
@ -25,32 +28,14 @@ using on_block_interaction = std::function<void(
Player*, glm::ivec3, const Block*, BlockInteraction type
)>;
class Clock {
int tickRate;
int tickParts;
float tickTimer = 0.0f;
int tickId = 0;
int tickPartsUndone = 0;
public:
Clock(int tickRate, int tickParts);
bool update(float delta);
int getParts() const;
int getPart() const;
int getTickRate() const;
int getTickId() const;
};
/* BlocksController manages block updates and block data (aka inventories) */
/// BlocksController manages block updates and data (inventories, metadata)
class BlocksController {
Level* level;
Chunks* chunks;
Lighting* lighting;
Clock randTickClock;
Clock blocksTickClock;
Clock worldTickClock;
util::Clock randTickClock;
util::Clock blocksTickClock;
util::Clock worldTickClock;
uint padding;
FastRandom random;
std::vector<on_block_interaction> blockInteractionCallbacks;
@ -64,6 +49,7 @@ public:
void placeBlock(Player* player, const Block* def, blockstate state, int x, int y, int z);
void update(float delta);
void randomTick(const Chunk& chunk, int segments, const ContentIndices* indices);
void randomTick(int tickid, int parts);
void onBlocksTick(int tickid, int parts);
int64_t createBlockInventory(int x, int y, int z);

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@ -4,7 +4,7 @@
static int l_get_vel(lua::State* L) {
if (auto entity = get_entity(L, 1)) {
return lua::pushvec3_arr(L, entity->getRigidbody().hitbox.velocity);
return lua::pushvec3(L, entity->getRigidbody().hitbox.velocity);
}
return 0;
}
@ -32,7 +32,7 @@ static int l_set_enabled(lua::State* L) {
static int l_get_size(lua::State* L) {
if (auto entity = get_entity(L, 1)) {
return lua::pushvec3_arr(L, entity->getRigidbody().hitbox.halfsize * 2.0f);
return lua::pushvec3(L, entity->getRigidbody().hitbox.halfsize * 2.0f);
}
return 0;
}

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@ -2,7 +2,7 @@
static int l_get_pos(lua::State* L) {
if (auto entity = get_entity(L, 1)) {
return lua::pushvec3_arr(L, entity->getTransform().pos);
return lua::pushvec3(L, entity->getTransform().pos);
}
return 0;
}
@ -18,7 +18,7 @@ static int l_set_pos(lua::State* L) {
static int l_get_size(lua::State* L) {
if (auto entity = get_entity(L, 1)) {
return lua::pushvec3_arr(L, entity->getTransform().size);
return lua::pushvec3(L, entity->getTransform().size);
}
return 0;
}

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@ -334,7 +334,7 @@ static int l_audio_get_duration(lua::State* L) {
static int l_audio_get_position(lua::State* L) {
auto speaker = audio::get_speaker(lua::tointeger(L, 1));
if (speaker != nullptr) {
return lua::pushvec3(L, speaker->getPosition());
return lua::pushvec3_stack(L, speaker->getPosition());
}
return 0;
}
@ -343,7 +343,7 @@ static int l_audio_get_position(lua::State* L) {
static int l_audio_get_velocity(lua::State* L) {
auto speaker = audio::get_speaker(lua::tointeger(L, 1));
if (speaker != nullptr) {
return lua::pushvec3(L, speaker->getVelocity());
return lua::pushvec3_stack(L, speaker->getVelocity());
}
return 0;
}

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@ -61,7 +61,7 @@ static int l_is_extended(lua::State* L) {
static int l_get_size(lua::State* L) {
if (auto def = require_block(L)) {
return lua::pushivec3(L, def->size.x, def->size.y, def->size.z);
return lua::pushivec3_stack(L, def->size.x, def->size.y, def->size.z);
}
return 0;
}
@ -80,7 +80,7 @@ static int l_seek_origin(lua::State* L) {
auto z = lua::tointeger(L, 3);
auto vox = level->chunks->get(x, y, z);
auto def = indices->blocks.get(vox->id);
return lua::pushivec3(L, level->chunks->seekOrigin({x, y, z}, def, vox->state));
return lua::pushivec3_stack(L, level->chunks->seekOrigin({x, y, z}, def, vox->state));
}
static int l_set(lua::State* L) {
@ -119,14 +119,14 @@ static int l_get_x(lua::State* L) {
auto z = lua::tointeger(L, 3);
auto vox = level->chunks->get(x, y, z);
if (vox == nullptr) {
return lua::pushivec3(L, 1, 0, 0);
return lua::pushivec3_stack(L, 1, 0, 0);
}
auto def = level->content->getIndices()->blocks.get(vox->id);
if (!def->rotatable) {
return lua::pushivec3(L, 1, 0, 0);
return lua::pushivec3_stack(L, 1, 0, 0);
} else {
const CoordSystem& rot = def->rotations.variants[vox->state.rotation];
return lua::pushivec3(L, rot.axisX.x, rot.axisX.y, rot.axisX.z);
return lua::pushivec3_stack(L, rot.axisX.x, rot.axisX.y, rot.axisX.z);
}
}
@ -136,14 +136,14 @@ static int l_get_y(lua::State* L) {
auto z = lua::tointeger(L, 3);
auto vox = level->chunks->get(x, y, z);
if (vox == nullptr) {
return lua::pushivec3(L, 0, 1, 0);
return lua::pushivec3_stack(L, 0, 1, 0);
}
auto def = level->content->getIndices()->blocks.get(vox->id);
if (!def->rotatable) {
return lua::pushivec3(L, 0, 1, 0);
return lua::pushivec3_stack(L, 0, 1, 0);
} else {
const CoordSystem& rot = def->rotations.variants[vox->state.rotation];
return lua::pushivec3(L, rot.axisY.x, rot.axisY.y, rot.axisY.z);
return lua::pushivec3_stack(L, rot.axisY.x, rot.axisY.y, rot.axisY.z);
}
}
@ -153,14 +153,14 @@ static int l_get_z(lua::State* L) {
auto z = lua::tointeger(L, 3);
auto vox = level->chunks->get(x, y, z);
if (vox == nullptr) {
return lua::pushivec3(L, 0, 0, 1);
return lua::pushivec3_stack(L, 0, 0, 1);
}
auto def = level->content->getIndices()->blocks.get(vox->id);
if (!def->rotatable) {
return lua::pushivec3(L, 0, 0, 1);
return lua::pushivec3_stack(L, 0, 0, 1);
} else {
const CoordSystem& rot = def->rotations.variants[vox->state.rotation];
return lua::pushivec3(L, rot.axisZ.x, rot.axisZ.y, rot.axisZ.z);
return lua::pushivec3_stack(L, rot.axisZ.x, rot.axisZ.y, rot.axisZ.z);
}
}
@ -284,10 +284,10 @@ static int l_get_hitbox(lua::State* L) {
auto& hitbox = def->rt.hitboxes[lua::tointeger(L, 2)].at(0);
lua::createtable(L, 2, 0);
lua::pushvec3_arr(L, hitbox.min());
lua::pushvec3(L, hitbox.min());
lua::rawseti(L, 1);
lua::pushvec3_arr(L, hitbox.size());
lua::pushvec3(L, hitbox.size());
lua::rawseti(L, 2);
return 1;
}
@ -361,16 +361,16 @@ static int l_raycast(lua::State* L) {
lua::createtable(L, 0, 5);
}
lua::pushvec3_arr(L, end);
lua::pushvec3(L, end);
lua::setfield(L, "endpoint");
lua::pushvec3_arr(L, normal);
lua::pushvec3(L, normal);
lua::setfield(L, "normal");
lua::pushnumber(L, glm::distance(start, end));
lua::setfield(L, "length");
lua::pushvec3_arr(L, iend);
lua::pushvec3(L, iend);
lua::setfield(L, "iendpoint");
lua::pushinteger(L, voxel->id);

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@ -34,7 +34,7 @@ static int l_name(lua::State* L) {
}
static int getter_pos(lua::State* L, const Camera& camera) {
return lua::pushvec3_arr(L, camera.position);
return lua::pushvec3(L, camera.position);
}
static void setter_pos(lua::State* L, Camera& camera, int idx) {
@ -79,13 +79,13 @@ static void setter_flipped(lua::State* L, Camera& camera, int idx) {
}
static int getter_front(lua::State* L, const Camera& camera) {
return lua::pushvec3_arr(L, camera.front);
return lua::pushvec3(L, camera.front);
}
static int getter_right(lua::State* L, const Camera& camera) {
return lua::pushvec3_arr(L, camera.right);
return lua::pushvec3(L, camera.right);
}
static int getter_up(lua::State* L, const Camera& camera) {
return lua::pushvec3_arr(L, camera.up);
return lua::pushvec3(L, camera.up);
}
static int l_look_at(lua::State* L) {

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@ -138,16 +138,16 @@ static int l_raycast(lua::State* L) {
lua::createtable(L, 0, 6);
}
lua::pushvec3_arr(L, start + dir * ray->distance);
lua::pushvec3(L, start + dir * ray->distance);
lua::setfield(L, "endpoint");
lua::pushvec3_arr(L, ray->normal);
lua::pushvec3(L, ray->normal);
lua::setfield(L, "normal");
lua::pushnumber(L, glm::distance(start, end));
lua::setfield(L, "length");
lua::pushvec3_arr(L, iend);
lua::pushvec3(L, iend);
lua::setfield(L, "iendpoint");
lua::pushinteger(L, block);
@ -162,16 +162,16 @@ static int l_raycast(lua::State* L) {
} else {
lua::createtable(L, 0, 5);
}
lua::pushvec3_arr(L, end);
lua::pushvec3(L, end);
lua::setfield(L, "endpoint");
lua::pushvec3_arr(L, normal);
lua::pushvec3(L, normal);
lua::setfield(L, "normal");
lua::pushnumber(L, glm::distance(start, end));
lua::setfield(L, "length");
lua::pushvec3_arr(L, iend);
lua::pushvec3(L, iend);
lua::setfield(L, "iendpoint");
lua::pushinteger(L, block);

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@ -204,7 +204,7 @@ static int p_get_track_width(UINode* node, lua::State* L) {
static int p_get_track_color(UINode* node, lua::State* L) {
if (auto bar = dynamic_cast<TrackBar*>(node)) {
return lua::pushcolor_arr(L, bar->getTrackColor());
return lua::pushcolor(L, bar->getTrackColor());
}
return 0;
}
@ -281,13 +281,13 @@ static int p_set_interval(UINode* node, lua::State* L) {
}
static int p_get_color(UINode* node, lua::State* L) {
return lua::pushcolor_arr(L, node->getColor());
return lua::pushcolor(L, node->getColor());
}
static int p_get_hover_color(UINode* node, lua::State* L) {
return lua::pushcolor_arr(L, node->getHoverColor());
return lua::pushcolor(L, node->getHoverColor());
}
static int p_get_pressed_color(UINode* node, lua::State* L) {
return lua::pushcolor_arr(L, node->getPressedColor());
return lua::pushcolor(L, node->getPressedColor());
}
static int p_get_tooltip(UINode* node, lua::State* L) {
return lua::pushwstring(L, node->getTooltip());
@ -296,13 +296,13 @@ static int p_get_tooltip_delay(UINode* node, lua::State* L) {
return lua::pushnumber(L, node->getTooltipDelay());
}
static int p_get_pos(UINode* node, lua::State* L) {
return lua::pushvec2_arr(L, node->getPos());
return lua::pushvec2(L, node->getPos());
}
static int p_get_wpos(UINode* node, lua::State* L) {
return lua::pushvec2_arr(L, node->calcPos());
return lua::pushvec2(L, node->calcPos());
}
static int p_get_size(UINode* node, lua::State* L) {
return lua::pushvec2_arr(L, node->getSize());
return lua::pushvec2(L, node->getSize());
}
static int p_is_interactive(UINode* node, lua::State* L) {
return lua::pushboolean(L, node->isInteractive());
@ -588,7 +588,7 @@ static int l_gui_get_locales_info(lua::State* L) {
}
static int l_gui_getviewport(lua::State* L) {
return lua::pushvec2_arr(L, engine->getGUI()->getContainer()->getSize());
return lua::pushvec2(L, engine->getGUI()->getContainer()->getSize());
}
const luaL_Reg guilib [] = {

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@ -45,7 +45,7 @@ static int l_add_callback(lua::State* L) {
}
static int l_get_mouse_pos(lua::State* L) {
return lua::pushvec2_arr(L, Events::cursor);
return lua::pushvec2(L, Events::cursor);
}
static int l_get_bindings(lua::State* L) {

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@ -52,9 +52,9 @@ static int l_mul(lua::State* L) {
switch (argc) {
case 2: {
if (len2 == 4) {
return lua::pushvec4(L, matrix1 * lua::tovec4(L, 2));
return lua::pushvec4_stack(L, matrix1 * lua::tovec4(L, 2));
} else if (len2 == 3) {
return lua::pushvec3(L, matrix1 * glm::vec4(lua::tovec3(L, 2), 1.0f));
return lua::pushvec3_stack(L, matrix1 * glm::vec4(lua::tovec3(L, 2), 1.0f));
}
return lua::pushmat4(L, matrix1 * lua::tomat4(L, 2));
}
@ -172,6 +172,7 @@ static int l_transpose(lua::State* L) {
/// mat4.decompose(m: float[16]) -> {
/// scale=float[3],
/// rotation=float[16],
/// quaternion=float[4],
/// translation=float[3],
/// skew=float[3],
/// perspective=float[4]
@ -192,21 +193,24 @@ static int l_decompose(lua::State* L) {
perspective
);
lua::createtable(L, 0, 5);
lua::createtable(L, 0, 6);
lua::pushvec3_arr(L, scale);
lua::pushvec3(L, scale);
lua::setfield(L, "scale");
lua::pushmat4(L, glm::toMat4(rotation));
lua::setfield(L, "rotation");
lua::pushvec3_arr(L, translation);
lua::pushquat(L, rotation);
lua::setfield(L, "quaternion");
lua::pushvec3(L, translation);
lua::setfield(L, "translation");
lua::pushvec3_arr(L, skew);
lua::pushvec3(L, skew);
lua::setfield(L, "skew");
lua::pushvec4_arr(L, perspective);
lua::pushvec4(L, perspective);
lua::setfield(L, "perspective");
return 1;
}
@ -227,6 +231,21 @@ static int l_look_at(lua::State* L) {
}
}
static int l_from_quat(lua::State* L) {
uint argc = lua::gettop(L);
if (argc != 1 && argc != 2) {
throw std::runtime_error("invalid arguments number (1 or 2 expected)");
}
auto quat = lua::toquat(L, 1);
switch (argc) {
case 1:
return lua::pushmat4(L, glm::toMat4(quat));
case 2:
return lua::setmat4(L, 2, glm::toMat4(quat));
}
return 0;
}
static int l_tostring(lua::State* L) {
auto matrix = lua::tomat4(L, 1);
bool multiline = lua::toboolean(L, 2);
@ -266,6 +285,7 @@ const luaL_Reg mat4lib [] = {
{"determinant", lua::wrap<l_determinant>},
{"decompose", lua::wrap<l_decompose>},
{"look_at", lua::wrap<l_look_at>},
{"from_quat", lua::wrap<l_from_quat>},
{"tostring", lua::wrap<l_tostring>},
{NULL, NULL}
};

View File

@ -17,7 +17,7 @@ inline std::shared_ptr<Player> get_player(lua::State* L, int idx) {
static int l_get_pos(lua::State* L) {
if (auto player = get_player(L, 1)) {
return lua::pushvec3(L, player->getPosition());
return lua::pushvec3_stack(L, player->getPosition());
}
return 0;
}
@ -37,7 +37,7 @@ static int l_set_pos(lua::State* L) {
static int l_get_vel(lua::State* L) {
if (auto player = get_player(L, 1)) {
if (auto hitbox = player->getHitbox()) {
return lua::pushvec3(L, hitbox->velocity);
return lua::pushvec3_stack(L, hitbox->velocity);
}
}
return 0;
@ -59,7 +59,7 @@ static int l_set_vel(lua::State* L) {
static int l_get_rot(lua::State* L) {
if (auto player = get_player(L, 1)) {
return lua::pushvec3(L, player->cam);
return lua::pushvec3_stack(L, player->cam);
}
return 0;
}
@ -85,7 +85,7 @@ static int l_set_rot(lua::State* L) {
static int l_get_dir(lua::State* L) {
if (auto player = get_player(L, 1)) {
return lua::pushvec3_arr(L, player->camera->front);
return lua::pushvec3(L, player->camera->front);
}
return 0;
}
@ -133,7 +133,7 @@ static int l_get_selected_block(lua::State* L) {
if (player->selection.vox.id == BLOCK_VOID) {
return 0;
}
return lua::pushivec3(L, player->selection.position);
return lua::pushivec3_stack(L, player->selection.position);
}
return 0;
}
@ -149,7 +149,7 @@ static int l_get_selected_entity(lua::State* L) {
static int l_get_spawnpoint(lua::State* L) {
if (auto player = get_player(L, 1)) {
return lua::pushvec3(L, player->getSpawnPoint());
return lua::pushvec3_stack(L, player->getSpawnPoint());
}
return 0;
}

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@ -140,7 +140,7 @@ static int l_spherical_rand(lua::State* L) {
int argc = lua::gettop(L);
switch (argc) {
case 1:
return lua::pushvec3_arr(L, glm::sphericalRand(lua::tonumber(L, 1)));
return lua::pushvec3(L, glm::sphericalRand(lua::tonumber(L, 1)));
case 2:
return lua::setvec(L, 2,
glm::sphericalRand(static_cast<float>(lua::tonumber(L, 1))));

View File

@ -7,6 +7,8 @@
#include <unordered_map>
#include <typeindex>
#include <typeinfo>
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/gtx/quaternion.hpp>
// NOTE: const std::string& used instead of string_view because c_str() needed
namespace lua {
@ -116,28 +118,47 @@ namespace lua {
return 1;
}
inline int pushivec3(lua::State* L, lua::Integer x, lua::Integer y, lua::Integer z) {
template<int n>
inline int pushvec(lua::State* L, glm::vec<n, float> vec) {
createtable(L, n, 0);
for (int i = 0; i < n; i++) {
pushnumber(L, vec[i]);
rawseti(L, i+1);
}
return 1;
}
template<int n>
inline int pushivec(lua::State* L, glm::vec<n, int> vec) {
createtable(L, n, 0);
for (int i = 0; i < n; i++) {
pushinteger(L, vec[i]);
rawseti(L, i+1);
}
return 1;
}
inline int pushivec3_stack(lua::State* L, lua::Integer x, lua::Integer y, lua::Integer z) {
pushinteger(L, x);
pushinteger(L, y);
pushinteger(L, z);
return 3;
}
inline int pushivec3(lua::State* L, glm::ivec3 vec) {
inline int pushivec3_stack(lua::State* L, glm::ivec3 vec) {
pushinteger(L, vec.x);
pushinteger(L, vec.y);
pushinteger(L, vec.z);
return 3;
}
inline int pushvec3(lua::State* L, glm::vec3 vec) {
inline int pushvec3_stack(lua::State* L, glm::vec3 vec) {
pushnumber(L, vec.x);
pushnumber(L, vec.y);
pushnumber(L, vec.z);
return 3;
}
inline int pushvec4(lua::State* L, glm::vec4 vec) {
inline int pushvec4_stack(lua::State* L, glm::vec4 vec) {
pushnumber(L, vec.x);
pushnumber(L, vec.y);
pushnumber(L, vec.z);
@ -152,62 +173,30 @@ namespace lua {
lua_pushvalue(L, idx);
return 1;
}
inline int pushvec2_arr(lua::State* L, glm::vec2 vec) {
createtable(L, 2, 0);
getglobal(L, "vec2_mt");
setmetatable(L);
pushnumber(L, vec.x);
rawseti(L, 1);
pushnumber(L, vec.y);
rawseti(L, 2);
return 1;
inline int pushvec2(lua::State* L, glm::vec2 vec) {
return pushvec(L, vec);
}
inline int pushvec3_arr(lua::State* L, glm::vec3 vec) {
createtable(L, 3, 0);
getglobal(L, "vec3_mt");
setmetatable(L);
pushnumber(L, vec.x);
rawseti(L, 1);
pushnumber(L, vec.y);
rawseti(L, 2);
pushnumber(L, vec.z);
rawseti(L, 3);
return 1;
inline int pushvec3(lua::State* L, glm::vec3 vec) {
return pushvec(L, vec);
}
inline int pushvec4_arr(lua::State* L, glm::vec4 vec) {
inline int pushvec4(lua::State* L, glm::vec4 vec) {
return pushvec(L, vec);
}
inline int pushcolor(lua::State* L, glm::vec4 vec) {
return pushivec(L, glm::ivec4(vec*255.0f));
}
inline int pushquat(lua::State* L, glm::quat quat) {
createtable(L, 4, 0);
getglobal(L, "vec4_mt");
setmetatable(L);
pushnumber(L, vec.x);
rawseti(L, 1);
pushnumber(L, vec.y);
rawseti(L, 2);
pushnumber(L, vec.z);
rawseti(L, 3);
pushnumber(L, vec.w);
rawseti(L, 4);
for (size_t i = 0; i < 4; i++) {
pushnumber(L, quat[i]);
rawseti(L, i+1);
}
return 1;
}
inline int pushcolor_arr(lua::State* L, glm::vec4 vec) {
createtable(L, 4, 0);
getglobal(L, "color_mt");
setmetatable(L);
pushinteger(L, vec.x*255);
rawseti(L, 1);
pushinteger(L, vec.y*255);
rawseti(L, 2);
pushinteger(L, vec.z*255);
rawseti(L, 3);
pushinteger(L, vec.w*255);
rawseti(L, 4);
return 1;
}
inline int pushmat4(lua::State* L, glm::mat4 matrix) {
createtable(L, 16, 0);
for (uint y = 0; y < 4; y++) {
@ -396,6 +385,24 @@ namespace lua {
pop(L);
return glm::vec4(x, y, z, w);
}
inline glm::quat toquat(lua::State* L, int idx) {
pushvalue(L, idx);
if (!istable(L, idx) || objlen(L, idx) < 4) {
throw std::runtime_error("value must be an array of four numbers");
}
rawgeti(L, 1);
auto x = tonumber(L, -1); pop(L);
rawgeti(L, 2);
auto y = tonumber(L, -1); pop(L);
rawgeti(L, 3);
auto z = tonumber(L, -1); pop(L);
rawgeti(L, 4);
auto w = tonumber(L, -1); pop(L);
pop(L);
return glm::quat(x, y, z, w);
}
inline glm::vec3 tovec3_stack(lua::State* L, int idx) {
return glm::vec3(
tonumber(L, idx), tonumber(L, idx+1), tonumber(L, idx+2)

View File

@ -201,27 +201,27 @@ void scripting::on_blocks_tick(const Block* block, int tps) {
void scripting::update_block(const Block* block, int x, int y, int z) {
std::string name = block->name + ".update";
lua::emit_event(lua::get_main_thread(), name, [x, y, z] (auto L) {
return lua::pushivec3(L, x, y, z);
return lua::pushivec3_stack(L, x, y, z);
});
}
void scripting::random_update_block(const Block* block, int x, int y, int z) {
std::string name = block->name + ".randupdate";
lua::emit_event(lua::get_main_thread(), name, [x, y, z] (auto L) {
return lua::pushivec3(L, x, y, z);
return lua::pushivec3_stack(L, x, y, z);
});
}
void scripting::on_block_placed(Player* player, const Block* block, int x, int y, int z) {
std::string name = block->name + ".placed";
lua::emit_event(lua::get_main_thread(), name, [x, y, z, player] (auto L) {
lua::pushivec3(L, x, y, z);
lua::pushivec3_stack(L, x, y, z);
lua::pushinteger(L, player ? player->getId() : -1);
return 4;
});
auto world_event_args = [block, x, y, z, player] (lua::State* L) {
lua::pushinteger(L, block->rt.id);
lua::pushivec3(L, x, y, z);
lua::pushivec3_stack(L, x, y, z);
lua::pushinteger(L, player ? player->getId() : -1);
return 5;
};
@ -236,14 +236,14 @@ void scripting::on_block_broken(Player* player, const Block* block, int x, int y
std::string name = block->name + ".broken";
if (block->rt.funcsset.onbroken) {
lua::emit_event(lua::get_main_thread(), name, [x, y, z, player] (auto L) {
lua::pushivec3(L, x, y, z);
lua::pushivec3_stack(L, x, y, z);
lua::pushinteger(L, player ? player->getId() : -1);
return 4;
});
}
auto world_event_args = [block, x, y, z, player] (lua::State* L) {
lua::pushinteger(L, block->rt.id);
lua::pushivec3(L, x, y, z);
lua::pushivec3_stack(L, x, y, z);
lua::pushinteger(L, player ? player->getId() : -1);
return 5;
};
@ -257,7 +257,7 @@ void scripting::on_block_broken(Player* player, const Block* block, int x, int y
bool scripting::on_block_interact(Player* player, const Block* block, glm::ivec3 pos) {
std::string name = block->name + ".interact";
return lua::emit_event(lua::get_main_thread(), name, [pos, player] (auto L) {
lua::pushivec3(L, pos.x, pos.y, pos.z);
lua::pushivec3_stack(L, pos.x, pos.y, pos.z);
lua::pushinteger(L, player->getId());
return 4;
});
@ -273,7 +273,7 @@ bool scripting::on_item_use(Player* player, const ItemDef* item) {
bool scripting::on_item_use_on_block(Player* player, const ItemDef* item, int x, int y, int z) {
std::string name = item->name + ".useon";
return lua::emit_event(lua::get_main_thread(), name, [x, y, z, player] (auto L) {
lua::pushivec3(L, x, y, z);
lua::pushivec3_stack(L, x, y, z);
lua::pushinteger(L, player->getId());
return 4;
});
@ -282,7 +282,7 @@ bool scripting::on_item_use_on_block(Player* player, const ItemDef* item, int x,
bool scripting::on_item_break_block(Player* player, const ItemDef* item, int x, int y, int z) {
std::string name = item->name + ".blockbreakby";
return lua::emit_event(lua::get_main_thread(), name, [x, y, z, player] (auto L) {
lua::pushivec3(L, x, y, z);
lua::pushivec3_stack(L, x, y, z);
lua::pushinteger(L, player->getId());
return 4;
});

View File

@ -56,7 +56,7 @@ void Entity::setRig(const rigging::SkeletonConfig* rigConfig) {
);
}
Entities::Entities(Level* level) : level(level) {
Entities::Entities(Level* level) : level(level), sensorsTickClock(20, 3) {
}
template<void(*callback)(const Entity&, size_t, entityid_t)>
@ -350,52 +350,60 @@ void Entities::clean() {
}
}
void Entities::preparePhysics() {
static uint64_t frameid = 0;
frameid++;
auto view = registry.view<EntityId, Transform, Rigidbody>();
auto physics = level->physics.get();
std::vector<Sensor*> sensors;
for (auto [entity, eid, transform, rigidbody] : view.each()) {
if (!rigidbody.enabled) {
continue;
}
// TODO: temporary optimization until threaded solution
if ((eid.uid + frameid) % 3 != 0) {
continue;
}
for (size_t i = 0; i < rigidbody.sensors.size(); i++) {
auto& sensor = rigidbody.sensors[i];
for (auto oid : sensor.prevEntered) {
if (sensor.nextEntered.find(oid) == sensor.nextEntered.end()) {
sensor.exitCallback(sensor.entity, i, oid);
}
void Entities::updateSensors(
Rigidbody& body, const Transform& tsf, std::vector<Sensor*>& sensors
) {
for (size_t i = 0; i < body.sensors.size(); i++) {
auto& sensor = body.sensors[i];
for (auto oid : sensor.prevEntered) {
if (sensor.nextEntered.find(oid) == sensor.nextEntered.end()) {
sensor.exitCallback(sensor.entity, i, oid);
}
sensor.prevEntered = sensor.nextEntered;
sensor.nextEntered.clear();
}
sensor.prevEntered = sensor.nextEntered;
sensor.nextEntered.clear();
switch (sensor.type) {
case SensorType::AABB:
sensor.calculated.aabb = sensor.params.aabb;
sensor.calculated.aabb.transform(transform.combined);
break;
case SensorType::RADIUS:
sensor.calculated.radial = glm::vec4(
rigidbody.hitbox.position.x,
rigidbody.hitbox.position.y,
rigidbody.hitbox.position.z,
sensor.params.radial.w*
sensor.params.radial.w);
break;
}
sensors.push_back(&sensor);
switch (sensor.type) {
case SensorType::AABB:
sensor.calculated.aabb = sensor.params.aabb;
sensor.calculated.aabb.transform(tsf.combined);
break;
case SensorType::RADIUS:
sensor.calculated.radial = glm::vec4(
body.hitbox.position.x,
body.hitbox.position.y,
body.hitbox.position.z,
sensor.params.radial.w*
sensor.params.radial.w);
break;
}
sensors.push_back(&sensor);
}
}
void Entities::preparePhysics(float delta) {
if (sensorsTickClock.update(delta)) {
auto part = sensorsTickClock.getPart();
auto parts = sensorsTickClock.getParts();
auto view = registry.view<EntityId, Transform, Rigidbody>();
auto physics = level->physics.get();
std::vector<Sensor*> sensors;
for (auto [entity, eid, transform, rigidbody] : view.each()) {
if (!rigidbody.enabled) {
continue;
}
if ((eid.uid + part) % parts != 0) {
continue;
}
updateSensors(rigidbody, transform, sensors);
}
physics->setSensors(std::move(sensors));
}
physics->setSensors(std::move(sensors));
}
void Entities::updatePhysics(float delta) {
preparePhysics();
preparePhysics(delta);
auto view = registry.view<EntityId, Transform, Rigidbody>();
auto physics = level->physics.get();

View File

@ -4,6 +4,7 @@
#include "../typedefs.hpp"
#include "../physics/Hitbox.hpp"
#include "../data/dynamic.hpp"
#include "../util/Clock.hpp"
#include <vector>
#include <memory>
@ -161,8 +162,12 @@ class Entities {
std::unordered_map<entityid_t, entt::entity> entities;
std::unordered_map<entt::entity, entityid_t> uids;
entityid_t nextID = 1;
util::Clock sensorsTickClock;
void preparePhysics();
void updateSensors(
Rigidbody& body, const Transform& tsf, std::vector<Sensor*>& sensors
);
void preparePhysics(float delta);
public:
struct RaycastResult {
entityid_t entity;

41
src/util/Clock.cpp Normal file
View File

@ -0,0 +1,41 @@
#include "Clock.hpp"
#include <cmath>
using namespace util;
Clock::Clock(int tickRate, int tickParts)
: tickRate(tickRate),
tickParts(tickParts) {
}
bool Clock::update(float delta) {
tickTimer += delta;
float delay = 1.0f / float(tickRate);
if (tickTimer > delay || tickPartsUndone) {
if (tickPartsUndone) {
tickPartsUndone--;
} else {
tickTimer = std::fmod(tickTimer, delay);
tickPartsUndone = tickParts-1;
}
return true;
}
return false;
}
int Clock::getParts() const {
return tickParts;
}
int Clock::getPart() const {
return tickParts-tickPartsUndone-1;
}
int Clock::getTickRate() const {
return tickRate;
}
int Clock::getTickId() const {
return tickId;
}

24
src/util/Clock.hpp Normal file
View File

@ -0,0 +1,24 @@
#ifndef UTIL_CLOCK_HPP_
#define UTIL_CLOCK_HPP_
namespace util {
class Clock {
int tickRate;
int tickParts;
float tickTimer = 0.0f;
int tickId = 0;
int tickPartsUndone = 0;
public:
Clock(int tickRate, int tickParts);
bool update(float delta);
int getParts() const;
int getPart() const;
int getTickRate() const;
int getTickId() const;
};
}
#endif // UTIL_CLOCK_HPP_