VoxelEngine/src/voxels/blocks_agent.cpp
2024-12-17 19:40:00 +03:00

370 lines
11 KiB
C++

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