place blocks

This commit is contained in:
Edgaru089 2022-02-24 20:20:33 +08:00
parent 9195dd7c3f
commit 32b06810e2
17 changed files with 309 additions and 55 deletions

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Before

Width:  |  Height:  |  Size: 528 B

After

Width:  |  Height:  |  Size: 528 B

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@ -64,6 +64,7 @@ func NewEntity(typename string, pos itype.Vec3d) *Entity {
b: b,
pos: pos,
name: typename,
ds: make(itype.Dataset),
}
}
@ -106,3 +107,29 @@ func (e *Entity) EyeHeight() float64 {
func (e *Entity) EyePosition() itype.Vec3d {
return e.pos.Addv(0, e.EyeHeight(), 0)
}
func (e *Entity) DatasetI(name string) int64 {
return e.ds[name].(int64)
}
func (e *Entity) DatasetF(name string) float64 {
return e.ds[name].(float64)
}
func (e *Entity) DatasetS(name string) string {
return e.ds[name].(string)
}
func (e *Entity) DatasetB(name string) bool {
return e.ds[name].(bool)
}
func (e *Entity) SetDatasetI(name string, val int64) {
e.ds[name] = val
}
func (e *Entity) SetDatasetF(name string, val float64) {
e.ds[name] = val
}
func (e *Entity) SetDatasetS(name string, val string) {
e.ds[name] = val
}
func (e *Entity) SetDatasetB(name string, val bool) {
e.ds[name] = val
}

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@ -1,6 +1,8 @@
package game
import (
"time"
"edgaru089.ml/go/gl01/internal/entity"
"edgaru089.ml/go/gl01/internal/render"
"edgaru089.ml/go/gl01/internal/util/itype"
@ -28,6 +30,8 @@ type Game struct {
fullscreen bool
lastPos, lastSize itype.Vec2i // Window size before entering fullscreen
runtime time.Duration
io imgui.IO
gui guiState
paused bool

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@ -74,6 +74,11 @@ func (g *Game) imgui() {
pos := g.player.Position()
igwrap.TextBackground("Player: (%.3f, %.5f, %.3f) (Y%.2f, Z%.2f)", pos[0], pos[1], pos[2], g.rotY.Degrees(), g.rotZ)
if ok, bc, face, _, _ := g.world.CastViewRay(io.ViewPos, io.ViewDir.Normalize(), 10); ok {
igwrap.TextBackground("Looking At: (%d %d %d) facing %s", bc[0], bc[1], bc[2], itype.DirectionName[face])
}
imgui.End()
}
}
@ -138,4 +143,43 @@ func (g *Game) imgui() {
}
imgui.End()
imgui.SetNextWindowPosV(imgui.Vec2{float32(io.DisplaySize[0] / 2), float32(io.DisplaySize[1]) + 1}, imgui.ConditionAlways, imgui.Vec2{0.5, 1})
if igwrap.Begin("InventoryBar", nil, imgui.WindowFlagsAlwaysAutoResize|imgui.WindowFlagsNoNavFocus|imgui.WindowFlagsNoNavInputs|imgui.WindowFlagsNoDecoration|imgui.WindowFlagsNoBringToFrontOnFocus|imgui.WindowFlagsNoSavedSettings|imgui.WindowFlagsNoFocusOnAppearing) {
imgui.PushStyleColor(imgui.StyleColorBorder, imgui.Vec4{0.8, 0.8, 0.8, 1})
for i, id := range placeId {
if i != 0 {
imgui.SameLineV(0, 1)
}
if i == placei {
imgui.PushStyleVarFloat(imgui.StyleVarFrameBorderSize, 2)
}
app := world.GetBlockBehaviour(id).Appearance(itype.Vec3i{}, 0, nil, g.world)
var name string
switch app.RenderType {
case world.OneTexture:
name = app.Name + ".png"
case world.ThreeTexture:
name = app.Name + "_top.png"
case world.SixTexture:
name = app.Name + "_y+.png"
}
igwrap.ImageButtonV(
g.render.texture.Handle(),
itype.Vec2f{32, 32},
asset.WorldTextureAtlas.RectNormalized(name),
0, itype.Vec4f{}, itype.Vec4f{1, 1, 1, 1},
)
if i == placei {
imgui.PopStyleVar()
}
}
imgui.PopStyleColor()
imgui.End()
}
}

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@ -12,12 +12,21 @@ import (
"edgaru089.ml/go/gl01/internal/util"
"edgaru089.ml/go/gl01/internal/util/itype"
"edgaru089.ml/go/gl01/internal/world"
"edgaru089.ml/go/gl01/internal/world/blocks"
"edgaru089.ml/go/gl01/internal/world/worldgen"
"github.com/go-gl/glfw/v3.3/glfw"
"github.com/go-gl/mathgl/mgl64"
"github.com/inkyblackness/imgui-go/v4"
)
const (
PlayerBreakCooldown = 200 * time.Millisecond
PlayerPlaceCooldown = 200 * time.Millisecond
)
var placeId = [10]int{blocks.Stone, blocks.Dirt, blocks.Grass, blocks.LogOak, blocks.PlanksOak, blocks.LeavesOak, blocks.Debug, blocks.DebugDir, blocks.Bedrock, blocks.Water}
var placei = 0
var logs string
type logger struct{}
@ -43,6 +52,9 @@ func (g *Game) Init(win *glfw.Window) {
panic(err)
}
g.player.SetDatasetI("LastBreak", 0)
g.player.SetDatasetI("LastPlace", 0)
var seed int64 = time.Now().Unix()
gensync := make(chan struct{})
gensynccnt := 0
@ -163,6 +175,18 @@ func (g *Game) Init(win *glfw.Window) {
win.SetScrollCallback(func(w *glfw.Window, xpos, ypos float64) {
if g.paused {
backend.MouseScrollCallback(xpos, ypos)
} else {
if ypos > 0 {
placei--
} else if ypos < 0 {
placei++
}
if placei < 0 {
placei += len(placeId)
}
if placei >= len(placeId) {
placei -= len(placeId)
}
}
})
@ -172,6 +196,7 @@ const airAccel = 0.1
// Update updates the game state, not necessarily in the main thread.
func (g *Game) Update(win *glfw.Window, delta time.Duration) {
g.runtime += delta
backend.NewFrame()
clock := util.NewClock()
@ -242,6 +267,42 @@ func (g *Game) Update(win *glfw.Window, delta time.Duration) {
g.player.SetSpeed(itype.Vec3d{})
}
if ok, bc, dir, _, _ := g.world.CastViewRay(io.ViewPos, io.ViewDir.Normalize(), 6); ok {
ba := g.world.Block(bc).Appearance(bc)
for _, r := range ba.Lookbox {
render.Framewire.PushBox(r.GrowEven(itype.Vec3d{0.03125, 0.03125, 0.03125}).Offset(bc.ToFloat64()).ToFloat32(), color.White)
}
// Break/Place block
if win.GetMouseButton(glfw.MouseButtonLeft) == glfw.Press && g.runtime-time.Duration(g.player.DatasetI("LastBreak")) >= PlayerBreakCooldown {
// Break
g.world.Break(bc)
g.player.SetDatasetI("LastBreak", int64(g.runtime))
} else if win.GetMouseButton(glfw.MouseButtonRight) == glfw.Press && g.runtime-time.Duration(g.player.DatasetI("LastPlace")) >= PlayerBreakCooldown {
// Place
// Check hitbox
tobehit := world.GetBlockBehaviour(placeId[placei]).Appearance(bc.Add(itype.DirectionVeci[dir]), 0, nil, g.world).Hitbox
if len(tobehit) == 0 {
tobehit = []itype.Boxd{{OffX: 0, OffY: 0, OffZ: 0, SizeX: 1, SizeY: 1, SizeZ: 1}}
}
canplace := true
outer:
for _, pb := range g.player.WorldHitbox() {
for _, b := range tobehit {
if ok, _ := b.Offset(bc.Add(itype.DirectionVeci[dir]).ToFloat64()).Intersect(pb); ok {
canplace = false
break outer
}
}
}
if canplace {
g.world.SetBlock(bc.Add(itype.DirectionVeci[dir]), placeId[placei], 0, nil)
g.player.SetDatasetI("LastPlace", int64(g.runtime))
}
}
}
io.Diagnostics.Times.Logic = clock.Restart()
imgui.ShowDemoWindow(nil)

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@ -479,4 +479,5 @@ func (g *Game) Render(win *glfw.Window) {
}
backend.Render(win)
}

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@ -24,8 +24,5 @@ void main() {
fragUV = uv;
fragColor = color;
gl_Position = projection * vec4(pos.xy, 0, 1);
if ((flags & FLAG_FLIP_Y) != 0)
fragUV.y = 1 - fragUV.y;
}

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@ -13,11 +13,13 @@ import (
// size is in pixels. texRange is in [0, 1].
func Image(tex uint32, size itype.Vec2f, texRange itype.Rectf) {
min, max := texRange.MinPoint(), texRange.MaxPoint()
if GetTextureFlag(tex)&TextureFlag_FlipY == 0 {
min[1], max[1] = max[1], min[1] // swap minY/maxY
}
imgui.ImageV(
imgui.TextureID(tex),
Vec2(size),
imgui.Vec2{X: min[0], Y: max[1]},
imgui.Vec2{X: max[0], Y: min[1]},
Vec2(min), Vec2(max),
Color(255, 255, 255, 255),
imgui.Vec4{},
)
@ -28,17 +30,52 @@ func Image(tex uint32, size itype.Vec2f, texRange itype.Rectf) {
//
// size is in pixels. texRange is in [0, 1].
func ImageV(tex uint32, size itype.Vec2f, texRange itype.Rectf, texColor itype.Vec4f, borderColor itype.Vec4f) {
min, max := texRange.MinPoint(), texRange.MaxPoint()
if GetTextureFlag(tex)&TextureFlag_FlipY == 0 {
min[1], max[1] = max[1], min[1] // swap minY/maxY
}
imgui.ImageV(
imgui.TextureID(tex),
Vec2(size),
Vec2(texRange.MinPoint()),
Vec2(texRange.MaxPoint()),
Vec2(min), Vec2(max),
Vec4(texColor),
Vec4(borderColor),
)
}
// Per-texture flags. This is passed to the shader as-is and handled only there.
func ImageButton(tex uint32, size itype.Vec2f, texRange itype.Rectf) bool {
min, max := texRange.MinPoint(), texRange.MaxPoint()
if GetTextureFlag(tex)&TextureFlag_FlipY == 0 {
min[1], max[1] = max[1], min[1] // swap minY/maxY
}
return imgui.ImageButtonV(
imgui.TextureID(tex),
Vec2(size),
Vec2(min), Vec2(max),
-1,
imgui.Vec4{},
imgui.Vec4{1, 1, 1, 1},
)
}
func ImageButtonV(tex uint32, size itype.Vec2f, texRange itype.Rectf, padding int, bgCol, tintCol itype.Vec4f) bool {
min, max := texRange.MinPoint(), texRange.MaxPoint()
if GetTextureFlag(tex)&TextureFlag_FlipY == 0 {
min[1], max[1] = max[1], min[1] // swap minY/maxY
}
return imgui.ImageButtonV(
imgui.TextureID(tex),
Vec2(size),
Vec2(min), Vec2(max),
padding,
Vec4(bgCol),
Vec4(tintCol),
)
}
// Per-texture flags. This is passed to the shader as-is.
//
// FilpY is handled by the ImageXXX() call.
type TextureFlag int
const (

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@ -75,7 +75,7 @@ func (f *FramewireRenderer) PushLine(p0, p1 itype.Vec3f, color0, color1 color.Co
)
}
const FramewireSizeShrink = 1e-2
const FramewireSizeShrink = 1e-4
// PushBox pushes a 3D box into the vertex array.
//

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@ -4,7 +4,7 @@ package itype
// This is the major way how complicated data is stored in blocks and entities.
//
// The empty interface should only hold these 4 types:
// - int
// - int64
// - float64
// - bool
// - string

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@ -62,6 +62,10 @@ func (d Direction) Opposite() Direction {
return 0
}
func (d Direction) String() string {
return DirectionName[d]
}
// DirectionIs returns X/Y/Z for 0/1/2, and +/- for #pos/neg.
func DirectionIs(index int, positive bool) Direction {
switch index {

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@ -1,6 +1,8 @@
package itype
import "sort"
import (
"sort"
)
// Recti is a 2D rectangle with int coordinates.
type Recti struct {
@ -113,6 +115,32 @@ func (b Boxd) Offsetv(x, y, z float64) Boxd {
}
}
// GrowEven grows the box on each axis by deltaSize,
// not moving its center.
func (b Boxd) GrowEven(deltaSize Vec3d) Boxd {
return Boxd{
OffX: b.OffX - deltaSize[0]/2,
OffY: b.OffY - deltaSize[1]/2,
OffZ: b.OffZ - deltaSize[2]/2,
SizeX: b.SizeX + deltaSize[0],
SizeY: b.SizeY + deltaSize[1],
SizeZ: b.SizeZ + deltaSize[2],
}
}
// GrowOrigin grows the box on each axis by deltaSize,
// not moving its origin.
func (b Boxd) GrowOrigin(deltaSize Vec3d) Boxd {
return Boxd{
OffX: b.OffX,
OffY: b.OffY,
OffZ: b.OffZ,
SizeX: b.SizeX + deltaSize[0],
SizeY: b.SizeY + deltaSize[1],
SizeZ: b.SizeZ + deltaSize[2],
}
}
func (b Boxd) MinPoint() Vec3d {
return Vec3d{b.OffX, b.OffY, b.OffZ}
}
@ -121,9 +149,9 @@ func (b Boxd) MaxPoint() Vec3d {
}
func (b Boxd) Contains(point Vec3d) bool {
return point[0] >= b.OffX && point[0] <= b.OffX+b.SizeX &&
point[1] >= b.OffY && point[1] <= b.OffY+b.SizeY &&
point[2] >= b.OffZ && point[2] <= b.OffZ+b.SizeZ
return point[0] > b.OffX && point[0] < b.OffX+b.SizeX &&
point[1] > b.OffY && point[1] < b.OffY+b.SizeY &&
point[2] > b.OffZ && point[2] < b.OffZ+b.SizeZ
}
func pointIntersect(n, m, p, q float64) (min, len float64) {
@ -157,7 +185,7 @@ func (box1 Boxd) Intersect(box2 Boxd) (ok bool, intersect Boxd) {
}
func between(val, min, max float64) bool {
return min <= val && val <= max
return min < val && val < max
}
// IntersectRay computes if a Box intersects with a ray.
@ -174,14 +202,14 @@ func (box Boxd) IntersectRay(start, dir Vec3d, length float64) (ok bool, hitface
for i := 0; i < 3; i++ {
if dir[i] > 0 {
t[i] = (min[i] - start[i]) / dir[i]
} else {
} else if dir[i] < 0 {
t[i] = (max[i] - start[i]) / dir[i]
}
}
maxi := 0
for i, ti := range t {
if ti > t[maxi] {
for i := range t {
if t[i] > t[maxi] {
maxi = i
}
}
@ -190,7 +218,7 @@ func (box Boxd) IntersectRay(start, dir Vec3d, length float64) (ok bool, hitface
pt := start.Add(dir.Multiply(t[maxi]))
o1 := (maxi + 1) % 3
o2 := (maxi + 1) % 3
o2 := (maxi + 2) % 3
if between(pt[o1], min[o1], max[o1]) && between(pt[o2], min[o2], max[o2]) {
ok = true
@ -201,5 +229,6 @@ func (box Boxd) IntersectRay(start, dir Vec3d, length float64) (ok bool, hitface
}
}
ok = false
return
}

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@ -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{{

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@ -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

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@ -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
}
bto := bfrom.Add(itype.DirectionVeci[todir])
block := w.Block(bto)
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,
// 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
}
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
// 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
}
}
}
bfromdir = outface.Opposite()
bfrom = bto
break
// Test the directions
for i := itype.Direction(0); i < 6; i++ {
if i == skipdir {
continue
}
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)
}

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@ -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)