converting block states to a bitfield
This commit is contained in:
parent
5dd06b233e
commit
6d933ac263
@ -20,6 +20,7 @@
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#include <string>
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#include <memory>
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#include <sstream>
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#include <bitset>
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using namespace gui;
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@ -75,7 +76,9 @@ std::shared_ptr<UINode> create_debug_panel(
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auto* indices = level->content->getIndices();
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auto def = indices->getBlockDef(player->selectedVoxel.id);
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std::wstringstream stream;
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stream << std::hex << player->selectedVoxel.states;
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stream << "r:" << player->selectedVoxel.state.rotation << " s:"
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<< player->selectedVoxel.state.segment << " u:"
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<< std::bitset<8>(player->selectedVoxel.state.userbits);
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if (def) {
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stream << L" (" << util::str2wstr_utf8(def->name) << L")";
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}
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@ -219,10 +219,13 @@ void BlocksRenderer::blockXSprite(int x, int y, int z,
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// HINT: texture faces order: {east, west, bottom, top, south, north}
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/* AABB blocks render method */
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void BlocksRenderer::blockAABB(const ivec3& icoord,
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const UVRegion(&texfaces)[6],
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const Block* block, ubyte rotation,
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bool lights) {
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void BlocksRenderer::blockAABB(
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const ivec3& icoord,
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const UVRegion(&texfaces)[6],
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const Block* block,
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ubyte rotation,
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bool lights
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) {
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if (block->hitboxes.empty()) {
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return;
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}
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@ -301,11 +304,13 @@ void BlocksRenderer::blockCustomModel(const ivec3& icoord,
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}
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/* Fastest solid shaded blocks render method */
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void BlocksRenderer::blockCube(int x, int y, int z,
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const UVRegion(&texfaces)[6],
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const Block* block,
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ubyte states,
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bool lights) {
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void BlocksRenderer::blockCube(
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int x, int y, int z,
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const UVRegion(&texfaces)[6],
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const Block* block,
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blockstate states,
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bool lights
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) {
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ubyte group = block->drawGroup;
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vec3 X(1, 0, 0);
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@ -314,7 +319,7 @@ void BlocksRenderer::blockCube(int x, int y, int z,
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vec3 coord(x, y, z);
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if (block->rotatable) {
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auto& rotations = block->rotations;
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auto& orient = rotations.variants[states & BLOCK_ROT_MASK];
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auto& orient = rotations.variants[states.rotation];
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X = orient.axisX;
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Y = orient.axisY;
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Z = orient.axisZ;
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@ -423,7 +428,7 @@ void BlocksRenderer::render(const voxel* voxels) {
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int z = (i / CHUNK_D) % CHUNK_W;
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switch (def.model) {
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case BlockModel::block:
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blockCube(x, y, z, texfaces, &def, vox.states, !def.rt.emissive);
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blockCube(x, y, z, texfaces, &def, vox.state, !def.rt.emissive);
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break;
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case BlockModel::xsprite: {
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blockXSprite(x, y, z, vec3(1.0f),
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@ -431,11 +436,11 @@ void BlocksRenderer::render(const voxel* voxels) {
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break;
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}
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case BlockModel::aabb: {
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blockAABB(ivec3(x,y,z), texfaces, &def, vox.rotation(), !def.rt.emissive);
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blockAABB(ivec3(x,y,z), texfaces, &def, vox.state.rotation, !def.rt.emissive);
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break;
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}
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case BlockModel::custom: {
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blockCustomModel(ivec3(x, y, z), &def, vox.rotation(), !def.rt.emissive);
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blockCustomModel(ivec3(x, y, z), &def, vox.state.rotation, !def.rt.emissive);
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break;
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}
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default:
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@ -70,16 +70,33 @@ class BlocksRenderer {
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const UVRegion& texreg,
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bool lights);
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void blockCube(int x, int y, int z, const UVRegion(&faces)[6], const Block* block, ubyte states, bool lights);
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void blockAABB(const glm::ivec3& coord,
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const UVRegion(&faces)[6],
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const Block* block,
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ubyte rotation,
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bool lights);
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void blockXSprite(int x, int y, int z, const glm::vec3& size, const UVRegion& face1, const UVRegion& face2, float spread);
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void blockCustomModel(const glm::ivec3& icoord,
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const Block* block, ubyte rotation,
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bool lights);
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void blockCube(
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int x, int y, int z,
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const UVRegion(&faces)[6],
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const Block* block,
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blockstate states,
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bool lights
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);
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void blockAABB(
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const glm::ivec3& coord,
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const UVRegion(&faces)[6],
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const Block* block,
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ubyte rotation,
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bool lights
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);
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void blockXSprite(
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int x, int y, int z,
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const glm::vec3& size,
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const UVRegion& face1,
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const UVRegion& face2,
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float spread
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);
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void blockCustomModel(
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const glm::ivec3& icoord,
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const Block* block,
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ubyte rotation,
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bool lights
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);
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bool isOpenForLight(int x, int y, int z) const;
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bool isOpen(int x, int y, int z, ubyte group) const;
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@ -71,7 +71,7 @@ void BlocksController::updateSides(int x, int y, int z) {
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}
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void BlocksController::breakBlock(Player* player, const Block* def, int x, int y, int z) {
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chunks->set(x,y,z, 0, 0);
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chunks->set(x,y,z, 0, {});
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lighting->onBlockSet(x,y,z, 0);
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if (def->rt.funcsset.onbroken) {
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scripting::on_block_broken(player, def, x, y, z);
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@ -364,7 +364,7 @@ void PlayerController::updateInteraction(){
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if (vox != nullptr) {
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player->selectedVoxel = *vox;
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selectedBlockId = vox->id;
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selectedBlockRotation = vox->rotation();
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selectedBlockRotation = vox->state.rotation;
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player->selectedBlockPosition = iend;
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selectedPointPosition = end;
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selectedBlockNormal = norm;
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@ -373,7 +373,8 @@ void PlayerController::updateInteraction(){
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int z = iend.z;
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Block* def = indices->getBlockDef(item->rt.placingBlock);
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uint8_t states = determine_rotation(def, norm, camera->dir);
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blockstate state {};
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state.rotation = determine_rotation(def, norm, camera->dir);
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if (lclick && !input.shift && item->rt.funcsset.on_block_break_by) {
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if (scripting::on_item_break_block(player.get(), item, x, y, z))
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@ -410,13 +411,13 @@ void PlayerController::updateInteraction(){
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z = (iend.z)+(norm.z);
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} else {
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if (def->rotations.name == "pipe") {
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states = BLOCK_DIR_UP;
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state.rotation = BLOCK_DIR_UP;
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}
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}
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vox = chunks->get(x, y, z);
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blockid_t chosenBlock = def->rt.id;
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if (vox && (target = indices->getBlockDef(vox->id))->replaceable) {
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if (!level->physics->isBlockInside(x,y,z,def,states, player->hitbox.get())
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if (!level->physics->isBlockInside(x,y,z,def,state, player->hitbox.get())
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|| !def->obstacle){
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if (def->grounded && !chunks->isSolidBlock(x, y-1, z)) {
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chosenBlock = 0;
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@ -426,7 +427,7 @@ void PlayerController::updateInteraction(){
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glm::ivec3(x, y, z), def,
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BlockInteraction::placing
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);
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chunks->set(x, y, z, chosenBlock, states);
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chunks->set(x, y, z, chosenBlock, state);
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lighting->onBlockSet(x,y,z, chosenBlock);
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if (def->rt.funcsset.onplaced) {
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scripting::on_block_placed(player.get(), def, x, y, z);
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@ -60,7 +60,7 @@ int l_set_block(lua_State* L) {
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lua_Integer y = lua_tointeger(L, 2);
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lua_Integer z = lua_tointeger(L, 3);
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lua_Integer id = lua_tointeger(L, 4);
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lua_Integer states = lua_tointeger(L, 5);
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lua_Integer state = lua_tointeger(L, 5);
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bool noupdate = lua_toboolean(L, 6);
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if (id < 0 || size_t(id) >= scripting::indices->countBlockDefs()) {
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return 0;
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@ -68,7 +68,7 @@ int l_set_block(lua_State* L) {
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if (!scripting::level->chunks->get(x, y, z)) {
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return 0;
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}
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scripting::level->chunks->set(x, y, z, id, states);
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scripting::level->chunks->set(x, y, z, id, int2blockstate(state));
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scripting::level->lighting->onBlockSet(x,y,z, id);
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if (!noupdate)
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scripting::blocks->updateSides(x, y, z);
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@ -97,7 +97,7 @@ int l_get_block_x(lua_State* L) {
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if (!def->rotatable) {
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return lua::pushivec3(L, 1, 0, 0);
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} else {
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const CoordSystem& rot = def->rotations.variants[vox->rotation()];
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const CoordSystem& rot = def->rotations.variants[vox->state.rotation];
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return lua::pushivec3(L, rot.axisX.x, rot.axisX.y, rot.axisX.z);
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}
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}
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@ -114,7 +114,7 @@ int l_get_block_y(lua_State* L) {
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if (!def->rotatable) {
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return lua::pushivec3(L, 0, 1, 0);
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} else {
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const CoordSystem& rot = def->rotations.variants[vox->rotation()];
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const CoordSystem& rot = def->rotations.variants[vox->state.rotation];
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return lua::pushivec3(L, rot.axisY.x, rot.axisY.y, rot.axisY.z);
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}
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}
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@ -131,7 +131,7 @@ int l_get_block_z(lua_State* L) {
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if (!def->rotatable) {
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return lua::pushivec3(L, 0, 0, 1);
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} else {
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const CoordSystem& rot = def->rotations.variants[vox->rotation()];
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const CoordSystem& rot = def->rotations.variants[vox->state.rotation];
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return lua::pushivec3(L, rot.axisZ.x, rot.axisZ.y, rot.axisZ.z);
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}
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}
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@ -141,7 +141,7 @@ int l_get_block_rotation(lua_State* L) {
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lua_Integer y = lua_tointeger(L, 2);
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lua_Integer z = lua_tointeger(L, 3);
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voxel* vox = scripting::level->chunks->get(x, y, z);
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int rotation = vox == nullptr ? 0 : vox->rotation();
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int rotation = vox == nullptr ? 0 : vox->state.rotation;
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lua_pushinteger(L, rotation);
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return 1;
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}
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@ -155,7 +155,7 @@ int l_set_block_rotation(lua_State* L) {
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if (vox == nullptr) {
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return 0;
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}
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vox->setRotation(value);
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vox->state.rotation = value;
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scripting::level->chunks->getChunkByVoxel(x, y, z)->setModified(true);
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return 0;
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}
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@ -165,7 +165,7 @@ int l_get_block_states(lua_State* L) {
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lua_Integer y = lua_tointeger(L, 2);
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lua_Integer z = lua_tointeger(L, 3);
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voxel* vox = scripting::level->chunks->get(x, y, z);
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int states = vox == nullptr ? 0 : vox->states;
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int states = vox == nullptr ? 0 : blockstate2int(vox->state);
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lua_pushinteger(L, states);
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return 1;
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}
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@ -181,7 +181,7 @@ int l_set_block_states(lua_State* L) {
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return 0;
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}
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voxel* vox = scripting::level->chunks->get(x, y, z);
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vox->states = states;
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vox->state = int2blockstate(states);
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chunk->setModified(true);
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return 0;
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}
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@ -199,7 +199,7 @@ int l_get_block_user_bits(lua_State* L) {
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return 1;
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}
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uint mask = ((1 << bits) - 1) << offset;
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uint data = (vox->states & mask) >> offset;
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uint data = (blockstate2int(vox->state) & mask) >> offset;
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lua_pushinteger(L, data);
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return 1;
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}
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@ -208,7 +208,7 @@ int l_set_block_user_bits(lua_State* L) {
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lua_Integer x = lua_tointeger(L, 1);
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lua_Integer y = lua_tointeger(L, 2);
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lua_Integer z = lua_tointeger(L, 3);
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lua_Integer offset = lua_tointeger(L, 4) + VOXEL_USER_BITS_OFFSET;
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lua_Integer offset = lua_tointeger(L, 4);
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lua_Integer bits = lua_tointeger(L, 5);
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size_t mask = ((1 << bits) - 1) << offset;
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@ -218,7 +218,7 @@ int l_set_block_user_bits(lua_State* L) {
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if (vox == nullptr) {
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return 0;
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}
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vox->states = (vox->states & (~mask)) | value;
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vox->state.userbits = (vox->state.userbits & (~mask)) | value;
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return 0;
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}
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@ -44,7 +44,7 @@ public:
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std::shared_ptr<Camera> currentCamera;
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std::unique_ptr<Hitbox> hitbox;
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bool debug = false;
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voxel selectedVoxel {0, 0};
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voxel selectedVoxel {0, {}};
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glm::vec3 cam {};
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glm::ivec3 selectedBlockPosition {};
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@ -219,13 +219,11 @@ bool PhysicsSolver::isBlockInside(int x, int y, int z, Hitbox* hitbox) {
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y >= floor(pos.y-half.y) && y <= floor(pos.y+half.y);
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}
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bool PhysicsSolver::isBlockInside(int x, int y, int z, Block* def, blockstate_t states, Hitbox* hitbox) {
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bool PhysicsSolver::isBlockInside(int x, int y, int z, Block* def, blockstate state, Hitbox* hitbox) {
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const glm::vec3& pos = hitbox->position;
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const glm::vec3& half = hitbox->halfsize;
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voxel v {};
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v.states = states;
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const auto& boxes = def->rotatable
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? def->rt.hitboxes[v.rotation()]
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? def->rt.hitboxes[state.rotation]
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: def->hitboxes;
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for (const auto& block_hitbox : boxes) {
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glm::vec3 min = block_hitbox.min();
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@ -2,6 +2,7 @@
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#define PHYSICS_PHYSICSSOLVER_HPP_
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#include "../typedefs.hpp"
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#include "../voxels/voxel.hpp"
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#include <glm/glm.hpp>
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@ -31,7 +32,7 @@ public:
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float stepHeight
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);
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bool isBlockInside(int x, int y, int z, Hitbox* hitbox);
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bool isBlockInside(int x, int y, int z, Block* def, blockstate_t states, Hitbox* hitbox);
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bool isBlockInside(int x, int y, int z, Block* def, blockstate state, Hitbox* hitbox);
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};
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#endif // PHYSICS_PHYSICSSOLVER_HPP_
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@ -5,7 +5,6 @@
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#include "util/platform.hpp"
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#include "util/command_line.hpp"
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#include "debug/Logger.hpp"
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#include "objects/Player.hpp"
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#include <stdexcept>
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@ -13,7 +12,6 @@ static debug::Logger logger("main");
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int main(int argc, char** argv) {
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debug::Logger::init("latest.log");
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std::cout << sizeof(PlayerInput) << std::endl;
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EnginePaths paths;
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if (!parse_cmdline(argc, argv, paths))
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@ -7,40 +7,36 @@
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#include "../lighting/Lightmap.hpp"
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Chunk::Chunk(int xpos, int zpos) : x(xpos), z(zpos){
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bottom = 0;
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top = CHUNK_H;
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for (uint i = 0; i < CHUNK_VOL; i++) {
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voxels[i].id = 2;
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voxels[i].states = 0;
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}
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bottom = 0;
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top = CHUNK_H;
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}
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bool Chunk::isEmpty(){
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int id = -1;
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for (uint i = 0; i < CHUNK_VOL; i++){
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if (voxels[i].id != id){
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if (id != -1)
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return false;
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else
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id = voxels[i].id;
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}
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}
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return true;
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int id = -1;
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for (uint i = 0; i < CHUNK_VOL; i++){
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if (voxels[i].id != id){
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if (id != -1)
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return false;
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else
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id = voxels[i].id;
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}
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}
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return true;
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}
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void Chunk::updateHeights() {
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for (uint i = 0; i < CHUNK_VOL; i++) {
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if (voxels[i].id != 0) {
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bottom = i / (CHUNK_D * CHUNK_W);
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break;
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}
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}
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for (int i = CHUNK_VOL - 1; i >= 0; i--) {
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if (voxels[i].id != 0) {
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top = i / (CHUNK_D * CHUNK_W) + 1;
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break;
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}
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}
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for (uint i = 0; i < CHUNK_VOL; i++) {
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if (voxels[i].id != 0) {
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bottom = i / (CHUNK_D * CHUNK_W);
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break;
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}
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}
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for (int i = CHUNK_VOL - 1; i >= 0; i--) {
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if (voxels[i].id != 0) {
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top = i / (CHUNK_D * CHUNK_W) + 1;
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break;
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}
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}
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}
|
||||
|
||||
void Chunk::addBlockInventory(std::shared_ptr<Inventory> inventory,
|
||||
@ -50,13 +46,13 @@ void Chunk::addBlockInventory(std::shared_ptr<Inventory> inventory,
|
||||
}
|
||||
|
||||
void Chunk::removeBlockInventory(uint x, uint y, uint z) {
|
||||
if (inventories.erase(vox_index(x, y, z))) {
|
||||
setUnsaved(true);
|
||||
}
|
||||
if (inventories.erase(vox_index(x, y, z))) {
|
||||
setUnsaved(true);
|
||||
}
|
||||
}
|
||||
|
||||
void Chunk::setBlockInventories(chunk_inventories_map map) {
|
||||
inventories = map;
|
||||
inventories = map;
|
||||
}
|
||||
|
||||
std::shared_ptr<Inventory> Chunk::getBlockInventory(uint x, uint y, uint z) const {
|
||||
@ -70,12 +66,12 @@ std::shared_ptr<Inventory> Chunk::getBlockInventory(uint x, uint y, uint z) cons
|
||||
}
|
||||
|
||||
std::unique_ptr<Chunk> Chunk::clone() const {
|
||||
auto other = std::make_unique<Chunk>(x,z);
|
||||
for (uint i = 0; i < CHUNK_VOL; i++) {
|
||||
other->voxels[i] = voxels[i];
|
||||
auto other = std::make_unique<Chunk>(x,z);
|
||||
for (uint i = 0; i < CHUNK_VOL; i++) {
|
||||
other->voxels[i] = voxels[i];
|
||||
}
|
||||
other->lightmap.set(&lightmap);
|
||||
return other;
|
||||
other->lightmap.set(&lightmap);
|
||||
return other;
|
||||
}
|
||||
|
||||
/**
|
||||
@ -93,19 +89,21 @@ std::unique_ptr<Chunk> Chunk::clone() const {
|
||||
Total size: (CHUNK_VOL * 4) bytes
|
||||
*/
|
||||
std::unique_ptr<ubyte[]> Chunk::encode() const {
|
||||
auto buffer = std::make_unique<ubyte[]>(CHUNK_DATA_LEN);
|
||||
for (uint i = 0; i < CHUNK_VOL; i++) {
|
||||
buffer[i] = voxels[i].id >> 8;
|
||||
auto buffer = std::make_unique<ubyte[]>(CHUNK_DATA_LEN);
|
||||
for (uint i = 0; i < CHUNK_VOL; i++) {
|
||||
buffer[i] = voxels[i].id >> 8;
|
||||
buffer[CHUNK_VOL+i] = voxels[i].id & 0xFF;
|
||||
buffer[CHUNK_VOL*2 + i] = voxels[i].states >> 8;
|
||||
buffer[CHUNK_VOL*3 + i] = voxels[i].states & 0xFF;
|
||||
}
|
||||
return buffer;
|
||||
|
||||
blockstate_t state = blockstate2int(voxels[i].state);
|
||||
buffer[CHUNK_VOL*2 + i] = state >> 8;
|
||||
buffer[CHUNK_VOL*3 + i] = state & 0xFF;
|
||||
}
|
||||
return buffer;
|
||||
}
|
||||
|
||||
bool Chunk::decode(const ubyte* data) {
|
||||
for (uint i = 0; i < CHUNK_VOL; i++) {
|
||||
voxel& vox = voxels[i];
|
||||
for (uint i = 0; i < CHUNK_VOL; i++) {
|
||||
voxel& vox = voxels[i];
|
||||
|
||||
ubyte bid1 = data[i];
|
||||
ubyte bid2 = data[CHUNK_VOL + i];
|
||||
@ -113,10 +111,10 @@ bool Chunk::decode(const ubyte* data) {
|
||||
ubyte bst1 = data[CHUNK_VOL*2 + i];
|
||||
ubyte bst2 = data[CHUNK_VOL*3 + i];
|
||||
|
||||
vox.id = (blockid_t(bid1) << 8) | (blockid_t(bid2));
|
||||
vox.states = (blockstate_t(bst1) << 8) | (blockstate_t(bst2));
|
||||
}
|
||||
return true;
|
||||
vox.id = (blockid_t(bid1) << 8) | (blockid_t(bid2));
|
||||
vox.state = int2blockstate((blockstate_t(bst1) << 8) | (blockstate_t(bst2)));
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
void Chunk::convert(ubyte* data, const ContentLUT* lut) {
|
||||
|
||||
@ -10,12 +10,12 @@
|
||||
#include "../lighting/Lightmap.hpp"
|
||||
|
||||
struct ChunkFlag {
|
||||
static const int MODIFIED = 0x1;
|
||||
static const int READY = 0x2;
|
||||
static const int LOADED = 0x4;
|
||||
static const int LIGHTED = 0x8;
|
||||
static const int UNSAVED = 0x10;
|
||||
static const int LOADED_LIGHTS = 0x20;
|
||||
static const int MODIFIED = 0x1;
|
||||
static const int READY = 0x2;
|
||||
static const int LOADED = 0x4;
|
||||
static const int LIGHTED = 0x8;
|
||||
static const int UNSAVED = 0x10;
|
||||
static const int LOADED_LIGHTS = 0x20;
|
||||
};
|
||||
inline constexpr int CHUNK_DATA_LEN = CHUNK_VOL*4;
|
||||
|
||||
@ -27,72 +27,72 @@ using chunk_inventories_map = std::unordered_map<uint, std::shared_ptr<Inventory
|
||||
|
||||
class Chunk {
|
||||
public:
|
||||
int x, z;
|
||||
int bottom, top;
|
||||
voxel voxels[CHUNK_VOL];
|
||||
Lightmap lightmap;
|
||||
int flags = 0;
|
||||
int x, z;
|
||||
int bottom, top;
|
||||
voxel voxels[CHUNK_VOL] {};
|
||||
Lightmap lightmap;
|
||||
int flags = 0;
|
||||
|
||||
/* Block inventories map where key is index of block in voxels array */
|
||||
chunk_inventories_map inventories;
|
||||
|
||||
Chunk(int x, int z);
|
||||
Chunk(int x, int z);
|
||||
|
||||
bool isEmpty();
|
||||
bool isEmpty();
|
||||
|
||||
void updateHeights();
|
||||
void updateHeights();
|
||||
|
||||
// unused
|
||||
std::unique_ptr<Chunk> clone() const;
|
||||
std::unique_ptr<Chunk> clone() const;
|
||||
|
||||
// flags getters/setters below
|
||||
inline void setFlags(int mask, bool value){
|
||||
if (value)
|
||||
flags |= mask;
|
||||
else
|
||||
flags &= ~(mask);
|
||||
}
|
||||
// flags getters/setters below
|
||||
inline void setFlags(int mask, bool value){
|
||||
if (value)
|
||||
flags |= mask;
|
||||
else
|
||||
flags &= ~(mask);
|
||||
}
|
||||
|
||||
/* Creates new block inventory given size
|
||||
@return inventory id or 0 if block does not exists */
|
||||
void addBlockInventory(std::shared_ptr<Inventory> inventory,
|
||||
uint x, uint y, uint z);
|
||||
void removeBlockInventory(uint x, uint y, uint z);
|
||||
void setBlockInventories(chunk_inventories_map map);
|
||||
void removeBlockInventory(uint x, uint y, uint z);
|
||||
void setBlockInventories(chunk_inventories_map map);
|
||||
|
||||
/* @return inventory bound to the given block or nullptr */
|
||||
std::shared_ptr<Inventory> getBlockInventory(uint x, uint y, uint z) const;
|
||||
|
||||
inline bool isUnsaved() const {return flags & ChunkFlag::UNSAVED;}
|
||||
inline bool isUnsaved() const {return flags & ChunkFlag::UNSAVED;}
|
||||
|
||||
inline bool isModified() const {return flags & ChunkFlag::MODIFIED;}
|
||||
inline bool isModified() const {return flags & ChunkFlag::MODIFIED;}
|
||||
|
||||
inline bool isLighted() const {return flags & ChunkFlag::LIGHTED;}
|
||||
inline bool isLighted() const {return flags & ChunkFlag::LIGHTED;}
|
||||
|
||||
inline bool isLoaded() const {return flags & ChunkFlag::LOADED;}
|
||||
inline bool isLoaded() const {return flags & ChunkFlag::LOADED;}
|
||||
|
||||
inline bool isLoadedLights() const {return flags & ChunkFlag::LOADED_LIGHTS;}
|
||||
inline bool isLoadedLights() const {return flags & ChunkFlag::LOADED_LIGHTS;}
|
||||
|
||||
inline bool isReady() const {return flags & ChunkFlag::READY;}
|
||||
inline bool isReady() const {return flags & ChunkFlag::READY;}
|
||||
|
||||
inline void setUnsaved(bool newState) {setFlags(ChunkFlag::UNSAVED, newState);}
|
||||
inline void setUnsaved(bool newState) {setFlags(ChunkFlag::UNSAVED, newState);}
|
||||
|
||||
inline void setModified(bool newState) {setFlags(ChunkFlag::MODIFIED, newState);}
|
||||
inline void setModified(bool newState) {setFlags(ChunkFlag::MODIFIED, newState);}
|
||||
|
||||
inline void setLoaded(bool newState) {setFlags(ChunkFlag::LOADED, newState);}
|
||||
inline void setLoaded(bool newState) {setFlags(ChunkFlag::LOADED, newState);}
|
||||
|
||||
inline void setLoadedLights(bool newState) {setFlags(ChunkFlag::LOADED_LIGHTS, newState);}
|
||||
inline void setLoadedLights(bool newState) {setFlags(ChunkFlag::LOADED_LIGHTS, newState);}
|
||||
|
||||
inline void setLighted(bool newState) {setFlags(ChunkFlag::LIGHTED, newState);}
|
||||
inline void setLighted(bool newState) {setFlags(ChunkFlag::LIGHTED, newState);}
|
||||
|
||||
inline void setReady(bool newState) {setFlags(ChunkFlag::READY, newState);}
|
||||
inline void setReady(bool newState) {setFlags(ChunkFlag::READY, newState);}
|
||||
|
||||
std::unique_ptr<ubyte[]> encode() const;
|
||||
std::unique_ptr<ubyte[]> encode() const;
|
||||
|
||||
/**
|
||||
* @return true if all is fine
|
||||
**/
|
||||
bool decode(const ubyte* data);
|
||||
bool decode(const ubyte* data);
|
||||
|
||||
static void convert(ubyte* data, const ContentLUT* lut);
|
||||
};
|
||||
|
||||
@ -68,7 +68,7 @@ const AABB* Chunks::isObstacleAt(float x, float y, float z){
|
||||
const Block* def = contentIds->getBlockDef(v->id);
|
||||
if (def->obstacle) {
|
||||
const auto& boxes = def->rotatable
|
||||
? def->rt.hitboxes[v->rotation()]
|
||||
? def->rt.hitboxes[v->state.rotation]
|
||||
: def->hitboxes;
|
||||
for (const auto& hitbox : boxes) {
|
||||
if (hitbox.contains({x - ix, y - iy, z - iz})) {
|
||||
@ -158,7 +158,7 @@ Chunk* Chunks::getChunk(int x, int z){
|
||||
return chunks[z * w + x].get();
|
||||
}
|
||||
|
||||
void Chunks::set(int32_t x, int32_t y, int32_t z, uint32_t id, uint8_t states) {
|
||||
void Chunks::set(int32_t x, int32_t y, int32_t z, uint32_t id, blockstate state) {
|
||||
if (y < 0 || y >= CHUNK_H)
|
||||
return;
|
||||
x -= ox * CHUNK_W;
|
||||
@ -178,7 +178,7 @@ void Chunks::set(int32_t x, int32_t y, int32_t z, uint32_t id, uint8_t states) {
|
||||
if (def->inventorySize == 0)
|
||||
chunk->removeBlockInventory(lx, y, lz);
|
||||
vox.id = id;
|
||||
vox.states = states;
|
||||
vox.state = state;
|
||||
|
||||
chunk->setUnsaved(true);
|
||||
chunk->setModified(true);
|
||||
@ -255,7 +255,7 @@ voxel* Chunks::rayCast(
|
||||
|
||||
if (!def->rt.solid) {
|
||||
const std::vector<AABB>& hitboxes = def->rotatable
|
||||
? def->rt.hitboxes[voxel->rotation()]
|
||||
? def->rt.hitboxes[voxel->state.rotation]
|
||||
: def->hitboxes;
|
||||
|
||||
scalar_t distance = maxDist;
|
||||
@ -365,7 +365,7 @@ glm::vec3 Chunks::rayCastToObstacle(glm::vec3 start, glm::vec3 dir, float maxDis
|
||||
if (def->obstacle) {
|
||||
if (!def->rt.solid) {
|
||||
const std::vector<AABB>& hitboxes = def->rotatable
|
||||
? def->rt.hitboxes[voxel->rotation()]
|
||||
? def->rt.hitboxes[voxel->state.rotation]
|
||||
: def->modelBoxes;
|
||||
|
||||
scalar_t distance;
|
||||
|
||||
@ -5,6 +5,8 @@
|
||||
#include <vector>
|
||||
#include <memory>
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include "voxel.hpp"
|
||||
#include "../typedefs.hpp"
|
||||
|
||||
class VoxelRenderer;
|
||||
@ -13,7 +15,6 @@ struct AABB;
|
||||
class Content;
|
||||
class ContentIndices;
|
||||
class Chunk;
|
||||
struct voxel;
|
||||
class WorldFiles;
|
||||
class LevelEvents;
|
||||
|
||||
@ -42,7 +43,7 @@ public:
|
||||
voxel* get(int32_t x, int32_t y, int32_t z);
|
||||
light_t getLight(int32_t x, int32_t y, int32_t z);
|
||||
ubyte getLight(int32_t x, int32_t y, int32_t z, int channel);
|
||||
void set(int32_t x, int32_t y, int32_t z, uint32_t id, uint8_t states);
|
||||
void set(int32_t x, int32_t y, int32_t z, uint32_t id, blockstate state);
|
||||
|
||||
voxel* rayCast(
|
||||
glm::vec3 start,
|
||||
|
||||
@ -163,7 +163,7 @@ void DefaultWorldGenerator::generate(voxel* voxels, int cx, int cz, int seed){
|
||||
for (int cur_y = 0; cur_y < CHUNK_H; cur_y++){
|
||||
// int cur_y = y;
|
||||
int id = cur_y < SEA_LEVEL ? idWater : BLOCK_AIR;
|
||||
int states = 0;
|
||||
blockstate state {};
|
||||
if ((cur_y == (int)height) && (SEA_LEVEL-2 < cur_y)) {
|
||||
id = idGrassBlock;
|
||||
} else if (cur_y < (height - 6)){
|
||||
@ -177,7 +177,7 @@ void DefaultWorldGenerator::generate(voxel* voxels, int cx, int cz, int seed){
|
||||
treesTile, idWood, idLeaves);
|
||||
if (tree) {
|
||||
id = tree;
|
||||
states = BLOCK_DIR_UP;
|
||||
state.rotation = BLOCK_DIR_UP;
|
||||
}
|
||||
}
|
||||
float sand = fmax(heights.get(MAPS::SAND, cur_x, cur_z), heights.get(MAPS::CLIFF, cur_x, cur_z));
|
||||
@ -198,10 +198,10 @@ void DefaultWorldGenerator::generate(voxel* voxels, int cx, int cz, int seed){
|
||||
}
|
||||
if ((height > SEA_LEVEL+1) && ((int)(height + 1) == cur_y) && ((unsigned short)randomgrass.rand() > 65533)){
|
||||
id = idWood;
|
||||
states = BLOCK_DIR_UP;
|
||||
state.rotation = BLOCK_DIR_UP;
|
||||
}
|
||||
voxels[(cur_y * CHUNK_D + z) * CHUNK_W + x].id = id;
|
||||
voxels[(cur_y * CHUNK_D + z) * CHUNK_W + x].states = states;
|
||||
voxels[(cur_y * CHUNK_D + z) * CHUNK_W + x].state = state;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -10,7 +10,7 @@ void FlatWorldGenerator::generate(voxel* voxels, int cx, int cz, int seed) {
|
||||
for (int x = 0; x < CHUNK_W; x++) {
|
||||
for (int cur_y = 0; cur_y < CHUNK_H; cur_y++){
|
||||
int id = BLOCK_AIR;
|
||||
int states = 0;
|
||||
blockstate state {};
|
||||
|
||||
if(cur_y == 2) {
|
||||
id = idBazalt;
|
||||
@ -21,7 +21,7 @@ void FlatWorldGenerator::generate(voxel* voxels, int cx, int cz, int seed) {
|
||||
}
|
||||
|
||||
voxels[(cur_y * CHUNK_D + z) * CHUNK_W + x].id = id;
|
||||
voxels[(cur_y * CHUNK_D + z) * CHUNK_W + x].states = states;
|
||||
voxels[(cur_y * CHUNK_D + z) * CHUNK_W + x].state = state;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -10,22 +10,33 @@ inline constexpr int BLOCK_DIR_EAST = 0x3;
|
||||
inline constexpr int BLOCK_DIR_UP = 0x4;
|
||||
inline constexpr int BLOCK_DIR_DOWN = 0x5;
|
||||
|
||||
// limited to 8 block orientations
|
||||
inline constexpr int BLOCK_ROT_MASK = 0b0000'0111;
|
||||
// reserved bits
|
||||
inline constexpr int BLOCK_RESERVED_MASK = 0b1111'1000;
|
||||
struct blockstate {
|
||||
uint8_t rotation : 3;
|
||||
uint8_t segment : 2;
|
||||
uint8_t reserved : 3;
|
||||
uint8_t userbits : 8;
|
||||
};
|
||||
static_assert (sizeof(blockstate) == 2);
|
||||
|
||||
inline constexpr blockstate_t blockstate2int(blockstate b) {
|
||||
return b.rotation |
|
||||
(b.segment << 3) |
|
||||
(b.reserved << 5) |
|
||||
(b.userbits << 8);
|
||||
}
|
||||
|
||||
inline constexpr blockstate int2blockstate(blockstate_t i) {
|
||||
return {
|
||||
static_cast<uint8_t>(i & 0b111),
|
||||
static_cast<uint8_t>((i >> 3) & 0b11),
|
||||
static_cast<uint8_t>((i >> 5) & 0b111),
|
||||
static_cast<uint8_t>((i >> 8) & 0xFF)
|
||||
};
|
||||
}
|
||||
|
||||
struct voxel {
|
||||
blockid_t id;
|
||||
blockstate_t states;
|
||||
|
||||
inline uint8_t rotation() const {
|
||||
return states & BLOCK_ROT_MASK;
|
||||
}
|
||||
|
||||
inline void setRotation(uint8_t rotation) {
|
||||
states = (states & (~BLOCK_ROT_MASK)) | (rotation & BLOCK_ROT_MASK);
|
||||
}
|
||||
blockstate state;
|
||||
};
|
||||
|
||||
#endif // VOXELS_VOXEL_HPP_
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user