Merge pull request #38 from clasher113/main

Completed vertical block rotation (pipe)
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MihailRis 2023-12-05 16:27:29 +03:00 committed by GitHub
commit fd11b55be7
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5 changed files with 21 additions and 28 deletions

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@ -3,6 +3,7 @@
#include <string>
#include <vector>
#include "../typedefs.h"
class Texture;
class Batch2D;

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@ -224,14 +224,12 @@ void PlayerController::updateInteraction(){
if (def->rotatable){
const string& name = def->rotations.name;
if (name == "pipe") {
if (abs(norm.x) > abs(norm.z)){
if (abs(norm.x) > abs(norm.y)) states = BLOCK_DIR_X;
if (abs(norm.x) < abs(norm.y)) states = BLOCK_DIR_Y;
}
if (abs(norm.x) < abs(norm.z)){
if (abs(norm.z) > abs(norm.y)) states = BLOCK_DIR_Z;
if (abs(norm.z) < abs(norm.y)) states = BLOCK_DIR_Y;
}
if (norm.x < 0.0f) states = BLOCK_DIR_WEST;
else if (norm.x > 0.0f) states = BLOCK_DIR_EAST;
else if (norm.y > 0.0f) states = BLOCK_DIR_UP;
else if (norm.y < 0.0f) states = BLOCK_DIR_DOWN;
else if (norm.z > 0.0f) states = BLOCK_DIR_NORTH;
else if (norm.z < 0.0f) states = BLOCK_DIR_SOUTH;
} else if (name == "pane") {
vec3 vec = camera->dir;
if (abs(vec.x) > abs(vec.z)){

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@ -15,23 +15,19 @@ void CoordSystem::transform(AABB& aabb) {
}
const BlockRotProfile BlockRotProfile::PIPE {"pipe", {
// Vertical
{{1, 0, 0}, {0, 1, 0}, {0, 0, 1}, {0, 0, 0}, {0, 0, 0}},
// X-Aligned
{{0, -1, 0}, {1, 0, 0}, {0, 0, 1}, {0, 1, 0}, {0, 1, 0}},
// Z-Aligned
{{1, 0, 0}, {0, 0, 1}, {0, -1, 0}, {0, 0, -1}, {0, 1, 0}},
{ { 1, 0, 0 }, { 0, 0, 1 }, { 0,-1, 0 }, { 0, 0,-1 }, { 0, 1, 0 } }, // North
{ { 0, 1, 0 }, {-1, 0, 0 }, { 0, 0, 1 }, { 1, 0, 0 }, { 1, 0, 0 } }, // East
{ { 1, 0, 0 }, { 0, 0,-1 }, { 0, 1, 0 }, { 0, 1, 0 }, { 0, 0, 1 } }, // South
{ { 0,-1, 0 }, { 1, 0, 0 }, { 0, 0, 1 }, { 0, 1, 0 }, { 0, 1, 0 } }, // West
{ { 1, 0, 0 }, { 0, 1, 0 }, { 0, 0, 1 }, { 0, 0, 0 }, { 0, 0, 0 } }, // Up
{ { 1, 0, 0 }, { 0,-1, 0 }, { 0, 0,-1 }, { 0, 1,-1 }, { 0, 1, 1 } }, // Down
}};
const BlockRotProfile BlockRotProfile::PANE {"pane", {
// North
{{1, 0, 0}, {0, 1, 0}, {0, 0, 1}, {0, 0, 0}, {0, 0, 0}},
// East
{{0, 0, -1}, {0, 1, 0}, {1, 0, 0}, {1, 0, 0}, {0, 0, 1}},
// South
{{-1, 0, 0}, {0, 1, 0}, {0, 0, -1}, {1, 0, -1}, {1, 0, 1}},
// West
{{0, 0, 1}, {0, 1, 0}, {-1, 0, 0}, {0, 0, -1}, {1, 0, 0}},
{ { 1, 0, 0 }, { 0, 1, 0 }, { 0, 0, 1 }, { 0, 0, 0 }, { 0, 0, 0 } }, // North
{ { 0, 0,-1 }, { 0, 1, 0 }, { 1, 0, 0 }, { 1, 0, 0 }, { 0, 0, 1 } }, // East
{ {-1, 0, 0 }, { 0, 1, 0 }, { 0, 0,-1 }, { 1, 0,-1 }, { 1, 0, 1 } }, // South
{ { 0, 0, 1 }, { 0, 1, 0 }, {-1, 0, 0 }, { 0, 0,-1 }, { 1, 0, 0 } }, // West
}};
Block::Block(std::string name)

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@ -206,7 +206,7 @@ void WorldGenerator::generate(voxel* voxels, int cx, int cz, int seed){
int tree = generate_tree(&noise, &randomtree, heights, humidity, real_x, real_y, real_z, treesTile);
if (tree) {
id = tree;
states = BLOCK_DIR_Y;
states = BLOCK_DIR_UP;
}
}
if (((height - (1.5 - 0.2 * pow(height - 54, 4))) < real_y) && (real_y < height) && humidity.get(real_x, real_z) < 0.1){
@ -224,7 +224,7 @@ void WorldGenerator::generate(voxel* voxels, int cx, int cz, int seed){
}
if ((height > SEA_LEVEL+1) && ((int)(height + 1) == real_y) && ((unsigned short)randomgrass.rand() > 65533)){
id = idWood;
states = BLOCK_DIR_Y;
states = BLOCK_DIR_UP;
}
voxels[(y * CHUNK_D + z) * CHUNK_W + x].id = id;
voxels[(y * CHUNK_D + z) * CHUNK_W + x].states = states;

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@ -3,14 +3,12 @@
#include "../typedefs.h"
const int BLOCK_DIR_X = 0x1;
const int BLOCK_DIR_Y = 0x0;
const int BLOCK_DIR_Z = 0x2;
const int BLOCK_DIR_NORTH = 0x0;
const int BLOCK_DIR_WEST = 0x1;
const int BLOCK_DIR_SOUTH = 0x2;
const int BLOCK_DIR_EAST = 0x3;
const int BLOCK_DIR_UP = 0x4;
const int BLOCK_DIR_DOWN = 0x5;
// limited to 16 block orientations
const int BLOCK_ROT_MASK = 0xF;