Merge branch 'dev' into generated-pcm-stream

This commit is contained in:
MihailRis 2025-11-04 18:15:42 +03:00
commit 25808d2b21
19 changed files with 153 additions and 22 deletions

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@ -98,6 +98,32 @@ Properties available for variance:
Variants are managed via `block.set_variant(x, y, z, index)`.
### Custom model variants (geometry switching)
You can use different custom models for different variants. Provide a separate `model-name` for each variant that needs different geometry. The renderer caches geometry per (block id, variant).
The base model (specified in root) becomes variant 0. The variants array maps to indices 1+.
Example (default + two custom variants):
```json
{
"model": "custom",
"model-name": "stairs_middle",
"state-based": {
"bits": 4,
"variants": [
{ "model": "custom", "model-name": "stairs_left" },
{ "model": "custom", "model-name": "stairs_right" }
]
}
}
```
In this example:
- Variant 0 = `stairs_middle` (from root)
- Variant 1 = `stairs_left` (from variants[0])
- Variant 2 = `stairs_right` (from variants[1])
## Lighting
### *emission*

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@ -48,6 +48,12 @@ input.get_mouse_pos() --> {int, int}
Returns cursor screen position.
```lua
input.get_mouse_delta() --> {int, int}
```
Returns cursor movement delta.
```lua
input.get_bindings() --> strings array
```

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@ -119,6 +119,18 @@ player.get_name(playerid: int) -> str
Player name setter and getter
```lua
player.get_camera(playerid: int) -> int
```
Returns the index of the player's current camera.
```lua
player.set_camera(playerid: int, camera_index: int)
```
Switches the player's camera. See [cameras](libcameras.md).
```lua
player.set_selected_slot(playerid: int, slotid: int)
```

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@ -190,6 +190,12 @@ function on_hud_open(playerid: int)
Called after world open.
```lua
function on_hud_render()
```
Called every frame. Used for client-side tasks such as animation and camera control.
```lua
function on_hud_close(playerid: int)
```

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@ -106,6 +106,32 @@
Управление состоянием производится через `block.set_variant(x, y, z, index)`.
### Кастомные модели по вариантам (переключение геометрии)
Для custom-моделей можно переключать геометрию по варианту. Укажите отдельный `model-name` в нужных вариантах — рендерер кэширует геометрию по паре (id блока, вариант).
Базовая модель (из корня) становится вариантом 0. Массив variants соответствует индексам 1+.
Пример (база + два кастомных варианта):
```json
{
"model": "custom",
"model-name": "stairs_middle",
"state-based": {
"bits": 4,
"variants": [
{ "model": "custom", "model-name": "stairs_left" },
{ "model": "custom", "model-name": "stairs_right" }
]
}
}
```
В этом примере:
- Вариант 0 = `stairs_middle` (из корня)
- Вариант 1 = `stairs_left` (из variants[0])
- Вариант 2 = `stairs_right` (из variants[1])
## Освещение
### Излучение - *emission*:

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@ -48,6 +48,12 @@ input.get_mouse_pos() --> {int, int}
Возвращает позицию курсора на экране.
```lua
input.get_mouse_delta() --> {int, int}
```
Возращает дельту позиции курсора.
```lua
input.get_bindings() --> массив строк
```

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@ -119,6 +119,18 @@ player.get_name(playerid: int) -> str
Сеттер и геттер имени игрока
```lua
player.get_camera(playerid: int) -> int
```
Возвращает индекс текущей камеры игрока
```lua
player.set_camera(playerid: int, camera_index: int)
```
Переключает камеру игрока. См. [камеры](libcameras.md).
```lua
player.set_selected_slot(playerid: int, slotid: int)
```

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@ -190,6 +190,12 @@ function on_hud_open(playerid: int)
Вызывается после входа в мир, когда становится доступна библиотека hud. Здесь на экран добавляются постоянные элементы.
```lua
function on_hud_render()
```
Вызывается каждый кадр. Используется для клиентских задач, таких как анимация, управление камерой.
```lua
function on_hud_close(playerid: int)
```

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@ -62,7 +62,7 @@ void ContentGfxCache::refreshVariant(
}
}
}
models[def.rt.id] = std::move(model);
models[modelKey(def.rt.id, variantIndex)] = std::move(model);
}
}
@ -94,8 +94,8 @@ void ContentGfxCache::refresh() {
ContentGfxCache::~ContentGfxCache() = default;
const model::Model& ContentGfxCache::getModel(blockid_t id) const {
const auto& found = models.find(id);
const model::Model& ContentGfxCache::getModel(blockid_t id, uint8_t variant) const {
const auto& found = models.find(modelKey(id, variant));
if (found == models.end()) {
throw std::runtime_error("model not found");
}

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@ -27,7 +27,11 @@ class ContentGfxCache {
// array of block sides uv regions (6 per block)
std::unique_ptr<UVRegion[]> sideregions;
std::unordered_map<blockid_t, model::Model> models;
std::unordered_map<uint64_t, model::Model> models;
static inline uint64_t modelKey(blockid_t id, uint8_t variant) {
return (uint64_t(id) << 8) | uint64_t(variant & 0xFF);
}
void refreshVariant(
const Block& def,
@ -53,7 +57,7 @@ public:
return sideregions[getRegionIndex(id, variant, side, !dense)];
}
const model::Model& getModel(blockid_t id) const;
const model::Model& getModel(blockid_t id, uint8_t variant) const;
void refresh(const Block& block, const Atlas& atlas);

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@ -49,8 +49,7 @@ LevelFrontend::LevelFrontend(
auto sound = rassets.get<audio::Sound>(material->stepsSound);
glm::vec3 pos {};
auto soundsCamera = currentPlayer->currentCamera.get();
if (soundsCamera == currentPlayer->spCamera.get() ||
soundsCamera == currentPlayer->tpCamera.get()) {
if (currentPlayer->isCurrentCameraBuiltin()) {
soundsCamera = currentPlayer->fpCamera.get();
}
bool relative = player == currentPlayer &&

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@ -67,7 +67,7 @@ std::unique_ptr<ImageData> BlocksPreview::draw(
glm::vec3 poff = glm::vec3(0.0f, 0.0f, 1.0f);
offset.y += (1.0f - hitbox).y * 0.5f;
shader.uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
const auto& model = cache.getModel(def.rt.id);
const auto& model = cache.getModel(def.rt.id, 0);
for (const auto& mesh : model.meshes) {
for (const auto& vertex : mesh.vertices) {

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@ -308,7 +308,7 @@ void BlocksRenderer::blockCustomModel(
Z = orient.axes[2];
}
const auto& model = cache.getModel(block.rt.id);
const auto& model = cache.getModel(block.rt.id, block.getVariantIndex(states.userbits));
for (const auto& mesh : model.meshes) {
if (vertexCount + mesh.vertices.size() >= capacity) {
overflow = true;

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@ -207,8 +207,7 @@ void CameraControl::update(
tpCamera->front = camera->front;
tpCamera->right = camera->right;
}
if (player.currentCamera == spCamera || player.currentCamera == tpCamera ||
player.currentCamera == camera) {
if (player.isCurrentCameraBuiltin()) {
player.currentCamera->setFov(glm::radians(settings.fov.get()));
}
}
@ -280,7 +279,7 @@ void PlayerController::postUpdate(
updateFootsteps(delta);
}
if (!pause && input) {
if (!pause && input && player.isCurrentCameraBuiltin()) {
camControl.updateMouse(this->input, windowHeight);
}
camControl.refreshRotation();

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@ -82,6 +82,12 @@ static int l_get_mouse_pos(lua::State* L) {
return lua::pushvec2(L, engine->getInput().getCursor().pos);
}
static int l_get_mouse_delta(lua::State* L) {
if (engine->isHeadless())
return 0;
return lua::pushvec2(L, engine->getInput().getCursor().delta);
}
static int l_get_bindings(lua::State* L) {
if (engine->isHeadless())
return 0;
@ -171,6 +177,7 @@ const luaL_Reg inputlib[] = {
{"mousecode", lua::wrap<l_mousecode>},
{"add_callback", lua::wrap<l_add_callback>},
{"get_mouse_pos", lua::wrap<l_get_mouse_pos>},
{"get_mouse_delta", lua::wrap<l_get_mouse_delta>},
{"get_bindings", lua::wrap<l_get_bindings>},
{"get_binding_text", lua::wrap<l_get_binding_text>},
{"is_active", lua::wrap<l_is_active>},

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@ -118,6 +118,11 @@ namespace util {
return x * x + y * y + z * z;
}
/// @return integer dot product of two vectors
inline int dot(const glm::ivec3& a, const glm::ivec3& b) {
return a.x * b.x + a.y * b.y + a.z * b.z;
}
/// @brief Find nearest point on segment to given
/// @param a segment point A
/// @param b segment point B
@ -144,12 +149,17 @@ namespace util {
inline glm::ivec3 closest_point_on_segment(
const glm::ivec3& a, const glm::ivec3& b, const glm::ivec3& point
) {
auto vec = b - a;
float da = distance2(point, a);
float db = distance2(point, b);
float len = length2(vec);
float t = (((da - db) / len) * 0.5f + 0.5f);
t = std::min(1.0f, std::max(0.0f, t));
return a + glm::ivec3(glm::vec3(vec) * t);
glm::ivec3 vec = b - a;
int len2 = length2(vec);
if (len2 == 0) return a;
glm::ivec3 ap = point - a;
int dot_product = dot(ap, vec);
float t = static_cast<float>(dot_product) / static_cast<float>(len2);
t = glm::clamp(t, 0.0f, 1.0f);
return a + glm::ivec3(glm::round(glm::vec3(vec) * t));
}
}

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@ -84,6 +84,12 @@ Hitbox* Player::getHitbox() {
return nullptr;
}
bool Player::isCurrentCameraBuiltin() const {
return currentCamera.get() == fpCamera.get() ||
currentCamera.get() == spCamera.get() ||
currentCamera.get() == tpCamera.get();
}
void Player::updateSelectedEntity() {
selectedEid = selection.entity;
}

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@ -131,6 +131,8 @@ public:
return position;
}
bool isCurrentCameraBuiltin() const;
Hitbox* getHitbox();
void setSpawnPoint(glm::vec3 point);
@ -147,4 +149,8 @@ public:
inline u64id_t getId() const {
return id;
}
Level& getLevel() const {
return level;
}
};

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@ -547,13 +547,13 @@ void WorldGenerator::generateLine(
auto b = line.b;
int minX = std::max(0, std::min(a.x-radius-cgx, b.x-radius-cgx));
int maxX = std::min(CHUNK_W, std::max(a.x+radius-cgx, b.x+radius-cgx));
int maxX = std::min(CHUNK_W, std::max(a.x+radius-cgx, b.x+radius-cgx) + 1);
int minZ = std::max(0, std::min(a.z-radius-cgz, b.z-radius-cgz));
int maxZ = std::min(CHUNK_D, std::max(a.z+radius-cgz, b.z+radius-cgz));
int maxZ = std::min(CHUNK_D, std::max(a.z+radius-cgz, b.z+radius-cgz) + 1);
int minY = std::max(0, std::min(a.y-radius, b.y-radius));
int maxY = std::min(CHUNK_H, std::max(a.y+radius, b.y+radius));
int maxY = std::min(CHUNK_H, std::max(a.y+radius, b.y+radius) + 1);
for (int y = minY; y < maxY; y++) {
for (int z = minZ; z < maxZ; z++) {