Added slabs
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parent
5f66b792c7
commit
e4fc6f4d96
@ -23,7 +23,8 @@ const (
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PlayerPlaceCooldown = 200 * time.Millisecond
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)
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var placeId = [10]int{blocks.Stone, blocks.Dirt, blocks.Grass, blocks.LogOak, blocks.PlanksOak, blocks.LeavesOak, blocks.Glass, blocks.DebugDir, blocks.Bedrock, blocks.Water}
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var placeId = [10]int{blocks.Stone, blocks.Slab, blocks.Grass, blocks.LogOak, blocks.PlanksOak, blocks.LeavesOak, blocks.Glass, blocks.DebugDir, blocks.Bedrock, blocks.Water}
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var placeAux = [10]int{0, blocks.PlanksOak, 0, 0, 0, 0, 0, 0, 0, 0}
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var placei = 0
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var logs string
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@ -297,7 +298,11 @@ func (g *Game) Update(win *glfw.Window, delta time.Duration) {
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}
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if canplace {
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g.world.SetBlock(bc.Add(itype.DirectionVeci[dir]), placeId[placei], 0, nil)
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aux := placeAux[placei]
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if win.GetKey(glfw.KeyLeftShift) == glfw.Press {
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aux = -aux
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}
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g.world.SetBlock(bc.Add(itype.DirectionVeci[dir]), placeId[placei], aux, nil)
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g.player.SetDatasetI("LastPlace", int64(g.runtime))
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}
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}
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@ -53,3 +53,10 @@ func AbsMind(a, b float64) float64 {
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}
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return b
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}
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func AbsInt(x int) int {
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if x < 0 {
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return -x
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}
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return x
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}
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@ -22,6 +22,8 @@ const (
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Glass
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Slab
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Count
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)
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@ -45,7 +47,9 @@ func init() {
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world.RegisterBlockBehaviour(13, world.BlockBehaviourStatic(world.BlockAppearance{Name: "glass", Transparent: true}))
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if Count != 14 {
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world.RegisterBlockBehaviour(14, SlabBehaviour{})
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if Count != 15 {
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panic("world.DefaultBlocks: block count not correct (check for block numbering in default_blocks.go)")
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}
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@ -76,3 +76,111 @@ func appendFace(face itype.Direction, pos itype.Vec3i, texname string, faceOffse
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return arr
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}
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// same as appendFace
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// faceSize is in [0, 1]
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// textureSubrect is normalized, also in [0, 1]; coords start from the left-top
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func appendFaceSized(face itype.Direction, pos itype.Vec3i, texname string, faceSize itype.Vec3f, faceOffset itype.Vec3f, textureSubrect itype.Rectf, arr []world.Vertex) []world.Vertex {
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switch face {
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case itype.XPlus: // X+
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arr = append(arr,
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// Vertex Position Normal Vector(normalized) Texture Coord Light
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world.Vertex{pos.ToFloat32().Addv(1, 0, 0).
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Add(faceOffset), itype.Vec3f{1, 0, 0}, itype.Vec2f{1, 1}, 16},
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world.Vertex{pos.ToFloat32().Addv(1, faceSize[1], 0).
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Add(faceOffset), itype.Vec3f{1, 0, 0}, itype.Vec2f{1, 0}, 16},
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world.Vertex{pos.ToFloat32().Addv(1, faceSize[1], faceSize[2]).
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Add(faceOffset), itype.Vec3f{1, 0, 0}, itype.Vec2f{0, 0}, 16},
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world.Vertex{pos.ToFloat32().Addv(1, 0, 0).
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Add(faceOffset), itype.Vec3f{1, 0, 0}, itype.Vec2f{1, 1}, 16},
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world.Vertex{pos.ToFloat32().Addv(1, faceSize[1], faceSize[2]).
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Add(faceOffset), itype.Vec3f{1, 0, 0}, itype.Vec2f{0, 0}, 16},
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world.Vertex{pos.ToFloat32().Addv(1, 0, faceSize[2]).
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Add(faceOffset), itype.Vec3f{1, 0, 0}, itype.Vec2f{0, 1}, 16},
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)
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case itype.XMinus: // X-
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arr = append(arr,
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world.Vertex{pos.ToFloat32().Addv(0, 0, 0).
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Add(faceOffset), itype.Vec3f{-1, 0, 0}, itype.Vec2f{0, 1}, 16},
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world.Vertex{pos.ToFloat32().Addv(0, faceSize[1], faceSize[2]).
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Add(faceOffset), itype.Vec3f{-1, 0, 0}, itype.Vec2f{1, 0}, 16},
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world.Vertex{pos.ToFloat32().Addv(0, faceSize[1], 0).
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Add(faceOffset), itype.Vec3f{-1, 0, 0}, itype.Vec2f{0, 0}, 16},
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world.Vertex{pos.ToFloat32().Addv(0, 0, 0).
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Add(faceOffset), itype.Vec3f{-1, 0, 0}, itype.Vec2f{0, 1}, 16},
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world.Vertex{pos.ToFloat32().Addv(0, 0, faceSize[2]).
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Add(faceOffset), itype.Vec3f{-1, 0, 0}, itype.Vec2f{1, 1}, 16},
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world.Vertex{pos.ToFloat32().Addv(0, faceSize[1], faceSize[2]).
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Add(faceOffset), itype.Vec3f{-1, 0, 0}, itype.Vec2f{1, 0}, 16},
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)
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case itype.YPlus: // Y+
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arr = append(arr,
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world.Vertex{pos.ToFloat32().Addv(0, 1, 0).
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Add(faceOffset), itype.Vec3f{0, 1, 0}, itype.Vec2f{0, 0}, 16},
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world.Vertex{pos.ToFloat32().Addv(0, 1, faceSize[2]).
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Add(faceOffset), itype.Vec3f{0, 1, 0}, itype.Vec2f{0, 1}, 16},
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world.Vertex{pos.ToFloat32().Addv(faceSize[0], 1, 0).
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Add(faceOffset), itype.Vec3f{0, 1, 0}, itype.Vec2f{1, 0}, 16},
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world.Vertex{pos.ToFloat32().Addv(0, 1, faceSize[2]).
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Add(faceOffset), itype.Vec3f{0, 1, 0}, itype.Vec2f{0, 1}, 16},
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world.Vertex{pos.ToFloat32().Addv(faceSize[0], 1, faceSize[2]).
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Add(faceOffset), itype.Vec3f{0, 1, 0}, itype.Vec2f{1, 1}, 16},
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world.Vertex{pos.ToFloat32().Addv(faceSize[0], 1, 0).
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Add(faceOffset), itype.Vec3f{0, 1, 0}, itype.Vec2f{1, 0}, 16},
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)
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case itype.YMinus: // Y-
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arr = append(arr,
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world.Vertex{pos.ToFloat32().Addv(0, 0, 0).
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Add(faceOffset), itype.Vec3f{0, -1, 0}, itype.Vec2f{1, 0}, 16},
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world.Vertex{pos.ToFloat32().Addv(faceSize[0], 0, 0).
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Add(faceOffset), itype.Vec3f{0, -1, 0}, itype.Vec2f{0, 0}, 16},
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world.Vertex{pos.ToFloat32().Addv(faceSize[0], 0, faceSize[2]).
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Add(faceOffset), itype.Vec3f{0, -1, 0}, itype.Vec2f{0, 1}, 16},
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world.Vertex{pos.ToFloat32().Addv(0, 0, 0).
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Add(faceOffset), itype.Vec3f{0, -1, 0}, itype.Vec2f{1, 0}, 16},
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world.Vertex{pos.ToFloat32().Addv(faceSize[0], 0, faceSize[2]).
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Add(faceOffset), itype.Vec3f{0, -1, 0}, itype.Vec2f{0, 1}, 16},
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world.Vertex{pos.ToFloat32().Addv(0, 0, faceSize[2]).
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Add(faceOffset), itype.Vec3f{0, -1, 0}, itype.Vec2f{1, 1}, 16},
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)
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case itype.ZPlus: // Z+
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arr = append(arr,
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world.Vertex{pos.ToFloat32().Addv(0, 0, 1).
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Add(faceOffset), itype.Vec3f{0, 0, 1}, itype.Vec2f{0, 1}, 16},
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world.Vertex{pos.ToFloat32().Addv(faceSize[0], 0, 1).
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Add(faceOffset), itype.Vec3f{0, 0, 1}, itype.Vec2f{1, 1}, 16},
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world.Vertex{pos.ToFloat32().Addv(0, faceSize[1], 1).
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Add(faceOffset), itype.Vec3f{0, 0, 1}, itype.Vec2f{0, 0}, 16},
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world.Vertex{pos.ToFloat32().Addv(faceSize[0], faceSize[1], 1).
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Add(faceOffset), itype.Vec3f{0, 0, 1}, itype.Vec2f{1, 0}, 16},
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world.Vertex{pos.ToFloat32().Addv(0, faceSize[1], 1).
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Add(faceOffset), itype.Vec3f{0, 0, 1}, itype.Vec2f{0, 0}, 16},
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world.Vertex{pos.ToFloat32().Addv(faceSize[0], 0, 1).
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Add(faceOffset), itype.Vec3f{0, 0, 1}, itype.Vec2f{1, 1}, 16},
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)
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case itype.ZMinus: // Z-
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arr = append(arr,
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world.Vertex{pos.ToFloat32().Addv(0, 0, 0).
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Add(faceOffset), itype.Vec3f{0, 0, -1}, itype.Vec2f{1, 1}, 16},
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world.Vertex{pos.ToFloat32().Addv(0, faceSize[1], 0).
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Add(faceOffset), itype.Vec3f{0, 0, -1}, itype.Vec2f{1, 0}, 16},
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world.Vertex{pos.ToFloat32().Addv(faceSize[0], faceSize[1], 0).
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Add(faceOffset), itype.Vec3f{0, 0, -1}, itype.Vec2f{0, 0}, 16},
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world.Vertex{pos.ToFloat32().Addv(0, 0, 0).
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Add(faceOffset), itype.Vec3f{0, 0, -1}, itype.Vec2f{1, 1}, 16},
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world.Vertex{pos.ToFloat32().Addv(faceSize[0], faceSize[1], 0).
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Add(faceOffset), itype.Vec3f{0, 0, -1}, itype.Vec2f{0, 0}, 16},
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world.Vertex{pos.ToFloat32().Addv(faceSize[0], 0, 0).
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Add(faceOffset), itype.Vec3f{0, 0, -1}, itype.Vec2f{0, 1}, 16},
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)
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}
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texrect := asset.WorldTextureAtlas.RectNormalized(texname)
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for i := len(arr) - 6; i < len(arr); i++ {
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arr[i].Texture[0] = texrect.Left + (textureSubrect.Left+textureSubrect.Width*arr[i].Texture[0])*texrect.Width
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arr[i].Texture[1] = texrect.Top + (textureSubrect.Top+textureSubrect.Height*arr[i].Texture[1])*texrect.Height
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}
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return arr
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}
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100
internal/world/blocks/slab.go
Normal file
100
internal/world/blocks/slab.go
Normal file
@ -0,0 +1,100 @@
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package blocks
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import (
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"edgaru089.ml/go/gl01/internal/util/itype"
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"edgaru089.ml/go/gl01/internal/world"
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)
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type SlabBehaviour struct{}
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func (SlabBehaviour) Static() bool { return true }
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func (SlabBehaviour) RequireDataset() bool { return false }
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func (SlabBehaviour) RequireBlockUpdate() bool { return false }
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func (SlabBehaviour) Appearance(position itype.Vec3i, aux int, data itype.Dataset, w *world.World) world.BlockAppearance {
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var hitbox itype.Boxd
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if aux > 0 { // Bottom slab
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hitbox = itype.Boxd{0, 0, 0, 1, 0.5, 1}
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} else { // Top slab
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hitbox = itype.Boxd{0, 0.5, 0, 1, 0.5, 1}
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}
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return world.BlockAppearance{
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Name: "",
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Transparent: true,
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NotSolid: false,
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Hitbox: []itype.Boxd{hitbox},
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Lookbox: []itype.Boxd{hitbox},
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RenderType: world.CustomRendering,
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CustomRenderAppend: func(
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position itype.Vec3i,
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aux int,
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data itype.Dataset,
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w *world.World,
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vertexArray []world.Vertex, vertsWater []world.Vertex) (verts, waters []world.Vertex) {
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var offset itype.Vec3f
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if aux < 0 {
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offset = itype.Vec3f{0, 0.5, 0}
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aux = -aux
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}
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var name string
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switch aux {
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case Stone:
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name = "stone"
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case Sand:
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name = "sand"
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case PlanksOak:
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name = "planks_oak"
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}
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vertexArray = appendFace(itype.YMinus, position, name+".png", itype.Vec3f{0, 0, 0}.Add(offset), vertexArray)
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vertexArray = appendFace(itype.YPlus, position, name+".png", itype.Vec3f{0, -0.5, 0}.Add(offset), vertexArray)
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vertexArray = appendFaceSized(
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itype.XPlus,
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position,
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name+".png",
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itype.Vec3f{1, 0.5, 1},
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itype.Vec3f{0, 0, 0}.Add(offset),
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itype.Rectf{0, 0, 1, 0.5},
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vertexArray,
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)
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vertexArray = appendFaceSized(
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itype.XMinus,
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position,
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name+".png",
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itype.Vec3f{1, 0.5, 1},
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itype.Vec3f{0, 0, 0}.Add(offset),
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itype.Rectf{0, 0, 1, 0.5},
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vertexArray,
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)
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vertexArray = appendFaceSized(
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itype.ZPlus,
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position,
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name+".png",
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itype.Vec3f{1, 0.5, 1},
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itype.Vec3f{0, 0, 0}.Add(offset),
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itype.Rectf{0, 0, 1, 0.5},
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vertexArray,
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)
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vertexArray = appendFaceSized(
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itype.ZMinus,
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position,
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name+".png",
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itype.Vec3f{1, 0.5, 1},
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itype.Vec3f{0, 0, 0}.Add(offset),
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itype.Rectf{0, 0, 1, 0.5},
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vertexArray,
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)
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return vertexArray, vertsWater
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},
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}
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}
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func (SlabBehaviour) BlockUpdate(position itype.Vec3i, aux int, data itype.Dataset, w *world.World) bool {
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return false
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}
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func (SlabBehaviour) Break(position itype.Vec3i, aux int, data itype.Dataset, w *world.World) {}
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@ -17,7 +17,8 @@ const (
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type Chunk struct {
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X, Z int // Chunk coordinate in global coordinate (y is always zero)
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Id, Aux [ChunkSizeX][ChunkSizeY][ChunkSizeZ]uint16
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Id [ChunkSizeX][ChunkSizeY][ChunkSizeZ]uint16
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Aux [ChunkSizeX][ChunkSizeY][ChunkSizeZ]int16
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// render data kept unexported (therefore excluded from gob encoding)
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renderChanged bool
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@ -40,7 +41,7 @@ func (c *Chunk) SetChunkID(x, z int) {
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func (c *Chunk) SetBlock(x, y, z int, id, aux int) {
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c.Id[x][y][z] = uint16(id)
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c.Aux[x][y][z] = uint16(aux)
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c.Aux[x][y][z] = int16(aux)
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c.renderChanged = true
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switch x {
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