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-rw-r--r--src/Entities/Player.cpp41
-rw-r--r--src/Entities/Player.hpp2
-rw-r--r--src/World/Chunk.cpp5
-rw-r--r--src/World/Chunk.hpp1
-rw-r--r--src/World/ChunkIndex.hpp2
-rw-r--r--src/World/Position.hpp25
-rw-r--r--src/World/VoxelTraversal.hpp37
-rw-r--r--src/World/World.cpp11
-rw-r--r--src/World/World.hpp9
9 files changed, 110 insertions, 23 deletions
diff --git a/src/Entities/Player.cpp b/src/Entities/Player.cpp
index a8abb1d..da96d56 100644
--- a/src/Entities/Player.cpp
+++ b/src/Entities/Player.cpp
@@ -24,17 +24,7 @@ void Player::update(const Time& time, GFX::Window& window, GFX::Camera& camera,
update_camera_position(camera);
- if (window.mouse(GLFW_MOUSE_BUTTON_LEFT, GLFW_PRESS)) {
- auto look_transform = camera_transform();
- auto look_direction = -look_transform.forward(); // Why does this need to be inverted?
- auto block = world.traverse(
- Ray{look_transform.position(), look_direction},
- 4.0,
- [](auto b) { return b.type.is_solid(); }
- );
-
- if (block != Position::BlockWorld{}) world.break_block(block);
- }
+ actions(window, world);
}
void Player::move(Position::WorldOffset by) {
@@ -105,6 +95,35 @@ Vec3 Player::flying_velocity(GFX::Window& window, const Time& time, Vec3 input_d
return direction * (base_move_speed + boost) * time.delta();
}
+void Player::actions(GFX::Window& window, World::World& world) {
+ auto constexpr max_block_reach = 4.0;
+
+ auto left_click = window.mouse(GLFW_MOUSE_BUTTON_LEFT, GLFW_PRESS);
+ auto right_click = window.mouse(GLFW_MOUSE_BUTTON_RIGHT, GLFW_PRESS);
+ if (left_click || right_click) {
+ auto const look_transform = camera_transform();
+ Ray const ray{look_transform.position(), -look_transform.forward()};
+ auto const traversal = world.traverse(
+ ray,
+ [](auto b) { return b.type.is_solid(); },
+ max_block_reach
+ );
+
+ if (traversal.hit) {
+ if (left_click) {
+ world.break_block(traversal.block);
+ } else {
+ auto const new_block = Position::BlockWorld(traversal.block + traversal.normal);
+ auto const current_box = bounding_box_for_position(m_transform.position());
+ auto const block_box = World::Chunk::block_bounds(new_block);
+
+ if (!current_box.collides(block_box)) // Don't place blocks inside the player.
+ world.set_block(new_block, World::BlockType::Stone);
+ }
+ }
+ }
+}
+
#define STUCK_THRESHOLD 100
Player::ProcessCollisionsResult Player::process_collisions(World::World& world, Position::World from, Position::World to) {
diff --git a/src/Entities/Player.hpp b/src/Entities/Player.hpp
index b1ec8e7..f6c1f9a 100644
--- a/src/Entities/Player.hpp
+++ b/src/Entities/Player.hpp
@@ -40,6 +40,8 @@ private:
Vec3 walking_velocity(GFX::Window& window, const Time& time, Vec3 input_direction);
Vec3 flying_velocity(GFX::Window& window, const Time& time, Vec3 input_direction);
+ void actions(GFX::Window& window, World::World& world);
+
Transform camera_transform() const;
void update_camera_position(GFX::Camera& camera) const;
diff --git a/src/World/Chunk.cpp b/src/World/Chunk.cpp
index 6cb67bb..b4a9ece 100644
--- a/src/World/Chunk.cpp
+++ b/src/World/Chunk.cpp
@@ -50,4 +50,9 @@ AABB Chunk::block_bounds(Position::BlockLocal pos) {
};
}
+AABB Chunk::block_bounds(Position::BlockWorld pos) {
+ auto chunk_position = ChunkIndex::from_position(pos).world_position();
+ return block_bounds(pos.to_local()).offset(Vec3(chunk_position));
+}
+
}
diff --git a/src/World/Chunk.hpp b/src/World/Chunk.hpp
index 9a29284..bab20f2 100644
--- a/src/World/Chunk.hpp
+++ b/src/World/Chunk.hpp
@@ -68,6 +68,7 @@ public:
static Bool is_valid_position(Position::BlockLocal pos);
static AABB block_bounds(Position::BlockLocal pos);
+ static AABB block_bounds(Position::BlockWorld pos);
private:
static U64 pos(U32 x, U32 y, U32 z);
diff --git a/src/World/ChunkIndex.hpp b/src/World/ChunkIndex.hpp
index da23e3d..1e2b9ac 100644
--- a/src/World/ChunkIndex.hpp
+++ b/src/World/ChunkIndex.hpp
@@ -18,7 +18,7 @@ struct ChunkIndex {
Position::BlockWorld local_to_world_position(Position::BlockLocal local) const {
using namespace ChunkDimensions;
- return {x * Width + local.x(), local.y(), y * Width + local.z()};
+ return {TO(I64, x) * Width + local.x(), local.y(), TO(I64, y) * Width + local.z()};
}
Position::BlockWorld world_position() const {
diff --git a/src/World/Position.hpp b/src/World/Position.hpp
index f2915aa..f9b8ad1 100644
--- a/src/World/Position.hpp
+++ b/src/World/Position.hpp
@@ -2,6 +2,7 @@
#include <array>
#include <algorithm>
+#include "../Common/Casts.hpp"
#include "ChunkDimensions.hpp"
#include "../Math/Common.hpp"
#include "../Math/Vector.hpp"
@@ -19,6 +20,18 @@ class BlockLocalOffset : public Vector<3, I16> {
public:
MC_POSITION_MAKE_DEFAULT_CONSTRUCTORS(BlockLocalOffset, I16)
+ // Create a block local offset from a unit normal,
+ // which is a vector with exactly one component being 1 or -1,
+ // with the rest being 0.
+ template<typename T>
+ static BlockLocalOffset from_unit_normal(Vector<3, T> normal) {
+ return {
+ TO(I16, normal.x()),
+ TO(I16, normal.y()),
+ TO(I16, normal.z())
+ };
+ }
+
Bool fits_within_chunk() const {
using namespace MC::World::ChunkDimensions;
return x() >= 0 && x() < Width && y() >= 0 && y() < Height && z() >= 0 && z() < Width;
@@ -44,6 +57,18 @@ public:
class BlockWorldOffset : public Vector<3, I64> {
public:
MC_POSITION_MAKE_DEFAULT_CONSTRUCTORS(BlockWorldOffset, I64)
+
+ // Create a block world offset from a unit normal,
+ // which is a vector with exactly one component being 1 or -1,
+ // with the rest being 0.
+ template<typename T>
+ static BlockWorldOffset from_unit_normal(Vector<3, T> normal) {
+ return {
+ TO(I64, normal.x()),
+ TO(I64, normal.y()),
+ TO(I64, normal.z())
+ };
+ }
};
// Position of a block within entire world.
diff --git a/src/World/VoxelTraversal.hpp b/src/World/VoxelTraversal.hpp
index 1638901..08a53eb 100644
--- a/src/World/VoxelTraversal.hpp
+++ b/src/World/VoxelTraversal.hpp
@@ -6,11 +6,22 @@
namespace MC::World::VoxelTraversal {
+struct TraversalResult {
+ // Whether the ray hit a block.
+ Bool hit{};
+ // The block that was hit.
+ Position::BlockWorld block;
+ // The vector from the ray origin to where the block that was hit.
+ Position::WorldOffset approach;
+ // The normal of the collision.
+ Position::BlockWorldOffset normal;
+};
+
// Amanatides, John, and Andrew Woo. 1987.
// "A Fast Voxel Traversal Algorithm for Ray Tracing."
// https://doi.org/10.2312/EGTP.19871000.
template <typename P>
-Position::BlockWorld traverse(Ray ray, Real max_distance, P&& predicate) {
+TraversalResult traverse(Ray ray, P&& predicate, Real max_distance = 0) {
// Find the voxel grid cell containing the origin of the ray.
Position::BlockWorld block_pos = Position::World(ray.origin).round_to_block();
Position::BlockWorldOffset const step = {
@@ -31,30 +42,48 @@ Position::BlockWorld traverse(Ray ray, Real max_distance, P&& predicate) {
TO(Real, step.z()) / ray.direction.z()
};
+ // The original algorithm does not mention calculating the normal of the
+ // block that was hit. When we increment t_max to a collision on one of the axes
+ // of the voxel grid, the axis gives us the normal of the current block.
+ Position::BlockWorldOffset normal = {};
+
+ // Also not mentioned in the original algorithm, but we need to keep track of
+ // how far along we have traversed the voxel grid.
+ // This just means we add the direction of the ray at the axis we have progressed along.
+ Position::WorldOffset approach = {};
+
while (!predicate(block_pos)) {
- // TODO: Calculate distance exactly.
- if (ray.origin.distance(Vec3(block_pos)) > max_distance) return {};
+ if (max_distance > 0 && approach.magnitude() > max_distance)
+ return {};
if (t_max.x() < t_max.y()) {
if (t_max.x() < t_max.z()) {
block_pos.x() += step.x();
t_max.x() += t_delta.x();
+ normal = {-step.x(), 0, 0};
+ approach.x() += ray.direction.x();
} else {
block_pos.z() += step.z();
t_max.z() += t_delta.z();
+ normal = {0, 0, -step.z()};
+ approach.z() += ray.direction.z();
}
} else {
if (t_max.y() < t_max.z()) {
block_pos.y() += step.y();
t_max.y() += t_delta.y();
+ normal = {0, -step.y(), 0};
+ approach.y() += ray.direction.y();
} else {
block_pos.z() += step.z();
t_max.z() += t_delta.z();
+ normal = {0, 0, -step.z()};
+ approach.z() += ray.direction.z();
}
}
}
- return block_pos;
+ return {true, block_pos, approach, normal};
}
}
diff --git a/src/World/World.cpp b/src/World/World.cpp
index cc5d91f..2b5848b 100644
--- a/src/World/World.cpp
+++ b/src/World/World.cpp
@@ -47,17 +47,20 @@ Chunk::BlockData World::block_at(Position::BlockWorld pos) {
return {};
}
-void World::break_block(Position::BlockWorld pos) {
+void World::set_block(Position::BlockWorld pos, BlockType type) {
auto& chunk_data = m_registry.find(pos);
if (!chunk_data.chunk.has_value()) return;
auto& block_data = chunk_data.chunk->at(pos.to_local());
- if (!block_data.type.is_solid()) return;
-
- block_data.type = {};
+ block_data.type = type;
chunk_data.damage();
}
+void World::break_block(Position::BlockWorld pos) {
+ if (!block_at(pos).type.is_solid()) return;
+ set_block(pos, BlockType::Air);
+}
+
std::vector<ChunkIndex> World::get_visible_chunk_indices(const Position::World position) const {
ChunkIndex center = ChunkIndex::from_position(position.round_to_block());
diff --git a/src/World/World.hpp b/src/World/World.hpp
index af49378..76005da 100644
--- a/src/World/World.hpp
+++ b/src/World/World.hpp
@@ -16,14 +16,17 @@ public:
std::vector<ChunkRegistry::Data*> get_visible_chunks(Position::World position);
Chunk::BlockData block_at(Position::BlockWorld pos);
+ void set_block(Position::BlockWorld pos, BlockType type);
void break_block(Position::BlockWorld pos);
+ using TraversalResult = VoxelTraversal::TraversalResult;
+
template <typename F>
- Position::BlockWorld traverse(Ray ray, Real max_distance, F&& predicate) {
+ TraversalResult traverse(Ray ray, F&& predicate, Real max_distance = 0) {
return VoxelTraversal::traverse(
ray,
- max_distance,
- [this, &predicate](Position::BlockWorld pos) { return predicate(block_at(pos)); }
+ [this, &predicate](Position::BlockWorld pos) { return predicate(block_at(pos)); },
+ max_distance
);
}