place blocks

This commit is contained in:
2022-02-24 20:20:33 +08:00
parent 9195dd7c3f
commit 32b06810e2
17 changed files with 309 additions and 55 deletions

View File

@ -19,7 +19,7 @@ const (
// BlockAppearance describes basic appearance of a kind of block.
type BlockAppearance struct {
Name string // A short name, like "stone" or "dirt", used for texture lookups
Transparent bool // Is block transparent?
Transparent bool // Is block transparent, i.e., does not block nearby blocks in rendering?
NotSolid bool // Is block not solid, i.e., has no hitbox at all? (this makes the zero value reasonable)
Light int // The light level it emits, 0 is none
@ -72,6 +72,9 @@ type BlockBehaviour interface {
//
// Return true if this block also changed state, false otherwise.
BlockUpdate(position itype.Vec3i, aux int, data itype.Dataset, world *World) bool
// Break is called when the block is broken by natural means.
Break(position itype.Vec3i, aux int, data itype.Dataset, world *World)
}
type blockBehaviourStatic struct {
@ -87,6 +90,7 @@ func (b blockBehaviourStatic) Appearance(position itype.Vec3i, aux int, data ity
func (blockBehaviourStatic) BlockUpdate(position itype.Vec3i, aux int, data itype.Dataset, world *World) bool {
return false
}
func (blockBehaviourStatic) Break(position itype.Vec3i, aux int, data itype.Dataset, world *World) {}
// BlockBehaviourStatic returns a Static BlockBehaviour that has the given BlockAppearance.
func BlockBehaviourStatic(app BlockAppearance) BlockBehaviour {
@ -172,6 +176,9 @@ type Block struct {
// Appearance is a shortcut for Behaviour.Appearance().
// It returns the Appearance of the block with the given parameters.
func (b Block) Appearance(position itype.Vec3i) BlockAppearance {
if b.Behaviour == nil {
return BlockAppearance{}
}
app := b.Behaviour.Appearance(position, b.Aux, b.Dataset, b.World)
if !app.NotSolid && len(app.Hitbox) == 0 {
app.Hitbox = []itype.Boxd{{

View File

@ -35,3 +35,4 @@ func (WaterBehaviour) Appearance(position itype.Vec3i, aux int, data itype.Datas
func (WaterBehaviour) BlockUpdate(position itype.Vec3i, aux int, data itype.Dataset, w *world.World) bool {
return false
}
func (WaterBehaviour) Break(position itype.Vec3i, aux int, data itype.Dataset, w *world.World) {}

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@ -4,6 +4,8 @@ import (
"encoding/gob"
"io"
"log"
"edgaru089.ml/go/gl01/internal/util/itype"
)
const (
@ -40,6 +42,27 @@ func (c *Chunk) SetBlock(x, y, z int, id, aux int) {
c.Id[x][y][z] = uint16(id)
c.Aux[x][y][z] = uint16(aux)
c.renderChanged = true
switch x {
case 0:
if cb, ok := c.world.Chunks[itype.Vec2i{c.X - 1, c.Z}]; ok {
cb.InvalidateRender()
}
case ChunkSizeX - 1:
if cb, ok := c.world.Chunks[itype.Vec2i{c.X + 1, c.Z}]; ok {
cb.InvalidateRender()
}
}
switch z {
case 0:
if cb, ok := c.world.Chunks[itype.Vec2i{c.X, c.Z - 1}]; ok {
cb.InvalidateRender()
}
case ChunkSizeZ - 1:
if cb, ok := c.world.Chunks[itype.Vec2i{c.X, c.Z + 1}]; ok {
cb.InvalidateRender()
}
}
}
// InvalidateRender should be called if a block inside the chunk has changed

View File

@ -1,48 +1,55 @@
package world
import "edgaru089.ml/go/gl01/internal/util/itype"
import (
"edgaru089.ml/go/gl01/internal/util/itype"
)
// CastViewRay
func (w *World) CastViewRay(from, dir itype.Vec3d, maxlen float64) (ok bool, blockcoord itype.Vec3i, face itype.Direction, where itype.Vec3d, dist float64) {
func (w *World) castworker(from, dir itype.Vec3d, maxlen float64, current itype.Vec3i, skipdir itype.Direction) (ok bool, blockcoord itype.Vec3i, face itype.Direction, where itype.Vec3d, dist float64) {
bfrom := from.Floor()
bfromdir := itype.Direction(-1)
for bfrom.ToFloat64().Addv(0.5, 0.5, 0.5).Add(from.Negative()).Length() < maxlen {
for todir := itype.Direction(0); todir < 6; todir++ {
if todir == bfromdir {
continue
// Length test
if current.ToFloat64().Addv(0.5, 0.5, 0.5).Add(from.Negative()).Length() > maxlen+1 {
return
}
// Loose intersect test
if ok, _, _, _ = (itype.Boxd{
OffX: float64(current[0]),
OffY: float64(current[1]),
OffZ: float64(current[2]),
SizeX: 1, SizeY: 1, SizeZ: 1,
}).IntersectRay(from, dir, maxlen); !ok {
return
}
// Go through the bounding boxes
ba := w.Block(current).Appearance(current)
if !ba.NotSolid {
for _, b := range ba.Lookbox {
if ok, face, where, dist = b.Offset(current.ToFloat64()).IntersectRay(from, dir, maxlen); ok {
blockcoord = current
return
}
}
}
bto := bfrom.Add(itype.DirectionVeci[todir])
block := w.Block(bto)
// Test the directions
for i := itype.Direction(0); i < 6; i++ {
if i == skipdir {
continue
}
if block.Id != 0 {
outbox := itype.Boxd{
OffX: float64(bto[0]),
OffY: float64(bto[1]),
OffZ: float64(bto[2]),
SizeX: 1,
SizeY: 1,
SizeZ: 1,
}
var outface itype.Direction
if ok, outface, _, _ = outbox.IntersectRay(from, dir, maxlen); ok {
app := block.Appearance(bto)
for _, lb := range app.Lookbox {
if ok, face, where, dist = lb.IntersectRay(from, dir, maxlen); ok {
blockcoord = bto
return
}
}
}
bfromdir = outface.Opposite()
bfrom = bto
break
}
ok, blockcoord, face, where, dist = w.castworker(from, dir, maxlen, current.Add(itype.DirectionVeci[i]), i.Opposite())
if ok {
return
}
}
ok = false
return
}
// CastViewRay
func (w *World) CastViewRay(from, dir itype.Vec3d, maxlen float64) (ok bool, blockcoord itype.Vec3i, face itype.Direction, where itype.Vec3d, dist float64) {
return w.castworker(from, dir, maxlen, from.Floor(), -1)
}

View File

@ -84,6 +84,18 @@ func BlockPosToInChunk(blockpos itype.Vec3i) (x, y, z int) {
return
}
// Break breaks the block.
func (w *World) Break(pos itype.Vec3i) {
cx, cz := BlockPosToChunk(pos)
cix, ciy, ciz := BlockPosToInChunk(pos)
c, ok := w.Chunks[itype.Vec2i{cx, cz}]
if !ok || ciy < 0 || ciy >= ChunkSizeY {
return
}
c.SetBlock(cix, ciy, ciz, 0, 0)
}
// Block returns the block at the position [pos], or an empty Block{} if it does not exist.
func (w *World) Block(pos itype.Vec3i) Block {
cx, cz := BlockPosToChunk(pos)