370 lines
11 KiB
C++
370 lines
11 KiB
C++
#include "blocks_agent.hpp"
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#include "maths/rays.hpp"
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#include <limits>
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using namespace blocks_agent;
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template <class Storage>
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static inline void set_block(
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Storage& chunks,
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int32_t x,
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int32_t y,
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int32_t z,
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uint32_t id,
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blockstate state
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) {
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if (y < 0 || y >= CHUNK_H) {
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return;
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}
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const auto& indices = chunks.getContentIndices();
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int cx = floordiv<CHUNK_W>(x);
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int cz = floordiv<CHUNK_D>(z);
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Chunk* chunk = get_chunk(chunks, cx, cz);
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if (chunk == nullptr) {
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return;
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}
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int lx = x - cx * CHUNK_W;
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int lz = z - cz * CHUNK_D;
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size_t index = vox_index(lx, y, lz);
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// block finalization
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voxel& vox = chunk->voxels[(y * CHUNK_D + lz) * CHUNK_W + lx];
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const auto& prevdef = indices.blocks.require(vox.id);
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if (prevdef.inventorySize != 0) {
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chunk->removeBlockInventory(lx, y, lz);
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}
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if (prevdef.rt.extended && !vox.state.segment) {
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erase_segments(chunks, prevdef, vox.state, x, y, z);
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}
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if (prevdef.dataStruct) {
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if (auto found = chunk->blocksMetadata.find(index)) {
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chunk->blocksMetadata.free(found);
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chunk->flags.unsaved = true;
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chunk->flags.blocksData = true;
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}
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}
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// block initialization
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const auto& newdef = indices.blocks.require(id);
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vox.id = id;
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vox.state = state;
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chunk->setModifiedAndUnsaved();
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if (!state.segment && newdef.rt.extended) {
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repair_segments(chunks, newdef, state, x, y, z);
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}
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if (y < chunk->bottom)
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chunk->bottom = y;
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else if (y + 1 > chunk->top)
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chunk->top = y + 1;
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else if (id == 0)
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chunk->updateHeights();
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if (lx == 0 && (chunk = get_chunk(chunks, cx - 1, cz))) {
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chunk->flags.modified = true;
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}
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if (lz == 0 && (chunk = get_chunk(chunks, cx, cz - 1))) {
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chunk->flags.modified = true;
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}
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if (lx == CHUNK_W - 1 && (chunk = get_chunk(chunks, cx + 1, cz))) {
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chunk->flags.modified = true;
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}
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if (lz == CHUNK_D - 1 && (chunk = get_chunk(chunks, cx, cz + 1))) {
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chunk->flags.modified = true;
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}
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}
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void blocks_agent::set(
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Chunks& chunks,
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int32_t x,
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int32_t y,
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int32_t z,
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uint32_t id,
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blockstate state
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) {
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set_block(chunks, x, y, z, id, state);
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}
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void blocks_agent::set(
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GlobalChunks& chunks,
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int32_t x,
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int32_t y,
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int32_t z,
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uint32_t id,
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blockstate state
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) {
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set_block(chunks, x, y, z, id, state);
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}
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template <class Storage>
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static inline voxel* raycast_blocks(
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const Storage& chunks,
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const glm::vec3& start,
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const glm::vec3& dir,
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float maxDist,
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glm::vec3& end,
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glm::ivec3& norm,
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glm::ivec3& iend,
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std::set<blockid_t> filter
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) {
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const auto& blocks = chunks.getContentIndices().blocks;
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float px = start.x;
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float py = start.y;
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float pz = start.z;
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float dx = dir.x;
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float dy = dir.y;
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float dz = dir.z;
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float t = 0.0f;
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int ix = std::floor(px);
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int iy = std::floor(py);
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int iz = std::floor(pz);
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int stepx = (dx > 0.0f) ? 1 : -1;
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int stepy = (dy > 0.0f) ? 1 : -1;
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int stepz = (dz > 0.0f) ? 1 : -1;
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constexpr float infinity = std::numeric_limits<float>::infinity();
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constexpr float epsilon = 1e-6f; // 0.000001
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float txDelta = (std::fabs(dx) < epsilon) ? infinity : std::fabs(1.0f / dx);
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float tyDelta = (std::fabs(dy) < epsilon) ? infinity : std::fabs(1.0f / dy);
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float tzDelta = (std::fabs(dz) < epsilon) ? infinity : std::fabs(1.0f / dz);
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float xdist = (stepx > 0) ? (ix + 1 - px) : (px - ix);
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float ydist = (stepy > 0) ? (iy + 1 - py) : (py - iy);
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float zdist = (stepz > 0) ? (iz + 1 - pz) : (pz - iz);
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float txMax = (txDelta < infinity) ? txDelta * xdist : infinity;
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float tyMax = (tyDelta < infinity) ? tyDelta * ydist : infinity;
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float tzMax = (tzDelta < infinity) ? tzDelta * zdist : infinity;
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int steppedIndex = -1;
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while (t <= maxDist) {
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voxel* voxel = get(chunks, ix, iy, iz);
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if (voxel == nullptr) {
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return nullptr;
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}
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const auto& def = blocks.require(voxel->id);
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if ((filter.empty() && def.selectable) ||
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(!filter.empty() && filter.find(def.rt.id) == filter.end())) {
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end.x = px + t * dx;
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end.y = py + t * dy;
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end.z = pz + t * dz;
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iend.x = ix;
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iend.y = iy;
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iend.z = iz;
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if (!def.rt.solid) {
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const std::vector<AABB>& hitboxes =
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def.rotatable ? def.rt.hitboxes[voxel->state.rotation]
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: def.hitboxes;
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scalar_t distance = maxDist;
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Ray ray(start, dir);
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bool hit = false;
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glm::vec3 offset {};
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if (voxel->state.segment) {
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offset = seek_origin(chunks, iend, def, voxel->state) - iend;
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}
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for (auto box : hitboxes) {
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box.a += offset;
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box.b += offset;
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scalar_t boxDistance;
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glm::ivec3 boxNorm;
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if (ray.intersectAABB(
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iend, box, maxDist, boxNorm, boxDistance
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) > RayRelation::None &&
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boxDistance < distance) {
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hit = true;
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distance = boxDistance;
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norm = boxNorm;
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end = start + (dir * glm::vec3(distance));
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}
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}
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if (hit) return voxel;
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} else {
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iend.x = ix;
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iend.y = iy;
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iend.z = iz;
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norm.x = norm.y = norm.z = 0;
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if (steppedIndex == 0) norm.x = -stepx;
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if (steppedIndex == 1) norm.y = -stepy;
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if (steppedIndex == 2) norm.z = -stepz;
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return voxel;
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}
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}
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if (txMax < tyMax) {
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if (txMax < tzMax) {
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ix += stepx;
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t = txMax;
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txMax += txDelta;
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steppedIndex = 0;
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} else {
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iz += stepz;
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t = tzMax;
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tzMax += tzDelta;
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steppedIndex = 2;
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}
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} else {
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if (tyMax < tzMax) {
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iy += stepy;
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t = tyMax;
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tyMax += tyDelta;
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steppedIndex = 1;
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} else {
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iz += stepz;
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t = tzMax;
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tzMax += tzDelta;
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steppedIndex = 2;
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}
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}
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}
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iend.x = ix;
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iend.y = iy;
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iend.z = iz;
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end.x = px + t * dx;
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end.y = py + t * dy;
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end.z = pz + t * dz;
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norm.x = norm.y = norm.z = 0;
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return nullptr;
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}
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voxel* blocks_agent::raycast(
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const Chunks& chunks,
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const glm::vec3& start,
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const glm::vec3& dir,
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float maxDist,
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glm::vec3& end,
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glm::ivec3& norm,
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glm::ivec3& iend,
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std::set<blockid_t> filter
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) {
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return raycast_blocks(chunks, start, dir, maxDist, end, norm, iend, filter);
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}
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voxel* blocks_agent::raycast(
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const GlobalChunks& chunks,
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const glm::vec3& start,
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const glm::vec3& dir,
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float maxDist,
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glm::vec3& end,
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glm::ivec3& norm,
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glm::ivec3& iend,
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std::set<blockid_t> filter
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) {
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return raycast_blocks(chunks, start, dir, maxDist, end, norm, iend, filter);
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}
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// reduce nesting on next modification
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// 25.06.2024: not now
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// 11.11.2024: not now
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template <class Storage>
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inline void get_voxels_impl(
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const Storage& chunks, VoxelsVolume* volume, bool backlight
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) {
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const auto& blocks = chunks.getContentIndices().blocks;
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voxel* voxels = volume->getVoxels();
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light_t* lights = volume->getLights();
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int x = volume->getX();
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int y = volume->getY();
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int z = volume->getZ();
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int w = volume->getW();
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int h = volume->getH();
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int d = volume->getD();
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int scx = floordiv<CHUNK_W>(x);
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int scz = floordiv<CHUNK_D>(z);
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int ecx = floordiv<CHUNK_W>(x + w);
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int ecz = floordiv<CHUNK_D>(z + d);
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int cw = ecx - scx + 1;
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int cd = ecz - scz + 1;
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// cw*cd chunks will be scanned
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for (int cz = scz; cz < scz + cd; cz++) {
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for (int cx = scx; cx < scx + cw; cx++) {
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const auto chunk = get_chunk(chunks, cx, cz);
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if (chunk == nullptr) {
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// no chunk loaded -> filling with BLOCK_VOID
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for (int ly = y; ly < y + h; ly++) {
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for (int lz = std::max(z, cz * CHUNK_D);
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lz < std::min(z + d, (cz + 1) * CHUNK_D);
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lz++) {
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for (int lx = std::max(x, cx * CHUNK_W);
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lx < std::min(x + w, (cx + 1) * CHUNK_W);
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lx++) {
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uint idx = vox_index(lx - x, ly - y, lz - z, w, d);
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voxels[idx].id = BLOCK_VOID;
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lights[idx] = 0;
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}
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}
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}
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} else {
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const voxel* cvoxels = chunk->voxels;
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const light_t* clights = chunk->lightmap.getLights();
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for (int ly = y; ly < y + h; ly++) {
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for (int lz = std::max(z, cz * CHUNK_D);
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lz < std::min(z + d, (cz + 1) * CHUNK_D);
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lz++) {
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for (int lx = std::max(x, cx * CHUNK_W);
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lx < std::min(x + w, (cx + 1) * CHUNK_W);
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lx++) {
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uint vidx = vox_index(lx - x, ly - y, lz - z, w, d);
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uint cidx = vox_index(
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lx - cx * CHUNK_W,
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ly,
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lz - cz * CHUNK_D,
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CHUNK_W,
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CHUNK_D
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);
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voxels[vidx] = cvoxels[cidx];
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light_t light = clights[cidx];
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if (backlight) {
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const auto block = blocks.get(voxels[vidx].id);
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if (block && block->lightPassing) {
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light = Lightmap::combine(
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std::min(15,
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Lightmap::extract(light, 0) + 1),
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std::min(15,
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Lightmap::extract(light, 1) + 1),
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std::min(15,
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Lightmap::extract(light, 2) + 1),
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std::min(15,
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static_cast<int>(Lightmap::extract(light, 3)))
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);
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}
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}
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lights[vidx] = light;
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}
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}
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}
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}
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}
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}
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}
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void blocks_agent::get_voxels(
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const Chunks& chunks, VoxelsVolume* volume, bool backlight
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) {
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get_voxels_impl(chunks, volume, backlight);
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}
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void blocks_agent::get_voxels(
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const GlobalChunks& chunks, VoxelsVolume* volume, bool backlight
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) {
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get_voxels_impl(chunks, volume, backlight);
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}
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