mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-06-17 16:17:02 +08:00
339 lines
9.8 KiB
C++
339 lines
9.8 KiB
C++
#include <Cubed/gameplay/player.hpp>
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#include <Cubed/gameplay/world.hpp>
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#include <Cubed/map_table.hpp>
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#include <Cubed/tools/cubed_assert.hpp>
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#include <Cubed/tools/cubed_hash.hpp>
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#include <Cubed/tools/math_tools.hpp>
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#include <unordered_set>
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World::World() {
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}
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World::~World() {
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}
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bool World::can_move(const AABB& player_box) const{
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return true;
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}
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/*
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const BlockRenderData& World::get_block_render_data(int world_x, int world_y ,int world_z) {
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auto [chunk_x, chunk_z] = chunk_pos(world_x, world_z);
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//Logger::info("Chunk PosX : {} Chuch PosZ : {}", chunk_x, chunk_z);
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auto it = m_chunks.find(ChunkPos{chunk_x, chunk_z});
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CUBED_ASSERT_MSG(it != m_chunks.end(), "Chunk not find");
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const auto& chunk_blocks = it->second.get_chunk_blocks();
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int x, y, z;
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y = world_y;
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x = world_x - chunk_x * CHUCK_SIZE;
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z = world_z - chunk_z * CHUCK_SIZE;
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//BlockRenderData m_block_render_data;
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// block id
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m_block_render_data.block_id = chunk_blocks[Chunk::get_index(x, y, z)];
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if (m_block_render_data.block_id == 0) {
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return m_block_render_data;
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}
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// draw_face
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m_block_render_data.draw_face.assign(6, true);
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static const std::vector<glm::ivec3> DIR = {
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glm::ivec3(0, 0, 1),
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glm::ivec3(1, 0, 0),
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glm::ivec3(0 ,0, -1),
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glm::ivec3(-1, 0, 0),
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glm::ivec3(0, 1, 0),
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glm::ivec3(0, -1, 0)
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};
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glm::ivec3 world_pos = glm::ivec3(world_x, world_y, world_z);
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for (int i = 0; i < 6; i++) {
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if (is_block(world_pos + DIR[i])) {
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m_block_render_data.draw_face[i] = false;
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}
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}
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return m_block_render_data;
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}
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*/
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const std::optional<LookBlock>& World::get_look_block_pos(const std::string& name) const{
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static std::optional<LookBlock> null_look_block = std::nullopt;
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auto it = m_players.find(HASH::str(name));
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if (it == m_players.end()) {
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Logger::error("Can't find player {}", name);
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CUBED_ASSERT(0);
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return null_look_block;
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}
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return it->second.get_look_block_pos();
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}
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Player& World::get_player(const std::string& name){
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auto it = m_players.find(HASH::str(name));
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if (it == m_players.end()) {
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Logger::error("Can't find player {}", name);
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CUBED_ASSERT(0);
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}
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return it->second;
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}
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void World::init_world() {
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auto t1 = std::chrono::system_clock::now();
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for (int s = 0; s < DISTANCE; s++) {
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for (int t = 0; t < DISTANCE; t++) {
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int ns = s - DISTANCE / 2;
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int nt = t - DISTANCE / 2;
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ChunkPos pos{ns, nt};
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m_chunks.emplace(pos, Chunk(*this, pos));
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}
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}
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for (auto& chunk_map : m_chunks) {
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auto& [chunk_pos, chunk] = chunk_map;
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chunk.init_chunk();
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}
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// After block gen fininshed
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for (auto& chunk_map : m_chunks) {
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auto& [chunk_pos, chunk] = chunk_map;
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chunk.gen_vertex_data();
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}
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auto t2 = std::chrono::system_clock::now();
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auto d = std::chrono::duration_cast<std::chrono::milliseconds>(t2 - t1);
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Logger::info("Chunk Block Init Finish, Time Consuming: {}", d);
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// init players
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m_players.emplace(HASH::str("TestPlayer"), Player(*this, "TestPlayer"));
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Logger::info("TestPlayer Create Finish");
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}
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void World::render(const glm::mat4& mvp_matrix) {
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Math::extract_frustum_planes(mvp_matrix, m_planes);
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for (const auto& chunk_map : m_chunks) {
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const auto& [pos, chunk] = chunk_map;
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glm::vec3 center = glm::vec3(static_cast<float>(pos.x * CHUCK_SIZE) + static_cast<float>(CHUCK_SIZE / 2), static_cast<float>(WORLD_SIZE_Y/ 2), static_cast<float>(pos.z * CHUCK_SIZE) + static_cast<float>(CHUCK_SIZE / 2));
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if (is_aabb_in_frustum(center, glm::vec3(static_cast<float>(CHUCK_SIZE / 2), static_cast<float>(WORLD_SIZE_Y / 2), static_cast<float>(CHUCK_SIZE / 2)))) {
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glBindBuffer(GL_ARRAY_BUFFER, chunk.get_vbo());
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, s));
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glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, layer));
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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glDrawArrays(GL_TRIANGLES, 0, chunk.get_vertex_data().size());
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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}
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}
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ChunkPos World::chunk_pos(int world_x, int world_z) const{
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int chunk_x, chunk_z;
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if (world_x < 0) {
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chunk_x = (world_x + 1) / CHUCK_SIZE - 1;
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}
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if (world_x >= 0) {
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chunk_x = world_x / CHUCK_SIZE;
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}
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if (world_z < 0) {
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chunk_z = (world_z + 1) / CHUCK_SIZE - 1;
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}
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if (world_z >= 0) {
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chunk_z = world_z / CHUCK_SIZE;
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}
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return {chunk_x, chunk_z};
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}
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void World::gen_chunks() {
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const auto& player = get_player("TestPlayer");
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const auto& player_pos = player.get_player_pos();
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int x = std::floor(player_pos.x);
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int z = std::floor(player_pos.z);
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auto [chunk_x, chunk_z] = chunk_pos(x, z);
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std::unordered_set<ChunkPos, ChunkPos::Hash> cur_chunks;
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std::vector<ChunkPos> pre_gen_chunks;
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cur_chunks.reserve(DISTANCE * DISTANCE);
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int half = DISTANCE / 2;
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for (int u = chunk_x - half; u <= chunk_x + half; ++u) {
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for (int v = chunk_z - half; v <= chunk_z + half; ++v) {
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cur_chunks.emplace(u, v);
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}
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}
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CUBED_ASSERT_MSG(!cur_chunks.empty(), "cur chunks is empty!!");
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for (auto it = m_chunks.begin(); it != m_chunks.end(); ) {
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if (cur_chunks.find(it->first) == cur_chunks.end()) {
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it = m_chunks.erase(it);
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} else {
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++it;
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}
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}
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for (auto pos: cur_chunks) {
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auto it = m_chunks.find(pos);
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if (it == m_chunks.end()) {
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m_chunks.emplace(pos, Chunk(*this, pos));
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pre_gen_chunks.push_back(pos);
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}
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}
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Logger::info("New Gen Chunks Sum: {}", pre_gen_chunks.size());
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if (pre_gen_chunks.empty()) {
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return;
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}
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static const ChunkPos CHUNK_DIR[] {
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{1, 0}, {-1, 0}, {0, -1}, {0, 1}
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};
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for (const auto& pos : pre_gen_chunks) {
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auto it = m_chunks.find(pos);
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CUBED_ASSERT_MSG(it != m_chunks.end(), "Chunk Don't find");
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//Logger::info("Init Chunk {} {}", pos.x, pos.z);
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it->second.init_chunk();
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it->second.mark_dirty();
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for (const auto& dir : CHUNK_DIR) {
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auto it = m_chunks.find(pos + dir);
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if (it != m_chunks.end()) {
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it->second.mark_dirty();
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}
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}
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}
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}
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void World::need_gen() {
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m_need_gen_chunk = true;
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}
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bool World::is_aabb_in_frustum(const glm::vec3& center, const glm::vec3& half_extents) {
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for (const auto& plane : m_planes) {
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// distance
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float d = glm::dot(glm::vec3(plane), center) + plane.w;
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float r = half_extents.x * std::abs(plane.x) +
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half_extents.y * std::abs(plane.y) +
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half_extents.z * std::abs(plane.z);
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if (d + r < 0) {
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return false;
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}
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}
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return true;
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}
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int World::get_block(const glm::ivec3& block_pos) const {
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auto [chunk_x, chunk_z] = chunk_pos(block_pos.x, block_pos.z);
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auto it = m_chunks.find(ChunkPos{chunk_x, chunk_z});
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if (it == m_chunks.end()) {
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return 0;
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}
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const auto& chunk_blocks = it->second.get_chunk_blocks();
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int x, y, z;
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y = block_pos.y;
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x = block_pos.x - chunk_x * CHUCK_SIZE;
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z = block_pos.z - chunk_z * CHUCK_SIZE;
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if (x < 0 || y < 0 || z < 0 || x >= CHUCK_SIZE || y >= WORLD_SIZE_Y || z >= CHUCK_SIZE) {
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return 0;
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}
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return chunk_blocks[Chunk::get_index(x, y, z)];
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}
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bool World::is_block(const glm::ivec3& block_pos) const{
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auto [chunk_x, chunk_z] = chunk_pos(block_pos.x, block_pos.z);
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auto it = m_chunks.find(ChunkPos{chunk_x, chunk_z});
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if (it == m_chunks.end()) {
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return false;
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}
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const auto& chunk_blocks = it->second.get_chunk_blocks();
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int x, y, z;
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y = block_pos.y;
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x = block_pos.x - chunk_x * CHUCK_SIZE;
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z = block_pos.z - chunk_z * CHUCK_SIZE;
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if (x < 0 || y < 0 || z < 0 || x >= CHUCK_SIZE || y >= WORLD_SIZE_Y || z >= CHUCK_SIZE) {
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return false;
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}
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auto id = chunk_blocks[Chunk::get_index(x, y, z)];
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if (id == 0) {
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return false;
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} else {
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return true;
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}
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}
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void World::set_block(const glm::ivec3& block_pos, unsigned id) {
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int world_x, world_y, world_z;
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world_x = block_pos.x;
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world_y = block_pos.y;
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world_z = block_pos.z;
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auto [chunk_x, chunk_z] = chunk_pos(world_x, world_z);
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auto it = m_chunks.find(ChunkPos{chunk_x, chunk_z});
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if (it == m_chunks.end()) {
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return ;
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}
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int x, y, z;
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y = world_y;
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x = world_x - chunk_x * CHUCK_SIZE;
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z = world_z - chunk_z * CHUCK_SIZE;
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if (x < 0 || y < 0 || z < 0 || x >= CHUCK_SIZE || y >= WORLD_SIZE_Y || z >= CHUCK_SIZE) {
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return ;
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}
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it->second.set_chunk_block(Chunk::get_index(x, y, z), id);
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static const glm::ivec3 NEIGHBOR_DIRS[] = {
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{1, 0, 0}, {-1, 0, 0}, {0, 0, -1}, {0, 0, 1}
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};
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for (const auto& dir : NEIGHBOR_DIRS) {
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glm::ivec3 neighbor = block_pos + dir;
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auto [cx, cz] = chunk_pos(neighbor.x, neighbor.z);
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auto it = m_chunks.find({cx, cz});
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if (it != m_chunks.end()) {
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it->second.mark_dirty();
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}
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}
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}
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void World::update(float delta_time) {
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for (auto& player : m_players) {
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player.second.update(delta_time);
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}
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if (m_need_gen_chunk) {
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gen_chunks();
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m_need_gen_chunk = false;
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}
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// unified compute vertex data before rendering
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for (auto& [key, chunk] : m_chunks) {
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if (chunk.is_dirty()) {
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chunk.gen_vertex_data();
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chunk.clear_dirty();
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}
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}
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} |