add particles collision detection

This commit is contained in:
MihailRis 2024-11-03 01:59:41 +03:00
parent 1974298c82
commit b944f257f7
7 changed files with 58 additions and 22 deletions

View File

@ -15,7 +15,8 @@ Emitter::Emitter(
prototype(std::move(prototype)),
texture(texture),
spawnInterval(spawnInterval),
count(count) {
count(count),
behaviour() {
this->prototype.emitter = this;
}
@ -37,6 +38,7 @@ void Emitter::update(float delta, std::vector<Particle>& particles) {
while (count && timer > spawnInterval) {
// spawn particle
Particle particle = prototype;
particle.emitter = this;
particle.position = position;
particle.velocity += glm::ballRand(1.0f) * explosion;
particles.push_back(std::move(particle));

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@ -26,6 +26,11 @@ struct Particle {
class Texture;
struct ParticleBehaviour {
bool collision = true;
glm::vec3 gravity {0.0f, -16.0f, 0.0f};
};
class Emitter {
/// @brief Static position or entity
std::variant<glm::vec3, entityid_t> origin;
@ -42,8 +47,10 @@ class Emitter {
/// to spawn on update. May be innacurate.
float timer = 0.0f;
/// @brief Random velocity magnitude applying to spawned particles
glm::vec3 explosion {1.0f};
glm::vec3 explosion {8.0f};
public:
ParticleBehaviour behaviour;
Emitter(
std::variant<glm::vec3, entityid_t> origin,
Particle prototype,
@ -52,6 +59,8 @@ public:
int count
);
explicit Emitter(const Emitter&) = delete;
/// @return Emitter particles texture
const Texture* getTexture() const;

View File

@ -6,22 +6,38 @@
#include "graphics/core/Texture.hpp"
#include "graphics/render/MainBatch.hpp"
#include "window/Camera.hpp"
#include "world/Level.hpp"
#include "voxels/Chunks.hpp"
size_t ParticlesRenderer::visibleParticles = 0;
size_t ParticlesRenderer::aliveEmitters = 0;
ParticlesRenderer::ParticlesRenderer(const Assets& assets)
: batch(std::make_unique<MainBatch>(1024)) {
ParticlesRenderer::ParticlesRenderer(const Assets& assets, const Level& level)
: batch(std::make_unique<MainBatch>(1024)), level(level) {
auto region = util::get_texture_region(assets, "blocks:grass_side", "");
Emitter emitter(glm::vec3(0, 100, 0), Particle {
auto region = util::get_texture_region(assets, "blocks:bazalt", "");
emitters.push_back(std::make_unique<Emitter>(glm::vec3(0, 100, 0), Particle {
nullptr, glm::vec3(), glm::vec3(), 5.0f, region.region
},region.texture, 0.001f, 1000);
emitters.push_back(std::make_unique<Emitter>(emitter));
},region.texture, 0.002f, -1));
}
ParticlesRenderer::~ParticlesRenderer() = default;
static inline void update_particle(
Particle& particle, float delta, const Chunks& chunks
) {
const auto& behave = particle.emitter->behaviour;
auto& pos = particle.position;
auto& vel = particle.velocity;
vel += delta * behave.gravity;
if (behave.collision && chunks.isObstacleAt(pos + vel * delta)) {
vel *= 0.0f;
}
pos += vel * delta;
particle.lifetime -= delta;
}
void ParticlesRenderer::renderParticles(const Camera& camera, float delta) {
const auto& right = camera.right;
const auto& up = camera.up;
@ -41,7 +57,7 @@ void ParticlesRenderer::renderParticles(const Camera& camera, float delta) {
while (iter != vec.end()) {
auto& particle = *iter;
particle.position += particle.velocity * delta;
update_particle(particle, delta, *level.chunks);
batch->quad(
particle.position,
@ -52,8 +68,6 @@ void ParticlesRenderer::renderParticles(const Camera& camera, float delta) {
glm::vec3(1.0f),
particle.region
);
particle.lifetime -= delta;
if (particle.lifetime <= 0.0f) {
iter = vec.erase(iter);
} else {

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@ -10,15 +10,17 @@ class Texture;
class Assets;
class Camera;
class MainBatch;
class Level;
class ParticlesRenderer {
const Level& level;
std::unordered_map<const Texture*, std::vector<Particle>> particles;
std::vector<std::unique_ptr<Emitter>> emitters;
std::unique_ptr<MainBatch> batch;
void renderParticles(const Camera& camera, float delta);
public:
ParticlesRenderer(const Assets& assets);
ParticlesRenderer(const Assets& assets, const Level& level);
~ParticlesRenderer();
void render(const Camera& camera, float delta);

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@ -62,8 +62,9 @@ WorldRenderer::WorldRenderer(
level->chunks.get(),
&engine->getSettings()
)),
particles(std::make_unique<ParticlesRenderer>(*engine->getAssets())) {
particles(std::make_unique<ParticlesRenderer>(
*engine->getAssets(), *frontend->getLevel()
)) {
renderer = std::make_unique<ChunksRenderer>(
level, frontend->getContentGfxCache(), &engine->getSettings()
);

View File

@ -61,10 +61,10 @@ voxel* Chunks::get(int32_t x, int32_t y, int32_t z) const {
return &chunk->voxels[(y * CHUNK_D + lz) * CHUNK_W + lx];
}
const AABB* Chunks::isObstacleAt(float x, float y, float z) {
int ix = floor(x);
int iy = floor(y);
int iz = floor(z);
const AABB* Chunks::isObstacleAt(float x, float y, float z) const {
int ix = std::floor(x);
int iy = std::floor(y);
int iz = std::floor(z);
voxel* v = get(ix, iy, iz);
if (v == nullptr) {
if (iy >= CHUNK_H) {
@ -172,8 +172,9 @@ Chunk* Chunks::getChunk(int x, int z) {
}
glm::ivec3 Chunks::seekOrigin(
glm::ivec3 pos, const Block& def, blockstate state
) {
const glm::ivec3& srcpos, const Block& def, blockstate state
) const {
auto pos = srcpos;
const auto& rotation = def.rotations.variants[state.rotation];
auto segment = state.segment;
while (true) {

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@ -69,7 +69,9 @@ public:
/// @param def segment block definition
/// @param state segment block state
/// @return origin block position or `pos` if block is not extended
glm::ivec3 seekOrigin(glm::ivec3 pos, const Block& def, blockstate state);
glm::ivec3 seekOrigin(
const glm::ivec3& pos, const Block& def, blockstate state
) const;
/// @brief Check if required zone is replaceable
/// @param def definition of the block that requires a replaceable zone
@ -97,7 +99,12 @@ public:
glm::vec3 rayCastToObstacle(glm::vec3 start, glm::vec3 dir, float maxDist);
const AABB* isObstacleAt(float x, float y, float z);
const AABB* isObstacleAt(float x, float y, float z) const;
const AABB* isObstacleAt(const glm::vec3& pos) const {
return isObstacleAt(pos.x, pos.y, pos.z);
}
bool isSolidBlock(int32_t x, int32_t y, int32_t z);
bool isReplaceableBlock(int32_t x, int32_t y, int32_t z);
bool isObstacleBlock(int32_t x, int32_t y, int32_t z);