148 lines
3.2 KiB
Go
148 lines
3.2 KiB
Go
package world
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import (
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"fmt"
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"io"
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"edgaru089.ml/go/gl01/internal/util/itype"
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)
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// World holds a number of Chunks and Entities.
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type World struct {
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Chunks map[itype.Vec2i]*Chunk
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Seed int32
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}
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// NewWorld creates a new, empty, world with no chunks.
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func NewWorld() *World {
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var w World
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w.Chunks = make(map[itype.Vec2i]*Chunk)
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return &w
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}
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// The default World.
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var DefaultWorld World
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func init() {
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DefaultWorld.Chunks = make(map[itype.Vec2i]*Chunk)
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}
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// Chunk returns the chunk at [x, z], or nil if nonexistent.
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func (w *World) Chunk(x, z int) *Chunk {
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return w.Chunks[itype.Vec2i{x, z}]
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}
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// SetChunk sets the chunk [x, z] to c.
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func (w *World) SetChunk(x, z int, c *Chunk) {
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if old, ok := w.Chunks[itype.Vec2i{x, z}]; ok {
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old.FreeRender()
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}
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c.X = x
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c.Z = z
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c.renderChanged = true
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c.world = w
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w.Chunks[itype.Vec2i{x, z}] = c
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c.InitRender()
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}
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func BlockPosToChunk(blockpos itype.Vec3i) (x, z int) {
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if blockpos[0] >= 0 {
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x = blockpos[0] / ChunkSizeX
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} else {
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x = (blockpos[0]+1)/ChunkSizeX - 1
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}
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if blockpos[2] >= 0 {
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z = blockpos[2] / ChunkSizeZ
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} else {
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z = (blockpos[2]+1)/ChunkSizeZ - 1
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}
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return
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}
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func BlockPosToInChunk(blockpos itype.Vec3i) (x, y, z int) {
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if blockpos[0] >= 0 {
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x = blockpos[0] % ChunkSizeX
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} else {
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x = ChunkSizeX + (blockpos[0] % ChunkSizeX)
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if x == ChunkSizeX {
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x = 0
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}
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}
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y = blockpos[1]
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if blockpos[2] >= 0 {
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z = blockpos[2] % ChunkSizeZ
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} else {
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z = ChunkSizeZ + (blockpos[2] % ChunkSizeZ)
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if z == ChunkSizeZ {
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z = 0
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}
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}
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return
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}
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// Block returns the block at the position [pos], or an empty Block{} if it does not exist.
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func (w *World) Block(pos itype.Vec3i) Block {
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cx, cz := BlockPosToChunk(pos)
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cix, ciy, ciz := BlockPosToInChunk(pos)
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c, ok := w.Chunks[itype.Vec2i{cx, cz}]
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if !ok || ciy < 0 || ciy >= ChunkSizeY {
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return Block{}
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}
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return Block{
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Id: int(c.Id[cix][ciy][ciz]),
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Aux: int(c.Aux[cix][ciy][ciz]),
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Dataset: nil,
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Behaviour: GetBlockBehaviour(int(c.Id[cix][ciy][ciz])),
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}
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}
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// SetBlock sets the block at the given position, returning its Block.
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//
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// It fails if the chunk is not loaded, and an empty Block{} is returned.
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func (w *World) SetBlock(pos itype.Vec3i, id, aux int, dataset itype.Dataset) Block {
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cx, cz := BlockPosToChunk(pos)
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cix, ciy, ciz := BlockPosToInChunk(pos)
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c, ok := w.Chunks[itype.Vec2i{cx, cz}]
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if !ok || ciy < 0 || ciy >= ChunkSizeY {
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return Block{}
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}
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c.SetBlock(cix, ciy, ciz, id, aux)
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return Block{
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Id: int(c.Id[cix][ciy][ciz]),
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Aux: int(c.Aux[cix][ciy][ciz]),
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Dataset: nil,
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Behaviour: GetBlockBehaviour(int(c.Id[cix][ciy][ciz])),
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}
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}
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// LoadChunkFromGob loads (or overwrites) chunk [id.x, id.z] from the Gob-encoding file.
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func (w *World) LoadChunkFromGob(id itype.Vec2i, file io.Reader) (err error) {
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c := &Chunk{}
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if err != nil {
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return fmt.Errorf("World: load chunk (%d,%d) from gob file: %s", id[0], id[1], err)
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}
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if old, ok := w.Chunks[id]; ok {
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old.FreeRender()
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}
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c.LoadFromGobIndexed(file, id[0], id[1])
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w.Chunks[id] = c
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c.InitRender()
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return nil
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}
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// Render should be called from WorldRenderer, setting shader and texture context
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// for the Render function, which merely calls BindVertexArray and DrawArrays.
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func (w *World) Render() {
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for _, c := range w.Chunks {
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c.Render()
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}
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}
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