mirror of https://github.com/buggins/dlangui.git
dminer example, initial versin
This commit is contained in:
parent
7ab93a22f5
commit
17e8f78857
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@ -50,6 +50,11 @@ Project("{002A2DE9-8BB6-484D-9802-7E4AD4084715}") = "ircclient", "examples\irccl
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{52A2ABB9-2CF7-4D5F-AE8C-75B21F8585A5} = {52A2ABB9-2CF7-4D5F-AE8C-75B21F8585A5}
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EndProjectSection
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EndProject
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Project("{002A2DE9-8BB6-484D-9802-7E4AD4084715}") = "dminer", "examples\dminer\dminer.visualdproj", "{5F443F6A-6612-4404-B89E-D0D0205DC8E5}"
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ProjectSection(ProjectDependencies) = postProject
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||||
{52A2ABB9-2CF7-4D5F-AE8C-75B21F8585A5} = {52A2ABB9-2CF7-4D5F-AE8C-75B21F8585A5}
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EndProjectSection
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Win32 = Debug|Win32
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@ -173,6 +178,16 @@ Global
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{20722E6B-CA27-467F-8BB8-07F80106B478}.Unittest|Win32.Build.0 = Release|Win32
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{20722E6B-CA27-467F-8BB8-07F80106B478}.Unittest|x64.ActiveCfg = Release|Win32
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||||
{20722E6B-CA27-467F-8BB8-07F80106B478}.Unittest|x64.Build.0 = Release|Win32
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{5F443F6A-6612-4404-B89E-D0D0205DC8E5}.Debug|Win32.ActiveCfg = Debug|Win32
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{5F443F6A-6612-4404-B89E-D0D0205DC8E5}.Debug|Win32.Build.0 = Debug|Win32
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{5F443F6A-6612-4404-B89E-D0D0205DC8E5}.Debug|x64.ActiveCfg = Debug|Win32
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{5F443F6A-6612-4404-B89E-D0D0205DC8E5}.Release|Win32.ActiveCfg = Release|Win32
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{5F443F6A-6612-4404-B89E-D0D0205DC8E5}.Release|Win32.Build.0 = Release|Win32
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{5F443F6A-6612-4404-B89E-D0D0205DC8E5}.Release|x64.ActiveCfg = Release|Win32
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{5F443F6A-6612-4404-B89E-D0D0205DC8E5}.Unittest|Win32.ActiveCfg = Release|Win32
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{5F443F6A-6612-4404-B89E-D0D0205DC8E5}.Unittest|Win32.Build.0 = Release|Win32
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{5F443F6A-6612-4404-B89E-D0D0205DC8E5}.Unittest|x64.ActiveCfg = Release|Win32
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{5F443F6A-6612-4404-B89E-D0D0205DC8E5}.Unittest|x64.Build.0 = Release|Win32
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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1
dub.json
1
dub.json
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@ -36,6 +36,7 @@
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"./examples/example1/",
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"./examples/dmledit/",
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"./examples/d3d/",
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"./examples/dminer/",
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"./examples/tetris/",
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"./examples/opengl/",
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"./examples/ircclient/",
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|
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@ -0,0 +1,220 @@
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|||
<DProject>
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<ProjectGuid>{5F443F6A-6612-4404-B89E-D0D0205DC8E5}</ProjectGuid>
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<cccmd>$(CC) -c</cccmd>
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<ccTransOpt>1</ccTransOpt>
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<program>$(DMDInstallDir)windows\bin\dmd.exe</program>
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<imppath>$(SolutionDir)/src $(SolutionDir)/3rdparty $(SolutionDir)/deps/DerelictGL3/source $(SolutionDir)/deps/DerelictUtil/source $(SolutionDir)/deps/DerelictFT/source $(SolutionDir)/deps/DerelictSDL2/source</imppath>
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<fileImppath>views views/res views/res/i18n views/res/mdpi views/res/hdpi</fileImppath>
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<outdir>$(ConfigurationName)</outdir>
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<doHdrGeneration>0</doHdrGeneration>
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<doXGeneration>1</doXGeneration>
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<xfilename>$(IntDir)\$(TargetName).json</xfilename>
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<debuglevel>0</debuglevel>
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<defaultlibname />
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<run>0</run>
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<runargs />
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<runCv2pdb>1</runCv2pdb>
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<pathCv2pdb>$(VisualDInstallDir)cv2pdb\cv2pdb.exe</pathCv2pdb>
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<cv2pdbPre2043>0</cv2pdbPre2043>
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<cv2pdbNoDemangle>0</cv2pdbNoDemangle>
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<cv2pdbEnumType>0</cv2pdbEnumType>
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<cv2pdbOptions />
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<objfiles />
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<linkswitches />
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<libfiles>ole32.lib kernel32.lib user32.lib comctl32.lib comdlg32.lib</libfiles>
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<libpaths />
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<deffile />
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<resfile />
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<exefile>$(OutDir)\$(ProjectName).exe</exefile>
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<useStdLibPath>1</useStdLibPath>
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<cRuntime>2</cRuntime>
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<privatePhobos>0</privatePhobos>
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<additionalOptions />
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<preBuildCommand />
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<postBuildCommand />
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<filesToClean>*.obj;*.cmd;*.build;*.json;*.dep</filesToClean>
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</Config>
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<Config name="Release" platform="Win32">
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<obj>0</obj>
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<link>0</link>
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<lib>0</lib>
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<trace>0</trace>
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<quiet>0</quiet>
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<verbose>0</verbose>
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<vtls>0</vtls>
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<vgc>0</vgc>
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<symdebug>0</symdebug>
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<optimize>1</optimize>
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<cpu>0</cpu>
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<isX86_64>0</isX86_64>
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<isLinux>0</isLinux>
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<isFreeBSD>0</isFreeBSD>
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<isSolaris>0</isSolaris>
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<scheduler>0</scheduler>
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<useDeprecated>0</useDeprecated>
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<useInline>1</useInline>
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<release>1</release>
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<preservePaths>0</preservePaths>
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<warnings>0</warnings>
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<infowarnings>0</infowarnings>
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<checkProperty>0</checkProperty>
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<genStackFrame>0</genStackFrame>
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<pic>0</pic>
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<cov>0</cov>
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<nofloat>0</nofloat>
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<Dversion>2.043</Dversion>
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<ignoreUnsupportedPragmas>0</ignoreUnsupportedPragmas>
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<allinst>0</allinst>
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<stackStomp>0</stackStomp>
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<compiler>0</compiler>
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<otherDMD>0</otherDMD>
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<cccmd>$(CC) -c</cccmd>
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<ccTransOpt>1</ccTransOpt>
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<program>$(DMDInstallDir)windows\bin\dmd.exe</program>
|
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<imppath>$(SolutionDir)/src $(SolutionDir)/3rdparty $(SolutionDir)/deps/DerelictGL3/source $(SolutionDir)/deps/DerelictUtil/source $(SolutionDir)/deps/DerelictFT/source $(SolutionDir)/deps/DerelictSDL2/source</imppath>
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<fileImppath>views views/res views/res/i18n views/res/mdpi views/res/hdpi</fileImppath>
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<outdir>$(ConfigurationName)</outdir>
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<objdir>$(OutDir)</objdir>
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<objname />
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<libname />
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<doDocComments>0</doDocComments>
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<docname />
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<xfilename>$(IntDir)\$(TargetName).json</xfilename>
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<debuglevel>0</debuglevel>
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<defaultlibname />
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<debuglibname />
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<moduleDepsFile />
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<runCv2pdb>0</runCv2pdb>
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<pathCv2pdb>$(VisualDInstallDir)cv2pdb\cv2pdb.exe</pathCv2pdb>
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<cv2pdbNoDemangle>0</cv2pdbNoDemangle>
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<cv2pdbEnumType>0</cv2pdbEnumType>
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<cv2pdbOptions />
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<objfiles />
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<linkswitches />
|
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<libfiles>ole32.lib kernel32.lib user32.lib comctl32.lib comdlg32.lib</libfiles>
|
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<libpaths />
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<deffile />
|
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<resfile />
|
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<exefile>$(OutDir)\$(ProjectName).exe</exefile>
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<cRuntime>1</cRuntime>
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<privatePhobos>0</privatePhobos>
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<additionalOptions />
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<preBuildCommand />
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<postBuildCommand />
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<filesToClean>*.obj;*.cmd;*.build;*.json;*.dep</filesToClean>
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</Config>
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||||
<Folder name="dminer">
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<Folder name="src">
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<Folder name="dminer">
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<Folder name="core">
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<File path="src\dminer\core\blocks.d" />
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<File path="src\dminer\core\minetypes.d" />
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<File path="src\dminer\core\terrain.d" />
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<File path="src\dminer\core\world.d" />
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</Folder>
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</Folder>
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<File path="src\minermain.d" />
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</Folder>
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||||
</Folder>
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||||
</DProject>
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@ -0,0 +1,21 @@
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{
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"name": "dminer",
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"description": "dlangui library example DMiner",
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"homepage": "https://github.com/buggins/dlangui",
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"license": "Boost",
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"authors": ["Vadim Lopatin"],
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"stringImportPaths": ["views", "views/res", "views/res/i18n", "views/res/mdpi"],
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"targetPath": "bin",
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"targetName": "dminer",
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"targetType": "executable",
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"sourceFiles-windows": ["$PACKAGE_DIR/src/win_app.def"],
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"versions": ["EmbedStandardResources"],
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"dependencies": {
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"dlangui": {"path": "../../"}
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}
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}
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@ -0,0 +1,287 @@
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module dminer.core.blocks;
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import dminer.core.minetypes;
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import dminer.core.world;
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import dlangui.graphics.scene.mesh;
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immutable string BLOCK_TEXTURE_FILENAME = "blocks";
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immutable int BLOCK_TEXTURE_DX = 1024;
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immutable int BLOCK_TEXTURE_DY = 1024;
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immutable int BLOCK_SPRITE_SIZE = 16;
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immutable int BLOCK_SPRITE_STEP = 16;
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immutable int BLOCK_SPRITE_OFFSET = 0;
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immutable int BLOCK_TEXTURE_SPRITES_PER_LINE = 1024/16;
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immutable int VERTEX_COMPONENTS = 12;
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enum BlockVisibility {
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INVISIBLE,
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OPAQUE, // completely opaque (cells covered by this block are invisible)
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OPAQUE_SEPARATE_TX,
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HALF_OPAQUE, // partially paque, cells covered by this block can be visible, render as normal block
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HALF_OPAQUE_SEPARATE_TX,
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HALF_TRANSPARENT, // should be rendered last (semi transparent texture)
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}
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class BlockDef {
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public:
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cell_t id;
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string name;
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BlockVisibility visibility = BlockVisibility.INVISIBLE;
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int txIndex;
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this() {
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}
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this(cell_t blockId, string blockName, BlockVisibility v, int tx) {
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id = blockId;
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name = blockName;
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visibility = v;
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txIndex = tx;
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}
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~this() {
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}
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// blocks behind this block can be visible
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@property bool canPass() {
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return visibility == BlockVisibility.INVISIBLE
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|| visibility == BlockVisibility.HALF_OPAQUE
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|| visibility == BlockVisibility.HALF_OPAQUE_SEPARATE_TX
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|| visibility == BlockVisibility.HALF_TRANSPARENT;
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}
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// block is fully opaque (all blocks behind are invisible)
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@property bool isOpaque() {
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return visibility == BlockVisibility.OPAQUE
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|| visibility == BlockVisibility.OPAQUE_SEPARATE_TX;
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}
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// block is visible
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@property bool isVisible() {
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return visibility != BlockVisibility.INVISIBLE;
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}
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@property bool terrainSmoothing() {
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return false;
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}
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/// create cube face
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void createFace(World world, ref Position camPosition, Vector3d pos, Dir face, Mesh mesh) {
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// default implementation
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ushort startVertexIndex = cast(ushort)mesh.vertexCount;
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float[VERTEX_COMPONENTS * 4] vptr;
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ushort[6] iptr;
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createFaceMesh(vptr.ptr, face, pos.x, pos.y, pos.z, txIndex);
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for (int i = 0; i < 6; i++)
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iptr[i] = cast(ushort)(startVertexIndex + face_indexes[i]);
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//if (HIGHLIGHT_GRID && ((pos.x & 7) == 0 || (pos.z & 7) == 0)) {
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// for (int i = 0; i < 4; i++) {
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// vptr[11 * i + 6 + 0] = 1.4f;
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// vptr[11 * i + 6 + 1] = 1.4f;
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// vptr[11 * i + 6 + 2] = 1.4f;
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// }
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//}
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mesh.addVertexes(vptr);
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mesh.addPart(PrimitiveType.triangles, iptr);
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}
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/// create faces
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void createFaces(World world, ref Position camPosition, Vector3d pos, int visibleFaces, Mesh mesh) {
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for (int i = 0; i < 6; i++)
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if (visibleFaces & (1 << i))
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createFace(world, camPosition, pos, cast(Dir)i, mesh);
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}
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}
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// pos, normal, color, tx
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static const float[VERTEX_COMPONENTS * 4] face_vertices_north =
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[
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-0.5, 0.5, -0.5, 0.0, 0.0, -1.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0,
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0.5, 0.5, -0.5, 0.0, 0.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0,
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||||
-0.5, -0.5, -0.5, 0.0, 0.0, -1.0, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0,
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||||
0.5, -0.5, -0.5, 0.0, 0.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
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];
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||||
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||||
static const float[VERTEX_COMPONENTS * 4] face_vertices_south =
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[
|
||||
-0.5, -0.5, 0.5, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0,
|
||||
0.5, -0.5, 0.5, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0,
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||||
-0.5, 0.5, 0.5, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0,
|
||||
0.5, 0.5, 0.5, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
|
||||
];
|
||||
|
||||
static const float[VERTEX_COMPONENTS * 4] face_vertices_west =
|
||||
[
|
||||
-0.5, -0.5, -0.5, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0,
|
||||
-0.5, -0.5, 0.5, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0,
|
||||
-0.5, 0.5, -0.5, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0,
|
||||
-0.5, 0.5, 0.5, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0
|
||||
];
|
||||
|
||||
static const float[VERTEX_COMPONENTS * 4] face_vertices_east =
|
||||
[
|
||||
0.5, -0.5, 0.5, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0,
|
||||
0.5, -0.5, -0.5, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0,
|
||||
0.5, 0.5, 0.5, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0,
|
||||
0.5, 0.5, -0.5, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
|
||||
];
|
||||
|
||||
static const float[VERTEX_COMPONENTS * 4] face_vertices_up =
|
||||
[
|
||||
-0.5, 0.5, 0.5, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0,
|
||||
0.5, 0.5, 0.5, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0,
|
||||
-0.5, 0.5, -0.5, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0,
|
||||
0.5, 0.5, -0.5, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
|
||||
];
|
||||
|
||||
static const float[VERTEX_COMPONENTS * 4] face_vertices_down =
|
||||
[
|
||||
-0.5, -0.5, -0.5, 0.0, -1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0,
|
||||
0.5, -0.5, -0.5, 0.0, -1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0,
|
||||
-0.5, -0.5, 0.5, 0.0, -1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0,
|
||||
0.5, -0.5, 0.5, 0.0, -1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0,
|
||||
];
|
||||
|
||||
static const ushort[6] face_indexes =
|
||||
[
|
||||
0, 1, 2, 2, 1, 3
|
||||
];
|
||||
|
||||
static const ushort[6] face_indexes_back =
|
||||
[
|
||||
0, 2, 1, 2, 3, 1
|
||||
];
|
||||
|
||||
static void fillFaceMesh(float * data, const float * src, float x0, float y0, float z0, int tileX, int tileY) {
|
||||
for (int i = 0; i < 4; i++) {
|
||||
const float * srcvertex = src + i * VERTEX_COMPONENTS;
|
||||
float * dstvertex = data + i * VERTEX_COMPONENTS;
|
||||
for (int j = 0; j < VERTEX_COMPONENTS; j++) {
|
||||
float v = srcvertex[j];
|
||||
switch (j) {
|
||||
case 0: // x
|
||||
v += x0;
|
||||
break;
|
||||
case 1: // y
|
||||
v += y0;
|
||||
break;
|
||||
case 2: // z
|
||||
v += z0;
|
||||
break;
|
||||
case 10: // tx.u
|
||||
v = ((tileX + v * BLOCK_SPRITE_SIZE)) / cast(float)BLOCK_TEXTURE_DX;
|
||||
break;
|
||||
case 11: // tx.v
|
||||
//v = (BLOCK_TEXTURE_DY - (tileY + v * BLOCK_SPRITE_SIZE)) / cast(float)BLOCK_TEXTURE_DY;
|
||||
v = ((tileY + v * BLOCK_SPRITE_SIZE)) / cast(float)BLOCK_TEXTURE_DY;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
dstvertex[j] = v;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void createFaceMesh(float * data, Dir face, float x0, float y0, float z0, int tileIndex) {
|
||||
|
||||
int tileX = (tileIndex % BLOCK_TEXTURE_SPRITES_PER_LINE) * BLOCK_SPRITE_STEP + BLOCK_SPRITE_OFFSET;
|
||||
int tileY = (tileIndex / BLOCK_TEXTURE_SPRITES_PER_LINE) * BLOCK_SPRITE_STEP + BLOCK_SPRITE_OFFSET;
|
||||
// data is 11 comp * 4 vert floats
|
||||
switch (face) with(Dir) {
|
||||
default:
|
||||
case NORTH:
|
||||
fillFaceMesh(data, face_vertices_north.ptr, x0, y0, z0, tileX, tileY);
|
||||
break;
|
||||
case SOUTH:
|
||||
fillFaceMesh(data, face_vertices_south.ptr, x0, y0, z0, tileX, tileY);
|
||||
break;
|
||||
case WEST:
|
||||
fillFaceMesh(data, face_vertices_west.ptr, x0, y0, z0, tileX, tileY);
|
||||
break;
|
||||
case EAST:
|
||||
fillFaceMesh(data, face_vertices_east.ptr, x0, y0, z0, tileX, tileY);
|
||||
break;
|
||||
case UP:
|
||||
fillFaceMesh(data, face_vertices_up.ptr, x0, y0, z0, tileX, tileY);
|
||||
break;
|
||||
case DOWN:
|
||||
fillFaceMesh(data, face_vertices_down.ptr, x0, y0, z0, tileX, tileY);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
// block type definitions
|
||||
__gshared BlockDef[256] BLOCK_DEFS;
|
||||
// faster check for block->canPass()
|
||||
__gshared bool[256] BLOCK_TYPE_CAN_PASS;
|
||||
// faster check for block->isOpaque()
|
||||
__gshared bool[256] BLOCK_TYPE_OPAQUE;
|
||||
// faster check for block->isVisible()
|
||||
__gshared bool[256] BLOCK_TYPE_VISIBLE;
|
||||
// faster check for block->isVisible()
|
||||
__gshared bool[256] BLOCK_TERRAIN_SMOOTHING;
|
||||
|
||||
/// registers new block type
|
||||
void registerBlockType(BlockDef def) {
|
||||
if (BLOCK_DEFS[def.id]) {
|
||||
if (BLOCK_DEFS[def.id] is def)
|
||||
return;
|
||||
destroy(BLOCK_DEFS[def.id]);
|
||||
}
|
||||
BLOCK_DEFS[def.id] = def;
|
||||
// init property shortcuts
|
||||
BLOCK_TYPE_CAN_PASS[def.id] = def.canPass;
|
||||
BLOCK_TYPE_OPAQUE[def.id] = def.isOpaque;
|
||||
BLOCK_TYPE_VISIBLE[def.id] = def.isVisible;
|
||||
BLOCK_TERRAIN_SMOOTHING[def.id] = def.terrainSmoothing;
|
||||
}
|
||||
|
||||
enum BlockImage : int {
|
||||
stone,
|
||||
grass_top,
|
||||
grass_side,
|
||||
grass_top_footsteps,
|
||||
dirt,
|
||||
bedrock,
|
||||
sand,
|
||||
gravel,
|
||||
sandstone,
|
||||
clay,
|
||||
cobblestone,
|
||||
cobblestone_mossy,
|
||||
brick,
|
||||
stonebrick,
|
||||
red_sand,
|
||||
}
|
||||
|
||||
/// init block types array
|
||||
__gshared static this() {
|
||||
import std.string;
|
||||
for (int i = 0; i < 256; i++) {
|
||||
if (!BLOCK_DEFS[i]) {
|
||||
registerBlockType(new BlockDef(cast(cell_t)i, "undef%d".format(i), BlockVisibility.INVISIBLE, 0));
|
||||
}
|
||||
}
|
||||
BLOCK_TYPE_CAN_PASS[BOUND_SKY] = false;
|
||||
BLOCK_TYPE_VISIBLE[BOUND_SKY] = false;
|
||||
BLOCK_TYPE_CAN_PASS[BOUND_BOTTOM] = false;
|
||||
BLOCK_TYPE_VISIBLE[BOUND_BOTTOM] = true;
|
||||
|
||||
// empty cell
|
||||
registerBlockType(new BlockDef(0, "empty", BlockVisibility.INVISIBLE, 0));
|
||||
// standard block types
|
||||
registerBlockType(new BlockDef(1, "gray_brick", BlockVisibility.OPAQUE, BlockImage.stonebrick));
|
||||
registerBlockType(new BlockDef(2, "brick", BlockVisibility.OPAQUE, BlockImage.brick));
|
||||
registerBlockType(new BlockDef(3, "bedrock", BlockVisibility.OPAQUE, BlockImage.bedrock));
|
||||
registerBlockType(new BlockDef(4, "clay", BlockVisibility.OPAQUE, BlockImage.clay));
|
||||
registerBlockType(new BlockDef(5, "cobblestone", BlockVisibility.OPAQUE, BlockImage.cobblestone));
|
||||
registerBlockType(new BlockDef(6, "gravel", BlockVisibility.OPAQUE, BlockImage.gravel));
|
||||
registerBlockType(new BlockDef(7, "red_sand", BlockVisibility.OPAQUE, BlockImage.red_sand));
|
||||
registerBlockType(new BlockDef(8, "sand", BlockVisibility.OPAQUE, BlockImage.sand));
|
||||
|
||||
registerBlockType(new BlockDef(50, "box", BlockVisibility.HALF_OPAQUE, 50));
|
||||
|
||||
//registerBlockType(new TerrainBlock(100, "terrain_bedrock", 2));
|
||||
//registerBlockType(new TerrainBlock(101, "terrain_clay", 3));
|
||||
//registerBlockType(new TerrainBlock(102, "terrain_cobblestone", 4));
|
||||
//registerBlockType(new TerrainBlock(103, "terrain_gravel", 5));
|
||||
//registerBlockType(new TerrainBlock(104, "terrain_red_sand", 6));
|
||||
//registerBlockType(new TerrainBlock(105, "terrain_sand", 7));
|
||||
|
||||
}
|
|
@ -0,0 +1,731 @@
|
|||
module dminer.core.minetypes;
|
||||
|
||||
alias cell_t = ubyte;
|
||||
|
||||
immutable cell_t NO_CELL = 0;
|
||||
immutable cell_t END_OF_WORLD = 253;
|
||||
immutable cell_t VISITED_CELL = 255;
|
||||
immutable cell_t VISITED_OCCUPIED = 254;
|
||||
|
||||
immutable cell_t BOUND_BOTTOM = 253;
|
||||
immutable cell_t BOUND_SKY = 252;
|
||||
|
||||
enum Dir : ubyte {
|
||||
NORTH = 0,
|
||||
SOUTH,
|
||||
EAST,
|
||||
WEST,
|
||||
UP,
|
||||
DOWN,
|
||||
}
|
||||
|
||||
// 26 direction masks based on Dir
|
||||
enum DirMask : ubyte {
|
||||
MASK_NORTH = (1 << Dir.NORTH),
|
||||
MASK_SOUTH = (1 << Dir.SOUTH),
|
||||
MASK_EAST = (1 << Dir.EAST),
|
||||
MASK_WEST = (1 << Dir.WEST),
|
||||
MASK_UP = (1 << Dir.UP),
|
||||
MASK_DOWN = (1 << Dir.DOWN),
|
||||
MASK_ALL = 0x3F,
|
||||
//MASK_WEST_UP = (1 << Dir.WEST) | MASK_UP,
|
||||
//MASK_EAST_UP = (1 << Dir.EAST) | MASK_UP,
|
||||
//MASK_WEST_DOWN = (1 << Dir.WEST) | MASK_DOWN,
|
||||
//MASK_EAST_DOWN = (1 << Dir.EAST) | MASK_DOWN,
|
||||
//MASK_NORTH_WEST = MASK_NORTH | MASK_WEST,
|
||||
//MASK_NORTH_EAST = MASK_NORTH | MASK_EAST,
|
||||
//MASK_NORTH_UP = MASK_NORTH | MASK_UP,
|
||||
//MASK_NORTH_DOWN = MASK_NORTH | MASK_DOWN,
|
||||
//MASK_NORTH_WEST_UP = MASK_NORTH | MASK_WEST | MASK_UP,
|
||||
//MASK_NORTH_EAST_UP = MASK_NORTH | MASK_EAST | MASK_UP,
|
||||
//MASK_NORTH_WEST_DOWN = MASK_NORTH | MASK_WEST | MASK_DOWN,
|
||||
//MASK_NORTH_EAST_DOWN = MASK_NORTH | MASK_EAST | MASK_DOWN,
|
||||
//MASK_SOUTH_WEST = MASK_SOUTH | MASK_WEST,
|
||||
//MASK_SOUTH_EAST = MASK_SOUTH | MASK_EAST,
|
||||
//MASK_SOUTH_UP = MASK_SOUTH | MASK_UP,
|
||||
//MASK_SOUTH_DOWN = MASK_SOUTH | MASK_DOWN,
|
||||
//MASK_SOUTH_WEST_UP = MASK_SOUTH | MASK_WEST | MASK_UP,
|
||||
//MASK_SOUTH_EAST_UP = MASK_SOUTH | MASK_EAST | MASK_UP,
|
||||
//MASK_SOUTH_WEST_DOWN = MASK_SOUTH | MASK_WEST | MASK_DOWN,
|
||||
//MASK_SOUTH_EAST_DOWN = MASK_SOUTH | MASK_EAST | MASK_DOWN,
|
||||
}
|
||||
|
||||
struct Vector2d {
|
||||
int x;
|
||||
int y;
|
||||
this(int xx, int yy) {
|
||||
x = xx;
|
||||
y = yy;
|
||||
}
|
||||
//bool opEqual(Vector2d v) const {
|
||||
// return x == v.x && y == v.y;
|
||||
//}
|
||||
}
|
||||
|
||||
immutable Vector2d ZERO2 = Vector2d(0, 0);
|
||||
|
||||
struct Vector3d {
|
||||
int x;
|
||||
int y;
|
||||
int z;
|
||||
this(int xx, int yy, int zz) {
|
||||
x = xx;
|
||||
y = yy;
|
||||
z = zz;
|
||||
}
|
||||
//bool opEqual(const Vector3d v) const {
|
||||
// return x == v.x && y == v.y && z == v.z;
|
||||
//}
|
||||
|
||||
/// returns vector with all components which are negative of components for this vector
|
||||
Vector3d opUnary(string op : "-")() const {
|
||||
return Vector3d(-x, -y, -z);
|
||||
}
|
||||
/// subtract vectors
|
||||
Vector3d opBinary(string op : "-")(const Vector3d v) const {
|
||||
return Vector3d(x - v.x, y - v.y, z - v.z);
|
||||
}
|
||||
/// add vectors
|
||||
Vector3d opBinary(string op : "+")(const Vector3d v) const {
|
||||
return Vector3d(x + v.x, y + v.y, z + v.z);
|
||||
}
|
||||
///
|
||||
int opBinary(string op : "*")(const Vector3d v) const {
|
||||
return x*v.x + y*v.y + z*v.z;
|
||||
}
|
||||
/// multiply vector elements by constant
|
||||
Vector3d opBinary(string op : "*")(int n) const {
|
||||
return Vector3d(x * n, y * n, z * n);
|
||||
}
|
||||
|
||||
///
|
||||
ref Vector3d opOpAssign(string op : "+")(const Vector3d v) {
|
||||
x += v.x;
|
||||
y += v.y;
|
||||
z += v.z;
|
||||
return this;
|
||||
}
|
||||
///
|
||||
ref Vector3d opOpAssign(string op : "-")(const Vector3d v) {
|
||||
x -= v.x;
|
||||
y -= v.y;
|
||||
z -= v.z;
|
||||
return this;
|
||||
}
|
||||
///
|
||||
ref Vector3d opOpAssign(string op : "*")(int n) {
|
||||
x *= n;
|
||||
y *= n;
|
||||
z *= n;
|
||||
return this;
|
||||
}
|
||||
Vector3d turnLeft() {
|
||||
return Vector3d(z, y, -x);
|
||||
}
|
||||
Vector3d turnRight() {
|
||||
return Vector3d(-z, y, x);
|
||||
}
|
||||
Vector3d turnUp() {
|
||||
return Vector3d(x, -z, y);
|
||||
}
|
||||
Vector3d turnDown() {
|
||||
return Vector3d(x, z, -y);
|
||||
}
|
||||
Vector3d move(Dir dir) {
|
||||
Vector3d res = this;
|
||||
switch (dir) with(Dir) {
|
||||
case NORTH:
|
||||
res.z--;
|
||||
break;
|
||||
case SOUTH:
|
||||
res.z++;
|
||||
break;
|
||||
case WEST:
|
||||
res.x--;
|
||||
break;
|
||||
case EAST:
|
||||
res.x++;
|
||||
break;
|
||||
case UP:
|
||||
res.y++;
|
||||
break;
|
||||
case DOWN:
|
||||
res.y--;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
return res;
|
||||
}
|
||||
}
|
||||
|
||||
const Vector3d ZERO3 = Vector3d(0, 0, 0);
|
||||
|
||||
struct Array(T) {
|
||||
private:
|
||||
int _length;
|
||||
T[] _data;
|
||||
public:
|
||||
T * ptr(int index = 0) {
|
||||
return _data.ptr + index;
|
||||
}
|
||||
void swap(ref Array v) {
|
||||
int tmp;
|
||||
tmp = _length; _length = v._length; v._length = tmp;
|
||||
T[] ptmp;
|
||||
ptmp = _data; _data = v._data; v._data = ptmp;
|
||||
}
|
||||
/// ensure capacity is enough to fit sz items
|
||||
void reserve(int sz) {
|
||||
sz += _length;
|
||||
if (_data.length < sz) {
|
||||
int oldsize = cast(int)_data.length;
|
||||
int newsize = 1024;
|
||||
while (newsize < sz)
|
||||
newsize <<= 1;
|
||||
_data.length = newsize;
|
||||
for (int i = oldsize; i < newsize; i++)
|
||||
_data.ptr[i] = T.init;
|
||||
_data.assumeSafeAppend();
|
||||
}
|
||||
}
|
||||
@property int length() {
|
||||
return _length;
|
||||
}
|
||||
/// append single item by ref
|
||||
void append(ref const T value) {
|
||||
if (_length >= _data.length)
|
||||
reserve(cast(int)(_data.length == 0 ? 64 : _data.length * 2 - _length));
|
||||
_data.ptr[_length++] = value;
|
||||
}
|
||||
/// append single item by value
|
||||
void append(T value) {
|
||||
if (_length >= _data.length)
|
||||
reserve(cast(int)(_data.length == 0 ? 64 : _data.length * 2 - _length));
|
||||
_data.ptr[_length++] = value;
|
||||
}
|
||||
/// append single item w/o check
|
||||
void appendNoCheck(ref const T value) {
|
||||
_data.ptr[_length++] = value;
|
||||
}
|
||||
/// append single item w/o check
|
||||
void appendNoCheck(T value) {
|
||||
_data.ptr[_length++] = value;
|
||||
}
|
||||
/// appends same value several times, return pointer to appended items
|
||||
T* append(ref const T value, int count) {
|
||||
reserve(count);
|
||||
int startLen = _length;
|
||||
for (int i = 0; i < count; i++)
|
||||
_data.ptr[_length++] = value;
|
||||
return _data.ptr + startLen;
|
||||
}
|
||||
/// appends same value several times, return pointer to appended items
|
||||
T* append(T value, int count) {
|
||||
reserve(count);
|
||||
int startLen = _length;
|
||||
for (int i = 0; i < count; i++)
|
||||
_data.ptr[_length++] = value;
|
||||
return _data.ptr + startLen;
|
||||
}
|
||||
void clear() {
|
||||
_length = 0;
|
||||
}
|
||||
T get(int index) {
|
||||
return _data.ptr[index];
|
||||
}
|
||||
void set(int index, T value) {
|
||||
_data.ptr[index] = value;
|
||||
}
|
||||
ref T opIndex(int index) {
|
||||
return _data.ptr[index];
|
||||
}
|
||||
}
|
||||
|
||||
alias FloatArray = Array!(float);
|
||||
alias IntArray = Array!(int);
|
||||
alias CellArray = Array!(cell_t);
|
||||
alias Vector2dArray = Array!(Vector2d);
|
||||
alias Vector3dArray = Array!(Vector3d);
|
||||
|
||||
/// array with support of both positive and negative indexes
|
||||
struct InfiniteArray(T) {
|
||||
private:
|
||||
T[] dataPlus;
|
||||
T[] dataMinus;
|
||||
int minIdx;
|
||||
int maxIdx;
|
||||
public:
|
||||
@property int minIndex() { return minIdx; }
|
||||
@property int maxIndex() { return maxIdx; }
|
||||
void disposeFunction(T p) {
|
||||
destroy(p);
|
||||
}
|
||||
~this() {
|
||||
foreach(p; dataPlus)
|
||||
if (p !is T.init)
|
||||
disposeFunction(p);
|
||||
foreach(p; dataMinus)
|
||||
if (p !is T.init)
|
||||
disposeFunction(p);
|
||||
}
|
||||
T get(int index) {
|
||||
if (index >= 0) {
|
||||
if (index >= maxIdx)
|
||||
return T.init;
|
||||
return dataPlus[index];
|
||||
} else {
|
||||
if (index <= minIdx)
|
||||
return T.init;
|
||||
return dataMinus[-index];
|
||||
}
|
||||
}
|
||||
void set(int index, T value) {
|
||||
if (index >= 0) {
|
||||
if (index >= maxIdx) {
|
||||
// extend array
|
||||
if (index <= dataPlus.length) {
|
||||
int oldsize = dataPlus.length;
|
||||
int newsize = 1024;
|
||||
while (newsize <= index)
|
||||
newsize <<= 1;
|
||||
dataPlus.length = newsize;
|
||||
dataPlus.assumeSafeAppend;
|
||||
for(int i = oldsize; i < newsize; i++)
|
||||
dataPlus[i] = T.init;
|
||||
}
|
||||
maxIdx = index + 1;
|
||||
}
|
||||
if (dataPlus[index] !is T.init && dataPlus[index] !is value)
|
||||
disposeFunction(dataPlus[index]);
|
||||
dataPlus[index] = value;
|
||||
} else {
|
||||
if (index <= minIdx) {
|
||||
// extend array
|
||||
if (-index <= dataMinus.length) {
|
||||
int oldsize = dataMinus.length;
|
||||
int newsize = 1024;
|
||||
while (newsize <= -index)
|
||||
newsize <<= 1;
|
||||
dataMinus.length = newsize;
|
||||
dataMinus.assumeSafeAppend;
|
||||
for(int i = oldsize; i < newsize; i++)
|
||||
dataMinus[i] = T.init;
|
||||
}
|
||||
maxIdx = index - 1;
|
||||
}
|
||||
if (dataMinus[-index] !is T.init && dataMinus[-index] !is value)
|
||||
disposeFunction(dataMinus[-index]);
|
||||
dataMinus[-index] = value;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
struct InfiniteMatrix(T) {
|
||||
private:
|
||||
int _size = 0;
|
||||
int _sizeShift = 0;
|
||||
int _sizeShiftMul2 = 0;
|
||||
int _sizeMask = 0;
|
||||
int _invSizeMask = 0;
|
||||
T[] _data;
|
||||
void resize(int newSizeShift) {
|
||||
int newSize = (1<<newSizeShift);
|
||||
T[] newdata;
|
||||
newdata.length = newSize * 2 * newSize * 2;
|
||||
newdata[0 .. $] = null;
|
||||
for (int y = -_size; y < _size; y++) {
|
||||
for (int x = -_size; x < _size; x++) {
|
||||
T v = get(x, y);
|
||||
if (x < -newSize || x >= newSize || y < -newSize || y >= newSize) {
|
||||
// destory: // outside new size
|
||||
destroy(v);
|
||||
} else {
|
||||
// move
|
||||
newdata[((y + newSize) << (newSizeShift + 1)) | (x + newSize)] = v;
|
||||
}
|
||||
}
|
||||
}
|
||||
_data = newdata;
|
||||
_size = newSize;
|
||||
_sizeShift = newSizeShift;
|
||||
_sizeShiftMul2 = _sizeShift + 1;
|
||||
_sizeMask = (1 << _sizeShiftMul2) - 1;
|
||||
_invSizeMask = ~_sizeMask;
|
||||
}
|
||||
int calcIndex(int x, int y) {
|
||||
return (y << _sizeShiftMul2) + x;
|
||||
}
|
||||
public:
|
||||
@property int size() { return _size; }
|
||||
T get(int x, int y) {
|
||||
if (!_data)
|
||||
return null;
|
||||
x += _size;
|
||||
y += _size;
|
||||
if (!((x | y) & ~_sizeMask)) {
|
||||
return _data.ptr[(y << _sizeShiftMul2) + x]; //calcIndex(x, y)
|
||||
}
|
||||
return null;
|
||||
}
|
||||
void set(int x, int y, T v) {
|
||||
if (x < -_size || x >= _size || y < -_size || y >= _size) {
|
||||
int newSizeShift = _sizeShift < 6 ? 6 : _sizeShift + 1;
|
||||
for (; ;newSizeShift++) {
|
||||
int sz = 1 << newSizeShift;
|
||||
if (x < -sz || x >= sz || y < -sz || y >= sz)
|
||||
continue;
|
||||
break;
|
||||
}
|
||||
resize(newSizeShift);
|
||||
}
|
||||
x += _size;
|
||||
y += _size;
|
||||
int index = calcIndex(x, y);
|
||||
if (_data.ptr[index])
|
||||
destroy(_data.ptr[index]);
|
||||
_data.ptr[index] = v;
|
||||
}
|
||||
~this() {
|
||||
foreach(ref v; _data)
|
||||
if (v)
|
||||
destroy(v);
|
||||
}
|
||||
}
|
||||
|
||||
struct Position {
|
||||
Vector3d pos;
|
||||
Direction direction;
|
||||
this(ref Position p) {
|
||||
pos = p.pos;
|
||||
direction = p.direction;
|
||||
}
|
||||
this(Vector3d position, Vector3d dir) {
|
||||
pos = position;
|
||||
direction = dir;
|
||||
}
|
||||
Vector2d calcPlaneCoords(Vector3d v) {
|
||||
v = v - pos;
|
||||
switch (direction.dir) with(Dir) {
|
||||
default:
|
||||
case NORTH:
|
||||
return Vector2d(v.x, v.y);
|
||||
case SOUTH:
|
||||
return Vector2d(-v.x, v.y);
|
||||
case EAST:
|
||||
return Vector2d(v.z, v.y);
|
||||
case WEST:
|
||||
return Vector2d(-v.z, v.y);
|
||||
case UP:
|
||||
return Vector2d(-v.z, v.x);
|
||||
case DOWN:
|
||||
return Vector2d(v.z, v.x);
|
||||
}
|
||||
}
|
||||
void turnLeft() {
|
||||
direction.turnLeft();
|
||||
}
|
||||
void turnRight() {
|
||||
direction.turnRight();
|
||||
}
|
||||
void shiftLeft(int step = 1) {
|
||||
pos += direction.left * step;
|
||||
}
|
||||
void shiftRight(int step = 1) {
|
||||
pos += direction.right * step;
|
||||
}
|
||||
void turnUp() {
|
||||
direction.turnUp();
|
||||
}
|
||||
void turnDown() {
|
||||
direction.turnDown();
|
||||
}
|
||||
void forward(int step = 1) {
|
||||
pos += direction.forward * step;
|
||||
}
|
||||
void backward(int step = 1) {
|
||||
pos -= direction.forward * step;
|
||||
}
|
||||
void moveUp(int step = 1) {
|
||||
pos += direction.up * step;
|
||||
}
|
||||
void moveDown(int step = 1) {
|
||||
pos += direction.down * step;
|
||||
}
|
||||
void moveLeft(int step = 1) {
|
||||
pos += direction.left * step;
|
||||
}
|
||||
void moveRight(int step = 1) {
|
||||
pos += direction.right * step;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// returns opposite direction to specified direction
|
||||
Dir opposite(Dir d) {
|
||||
return cast(Dir)(d ^ 1);
|
||||
}
|
||||
|
||||
Dir turnLeft(Dir d) {
|
||||
switch (d) with (Dir) {
|
||||
case WEST:
|
||||
return SOUTH;
|
||||
case EAST:
|
||||
return NORTH;
|
||||
default:
|
||||
case NORTH:
|
||||
return WEST;
|
||||
case SOUTH:
|
||||
return EAST;
|
||||
case UP:
|
||||
return SOUTH;
|
||||
case DOWN:
|
||||
return NORTH;
|
||||
}
|
||||
}
|
||||
|
||||
Dir turnRight(Dir d) {
|
||||
switch (d) with (Dir) {
|
||||
case WEST:
|
||||
return NORTH;
|
||||
case EAST:
|
||||
return SOUTH;
|
||||
default:
|
||||
case NORTH:
|
||||
return EAST;
|
||||
case SOUTH:
|
||||
return WEST;
|
||||
case UP:
|
||||
return NORTH;
|
||||
case DOWN:
|
||||
return SOUTH;
|
||||
}
|
||||
}
|
||||
|
||||
Dir turnUp(Dir d) {
|
||||
switch (d) with (Dir) {
|
||||
case WEST:
|
||||
return UP;
|
||||
case EAST:
|
||||
return UP;
|
||||
default:
|
||||
case NORTH:
|
||||
return UP;
|
||||
case SOUTH:
|
||||
return UP;
|
||||
case UP:
|
||||
return SOUTH;
|
||||
case DOWN:
|
||||
return NORTH;
|
||||
}
|
||||
}
|
||||
|
||||
Dir turnDown(Dir d) {
|
||||
switch (d) with (Dir) {
|
||||
case WEST:
|
||||
return DOWN;
|
||||
case EAST:
|
||||
return DOWN;
|
||||
default:
|
||||
case NORTH:
|
||||
return DOWN;
|
||||
case SOUTH:
|
||||
return DOWN;
|
||||
case UP:
|
||||
return NORTH;
|
||||
case DOWN:
|
||||
return SOUTH;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
struct Direction {
|
||||
this(int x, int y, int z) {
|
||||
set(x, y, z);
|
||||
}
|
||||
this(Vector3d v) {
|
||||
set(v);
|
||||
}
|
||||
this(Dir d) {
|
||||
set(d);
|
||||
}
|
||||
/// returns Y axis rotation angle in degrees (0, 90, 180, 270)
|
||||
@property float angle() {
|
||||
switch (dir) with (Dir) {
|
||||
default:
|
||||
case NORTH:
|
||||
return 0;
|
||||
case SOUTH:
|
||||
return 180;
|
||||
case WEST:
|
||||
return 90;
|
||||
case EAST:
|
||||
return 270;
|
||||
case UP:
|
||||
case DOWN:
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
/// set by direction code
|
||||
void set(Dir d) {
|
||||
switch (d) with (Dir) {
|
||||
default:
|
||||
case NORTH:
|
||||
set(0, 0, -1);
|
||||
break;
|
||||
case SOUTH:
|
||||
set(0, 0, 1);
|
||||
break;
|
||||
case WEST:
|
||||
set(-1, 0, 0);
|
||||
break;
|
||||
case EAST:
|
||||
set(1, 0, 0);
|
||||
break;
|
||||
case UP:
|
||||
set(0, 1, 0);
|
||||
break;
|
||||
case DOWN:
|
||||
set(0, -1, 0);
|
||||
break;
|
||||
}
|
||||
}
|
||||
/// set by vector
|
||||
void set(Vector3d v) { set(v.x, v.y, v.z); }
|
||||
/// set by vector
|
||||
void set(int x, int y, int z) {
|
||||
forward = Vector3d(x, y, z);
|
||||
if (x) {
|
||||
dir = (x > 0) ? Dir.EAST : Dir.WEST;
|
||||
}
|
||||
else if (y) {
|
||||
dir = (y > 0) ? Dir.UP : Dir.DOWN;
|
||||
}
|
||||
else {
|
||||
dir = (z > 0) ? Dir.SOUTH : Dir.NORTH;
|
||||
}
|
||||
switch (dir) with (Dir) {
|
||||
case UP:
|
||||
up = Vector3d(1, 0, 0);
|
||||
left = Vector3d(0, 0, 1);
|
||||
break;
|
||||
case DOWN:
|
||||
up = Vector3d(1, 0, 0);
|
||||
left = Vector3d(0, 0, -1);
|
||||
break;
|
||||
default:
|
||||
case NORTH:
|
||||
up = Vector3d(0, 1, 0);
|
||||
left = Vector3d(-1, 0, 0);
|
||||
break;
|
||||
case SOUTH:
|
||||
up = Vector3d(0, 1, 0);
|
||||
left = Vector3d(1, 0, 0);
|
||||
break;
|
||||
case EAST:
|
||||
up = Vector3d(0, 1, 0);
|
||||
left = Vector3d(0, 0, -1);
|
||||
break;
|
||||
case WEST:
|
||||
up = Vector3d(0, 1, 0);
|
||||
left = Vector3d(0, 0, 1);
|
||||
break;
|
||||
}
|
||||
down = -up;
|
||||
right = -left;
|
||||
forwardUp = forward + up;
|
||||
forwardDown = forward + down;
|
||||
forwardLeft = forward + left;
|
||||
forwardLeftUp = forward + left + up;
|
||||
forwardLeftDown = forward + left + down;
|
||||
forwardRight = forward + right;
|
||||
forwardRightUp = forward + right + up;
|
||||
forwardRightDown = forward + right + down;
|
||||
}
|
||||
|
||||
void turnLeft() {
|
||||
set(.turnLeft(dir));
|
||||
}
|
||||
void turnRight() {
|
||||
set(.turnRight(dir));
|
||||
}
|
||||
void turnUp() {
|
||||
set(.turnUp(dir));
|
||||
}
|
||||
void turnDown() {
|
||||
set(.turnDown(dir));
|
||||
}
|
||||
|
||||
Dir dir;
|
||||
Vector3d forward;
|
||||
Vector3d up;
|
||||
Vector3d right;
|
||||
Vector3d left;
|
||||
Vector3d down;
|
||||
Vector3d forwardUp;
|
||||
Vector3d forwardDown;
|
||||
Vector3d forwardLeft;
|
||||
Vector3d forwardLeftUp;
|
||||
Vector3d forwardLeftDown;
|
||||
Vector3d forwardRight;
|
||||
Vector3d forwardRightUp;
|
||||
Vector3d forwardRightDown;
|
||||
}
|
||||
|
||||
/// returns number of bits to store integer
|
||||
int bitsFor(int n) {
|
||||
int res;
|
||||
for (res = 0; n > 0; res++)
|
||||
n >>= 1;
|
||||
return res;
|
||||
}
|
||||
|
||||
/// returns 0 for 0, 1 for negatives, 2 for positives
|
||||
int mySign(int n) {
|
||||
if (n > 0)
|
||||
return 1;
|
||||
else if (n < 0)
|
||||
return -1;
|
||||
else
|
||||
return 0;
|
||||
}
|
||||
|
||||
immutable ulong RANDOM_MULTIPLIER = 0x5DEECE66D;
|
||||
immutable ulong RANDOM_MASK = ((cast(ulong)1 << 48) - 1);
|
||||
immutable ulong RANDOM_ADDEND = cast(ulong)0xB;
|
||||
|
||||
struct Random {
|
||||
ulong seed;
|
||||
//Random();
|
||||
void setSeed(ulong value) {
|
||||
seed = (value ^ RANDOM_MULTIPLIER) & RANDOM_MASK;
|
||||
}
|
||||
|
||||
int next(int bits) {
|
||||
seed = (seed * RANDOM_MULTIPLIER + RANDOM_ADDEND) & RANDOM_MASK;
|
||||
return cast(int)(seed >> (48 - bits));
|
||||
}
|
||||
|
||||
int nextInt() {
|
||||
return next(31);
|
||||
}
|
||||
int nextInt(int n) {
|
||||
if ((n & -n) == n) // i.e., n is a power of 2
|
||||
return cast(int)((n * cast(long)next(31)) >> 31);
|
||||
int bits, val;
|
||||
do {
|
||||
bits = next(31);
|
||||
val = bits % n;
|
||||
} while (bits - val + (n - 1) < 0);
|
||||
return val;
|
||||
}
|
||||
}
|
||||
|
||||
const Vector3d[6] DIRECTION_VECTORS = [
|
||||
Vector3d(0, 0, -1),
|
||||
Vector3d(0, 0, 1),
|
||||
Vector3d(-1, 0, 0),
|
||||
Vector3d(1, 0, 0),
|
||||
Vector3d(0, 1, 0),
|
||||
Vector3d(0, -1, 0)
|
||||
];
|
|
@ -0,0 +1,153 @@
|
|||
module dminer.core.terrain;
|
||||
|
||||
import dminer.core.minetypes;
|
||||
|
||||
|
||||
struct TerrainGen {
|
||||
private int dx;
|
||||
private int dy;
|
||||
private int xpow;
|
||||
private int ypow;
|
||||
private short[] data;
|
||||
private Random rnd;
|
||||
private void diamond(int x, int y, int size, int offset) {
|
||||
int avg = (get(x, y - size) + get(x + size, y) + get(x, y + size) + get(x - size, y)) >> 2;
|
||||
set(x, y, avg + offset);
|
||||
}
|
||||
private void square(int x, int y, int size, int offset) {
|
||||
int avg = (get(x - size, y - size) + get(x + size, y - size) + get(x - size, y + size) + get(x - size, y - size)) >> 2;
|
||||
set(x, y, avg + offset);
|
||||
}
|
||||
|
||||
this(int xbits, int zbits) {
|
||||
xpow = xbits;
|
||||
ypow = zbits;
|
||||
dx = (1 << xpow) + 1;
|
||||
dy = (1 << ypow) + 1;
|
||||
data = new short[dx * dy];
|
||||
}
|
||||
~this() {
|
||||
}
|
||||
void filter(int range) {
|
||||
short[] tmp = new short[dx * dy];
|
||||
int div = (range * 2 + 1) * (range * 2 + 1);
|
||||
for (int y = 0; y < dy; y++) {
|
||||
for (int x = 0; x < dx; x++) {
|
||||
int s = 0;
|
||||
for (int yy = -range; yy <= range; yy++) {
|
||||
for (int xx = -range; xx <= range; xx++) {
|
||||
s += get(x + xx, y + yy);
|
||||
}
|
||||
}
|
||||
s /= div;
|
||||
tmp[(y << ypow) + y + x] = cast(short)s;
|
||||
}
|
||||
}
|
||||
int sz = dx * dy;
|
||||
data[0 .. sz] = tmp[0 .. sz];
|
||||
}
|
||||
|
||||
void generate(int seed, short[] initData, int stepBits) {
|
||||
rnd.setSeed(seed);
|
||||
int step = 1 << stepBits;
|
||||
int index = 0;
|
||||
for (int y = 0; y <= dy; y += step) {
|
||||
for (int x = 0; x <= dx; x += step) {
|
||||
set(x, y, initData[index++]);
|
||||
}
|
||||
}
|
||||
int half = step >> 1;
|
||||
while (half > 0) {
|
||||
int scale = step;
|
||||
for (int y = half; y < dy; y += step) {
|
||||
for (int x = half; x < dx; x++) {
|
||||
square(x, y, half, rnd.nextInt(scale * 2) - scale);
|
||||
}
|
||||
}
|
||||
for (int y = 0; y <= dy; y += half) {
|
||||
for (int x = (y + half) % step; x <= dx; x += step) {
|
||||
diamond(x, y, half, rnd.nextInt(scale * 2) - scale);
|
||||
}
|
||||
}
|
||||
step >>= 1;
|
||||
half >>= 1;
|
||||
}
|
||||
}
|
||||
void generateWithScale(int seed, short[] initData, int stepBits, TerrainGen scaleMap) {
|
||||
rnd.setSeed(seed);
|
||||
int step = 1 << stepBits;
|
||||
int index = 0;
|
||||
for (int y = 0; y <= dy; y += step) {
|
||||
for (int x = 0; x <= dx; x += step) {
|
||||
set(x, y, initData[index++]);
|
||||
}
|
||||
}
|
||||
int half = step >> 1;
|
||||
while (half > 0) {
|
||||
for (int y = half; y < dy; y += step) {
|
||||
for (int x = half; x < dx; x++) {
|
||||
int scale = (scaleMap.get(x, y) * step) >> 8;
|
||||
scale = rnd.nextInt(scale * 2) - scale;
|
||||
if (step < 4)
|
||||
scale = 0;
|
||||
square(x, y, half, scale);
|
||||
}
|
||||
}
|
||||
for (int y = 0; y <= dy; y += half) {
|
||||
for (int x = (y + half) % step; x <= dx; x += step) {
|
||||
int scale = (scaleMap.get(x, y) * step) >> 8;
|
||||
scale = rnd.nextInt(scale * 2) - scale;
|
||||
if (step < 4)
|
||||
scale = 0;
|
||||
diamond(x, y, half, scale);
|
||||
}
|
||||
}
|
||||
step >>= 1;
|
||||
half >>= 1;
|
||||
}
|
||||
}
|
||||
@property int width() {
|
||||
return dx - 1;
|
||||
}
|
||||
@property int height() {
|
||||
return dy - 1;
|
||||
}
|
||||
int get(int x, int y) {
|
||||
if (x < 0 || y < 0 || x >= dx || y >= dy)
|
||||
return 0;
|
||||
return data[(y << ypow) + y + x];
|
||||
}
|
||||
void set(int x, int y, int value) {
|
||||
if (x < 0 || y < 0 || x >= dx || y >= dy)
|
||||
return;
|
||||
if (value < -32767)
|
||||
value = -32767;
|
||||
if (value > 32767)
|
||||
value = 32767;
|
||||
data[(y << ypow) + y + x] = cast(short)value;
|
||||
}
|
||||
/// ensure that data is in range [minvalue, maxvalue]
|
||||
void limit(int minvalue, int maxvalue) {
|
||||
// find actual min/max
|
||||
int minv, maxv;
|
||||
minv = maxv = get(0, 0);
|
||||
for (int y = 0; y <= dy; y++) {
|
||||
for (int x = 0; x <= dx; x++) {
|
||||
int v = get(x, y);
|
||||
if (minv > v)
|
||||
minv = v;
|
||||
if (maxv < v)
|
||||
maxv = v;
|
||||
}
|
||||
}
|
||||
int mul = (maxvalue - minvalue);
|
||||
int div = (maxv - minv);
|
||||
if (div > 0) {
|
||||
for (int y = 0; y <= dy; y++) {
|
||||
for (int x = 0; x <= dx; x++) {
|
||||
set(x, y, minvalue + (get(x, y) - minv) * mul / div);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,501 @@
|
|||
module dminer.core.world;
|
||||
|
||||
import dminer.core.minetypes;
|
||||
import dminer.core.blocks;
|
||||
|
||||
const int MAX_VIEW_DISTANCE_BITS = 6;
|
||||
const int MAX_VIEW_DISTANCE = (1 << MAX_VIEW_DISTANCE_BITS);
|
||||
|
||||
// Layer is 16x16 (CHUNK_DX_SHIFT x CHUNK_DX_SHIFT) cells
|
||||
immutable int CHUNK_DX_SHIFT = 4;
|
||||
immutable int CHUNK_DX = (1<<CHUNK_DX_SHIFT);
|
||||
immutable int CHUNK_DX_MASK = (CHUNK_DX - 1);
|
||||
|
||||
// Y range: 0..CHUNK_DY-1
|
||||
immutable int CHUNK_DY_SHIFT = 6;
|
||||
immutable int CHUNK_DY = (1<<CHUNK_DY_SHIFT);
|
||||
immutable int CHUNK_DY_MASK = (CHUNK_DY - 1);
|
||||
immutable int CHUNK_DY_INV_MASK = ~CHUNK_DY_MASK;
|
||||
|
||||
//extern bool HIGHLIGHT_GRID;
|
||||
|
||||
// Layer is 256x16x16 CHUNK_DY layers = CHUNK_DY * (CHUNK_DX_SHIFT x CHUNK_DX_SHIFT) cells
|
||||
struct ChunkLayer {
|
||||
|
||||
cell_t[CHUNK_DX * CHUNK_DX] cells;
|
||||
|
||||
cell_t* ptr(int x, int z) {
|
||||
return &cells.ptr[(z << CHUNK_DX_SHIFT) + x];
|
||||
}
|
||||
cell_t get(int x, int z) {
|
||||
return cells.ptr[(z << CHUNK_DX_SHIFT) + x];
|
||||
}
|
||||
void set(int x, int z, cell_t cell) {
|
||||
cells.ptr[(z << CHUNK_DX_SHIFT) + x] = cell;
|
||||
}
|
||||
}
|
||||
|
||||
struct Chunk {
|
||||
private:
|
||||
ChunkLayer*[CHUNK_DY] layers;
|
||||
int bottomLayer = - 1;
|
||||
int topLayer = -1;
|
||||
public:
|
||||
~this() {
|
||||
for (int i = 0; i < CHUNK_DY; i++)
|
||||
if (layers[i])
|
||||
destroy(layers[i]);
|
||||
}
|
||||
int getMinLayer() { return bottomLayer; }
|
||||
int getMaxLayer() { return topLayer; }
|
||||
void updateMinMaxLayer(ref int minLayer, ref int maxLayer) {
|
||||
if (minLayer == -1 || minLayer > bottomLayer)
|
||||
minLayer = bottomLayer;
|
||||
if (maxLayer == -1 || maxLayer < topLayer)
|
||||
maxLayer = topLayer;
|
||||
}
|
||||
cell_t get(int x, int y, int z) {
|
||||
//if (!this)
|
||||
// return NO_CELL;
|
||||
ChunkLayer * layer = layers[y & CHUNK_DY_MASK];
|
||||
if (!layer)
|
||||
return NO_CELL;
|
||||
return layer.get(x & CHUNK_DX_MASK, z & CHUNK_DY_MASK);
|
||||
}
|
||||
|
||||
/// get, x, y, z are already checked for bounds
|
||||
cell_t getNoCheck(int x, int y, int z) {
|
||||
ChunkLayer * layer = layers.ptr[y];
|
||||
if (!layer) // likely
|
||||
return NO_CELL;
|
||||
return layer.cells.ptr[(z << CHUNK_DX_SHIFT) + x]; // inlined return layer.get(x, z);
|
||||
}
|
||||
|
||||
void set(int x, int y, int z, cell_t cell) {
|
||||
int layerIndex = y & CHUNK_DY_MASK;
|
||||
ChunkLayer * layer = layers.ptr[layerIndex];
|
||||
if (!layer) {
|
||||
layer = new ChunkLayer();
|
||||
layers.ptr[layerIndex] = layer;
|
||||
if (topLayer == -1 || topLayer < layerIndex)
|
||||
topLayer = layerIndex;
|
||||
if (bottomLayer == -1 || bottomLayer > layerIndex)
|
||||
bottomLayer = layerIndex;
|
||||
}
|
||||
layer.set(x & CHUNK_DX_MASK, z & CHUNK_DY_MASK, cell);
|
||||
}
|
||||
|
||||
/// srcpos coords x, z are in chunk bounds
|
||||
//void getCells(Vector3d srcpos, Vector3d dstpos, Vector3d size, VolumeData & buf);
|
||||
}
|
||||
|
||||
alias ChunkMatrix = InfiniteMatrix!(Chunk *);
|
||||
|
||||
/// Voxel World
|
||||
class World {
|
||||
private:
|
||||
Position _camPosition;
|
||||
int maxVisibleRange = MAX_VIEW_DISTANCE;
|
||||
ChunkMatrix chunks;
|
||||
DiamondVisitor visitorHelper;
|
||||
public:
|
||||
this() {
|
||||
_camPosition = Position(Vector3d(0, 13, 0), Vector3d(0, 0, 1));
|
||||
}
|
||||
~this() {
|
||||
}
|
||||
@property final ref Position camPosition() { return _camPosition; }
|
||||
|
||||
final cell_t getCell(int x, int y, int z) {
|
||||
if (!(y & CHUNK_DY_INV_MASK)) {
|
||||
if (Chunk * p = chunks.get(x >> CHUNK_DX_SHIFT, z >> CHUNK_DX_SHIFT))
|
||||
return p.getNoCheck(x & CHUNK_DX_MASK, y, z & CHUNK_DX_MASK);
|
||||
return NO_CELL;
|
||||
}
|
||||
// y out of bounds
|
||||
if (y < 0)
|
||||
return BOUND_BOTTOM;
|
||||
//if (y >= CHUNK_DY)
|
||||
else
|
||||
return BOUND_SKY;
|
||||
}
|
||||
|
||||
final bool isOpaque(int x, int y, int z) {
|
||||
cell_t cell = getCell(x, y, z);
|
||||
return BLOCK_TYPE_OPAQUE.ptr[cell] && cell != BOUND_SKY;
|
||||
}
|
||||
|
||||
final void setCell(int x, int y, int z, cell_t value) {
|
||||
int chunkx = x >> CHUNK_DX_SHIFT;
|
||||
int chunkz = z >> CHUNK_DX_SHIFT;
|
||||
Chunk * p = chunks.get(chunkx, chunkz);
|
||||
if (!p) {
|
||||
p = new Chunk();
|
||||
chunks.set(chunkx, chunkz, p);
|
||||
}
|
||||
p.set(x & CHUNK_DX_MASK, y, z & CHUNK_DX_MASK, value);
|
||||
}
|
||||
|
||||
void setCellRange(Vector3d pos, Vector3d sz, cell_t value) {
|
||||
for (int x = 0; x < sz.x; x++)
|
||||
for (int y = 0; y < sz.y; y++)
|
||||
for (int z = 0; z < sz.z; z++)
|
||||
setCell(pos.x + x, pos.y + y, pos.z + z, value);
|
||||
}
|
||||
|
||||
bool canPass(Vector3d pos) {
|
||||
return canPass(Vector3d(pos.x - 2, pos.y - 3, pos.z - 2), Vector3d(4, 5, 4));
|
||||
}
|
||||
|
||||
bool canPass(Vector3d pos, Vector3d size) {
|
||||
for (int x = 0; x <= size.x; x++)
|
||||
for (int z = 0; z <= size.z; z++)
|
||||
for (int y = 0; y < size.y; y++) {
|
||||
if (isOpaque(pos.x + x, pos.y + y, pos.z + z))
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
final void visitVisibleCells(ref Position position, CellVisitor visitor) {
|
||||
visitorHelper.init(this,
|
||||
&position,
|
||||
visitor);
|
||||
visitorHelper.visitAll(maxVisibleRange);
|
||||
}
|
||||
}
|
||||
|
||||
interface CellVisitor {
|
||||
//void newDirection(ref Position camPosition);
|
||||
//void visitFace(World world, ref Position camPosition, Vector3d pos, cell_t cell, Dir face);
|
||||
void visit(World world, ref Position camPosition, Vector3d pos, cell_t cell, int visibleFaces);
|
||||
}
|
||||
|
||||
struct DiamondVisitor {
|
||||
int maxDist;
|
||||
int maxDistBits;
|
||||
int dist;
|
||||
World world;
|
||||
Position * position;
|
||||
Vector3d pos0;
|
||||
CellVisitor visitor;
|
||||
CellArray visited;
|
||||
cell_t * visited_ptr;
|
||||
Vector3dArray oldcells;
|
||||
Vector3dArray newcells;
|
||||
ubyte visitedId;
|
||||
//ubyte visitedEmpty;
|
||||
int m0;
|
||||
int m0mask;
|
||||
void init(World w, Position * pos, CellVisitor v) {
|
||||
world = w;
|
||||
position = pos;
|
||||
visitor = v;
|
||||
pos0 = position.pos;
|
||||
}
|
||||
void visitCell(int vx, int vy, int vz) {
|
||||
//CRLog::trace("visitCell(%d %d %d) dist=%d", v.x, v.y, v.z, myAbs(v.x) + myAbs(v.y) + myAbs(v.z));
|
||||
|
||||
//int occupied = visitedOccupied;
|
||||
int index = (vx + m0) + ((vz + m0) << (maxDistBits + 1));
|
||||
if (vy < 0) {
|
||||
// inverse index for lower half
|
||||
index ^= m0mask;
|
||||
}
|
||||
//int index = diamondIndex(v, maxDistBits);
|
||||
if (visited_ptr[index] == visitedId)// || cell == visitedEmpty)
|
||||
return;
|
||||
visitCellNoCheck(vx, vy, vz);
|
||||
visited_ptr[index] = visitedId; // cell;
|
||||
}
|
||||
|
||||
void visitCellNoCheck(int vx, int vy, int vz) {
|
||||
//if (v * position.direction.forward < dist / 3) // limit by visible from cam
|
||||
// return;
|
||||
//Vector3d pos = pos0 + v;
|
||||
int posx = pos0.x + vx;
|
||||
int posy = pos0.y + vy;
|
||||
int posz = pos0.z + vz;
|
||||
cell_t cell = world.getCell(posx, posy, posz);
|
||||
|
||||
// read cell from world
|
||||
if (BLOCK_TYPE_VISIBLE.ptr[cell]) {
|
||||
int visibleFaces = 0;
|
||||
if (vy <= 0 && !world.isOpaque(posx, posy + 1, posz))
|
||||
visibleFaces |= DirMask.MASK_UP;
|
||||
if (vy >= 0 && !world.isOpaque(posx, posy - 1, posz))
|
||||
visibleFaces |= DirMask.MASK_DOWN;
|
||||
if (vx <= 0 && !world.isOpaque(posx + 1, posy, posz))
|
||||
visibleFaces |= DirMask.MASK_EAST;
|
||||
if (vx >= 0 && !world.isOpaque(posx - 1, posy, posz))
|
||||
visibleFaces |= DirMask.MASK_WEST;
|
||||
if (vz <= 0 && !world.isOpaque(posx, posy, posz + 1))
|
||||
visibleFaces |= DirMask.MASK_SOUTH;
|
||||
if (vz >= 0 && !world.isOpaque(posx, posy, posz - 1))
|
||||
visibleFaces |= DirMask.MASK_NORTH;
|
||||
visitor.visit(world, *position, Vector3d(posx, posy, posz), cell, visibleFaces);
|
||||
}
|
||||
// mark as visited
|
||||
if (BLOCK_TYPE_CAN_PASS.ptr[cell])
|
||||
newcells.append(Vector3d(vx, vy, vz));
|
||||
//cell = BLOCK_TYPE_CAN_PASS[cell] ? visitedEmpty : visitedOccupied;
|
||||
}
|
||||
|
||||
bool needVisit(int index) {
|
||||
if (visited_ptr[index] != visitedId) {
|
||||
visited_ptr[index] = visitedId;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
static int myAbs(int n) {
|
||||
return n < 0 ? -n : n;
|
||||
}
|
||||
|
||||
void visitAll(int maxDistance) {
|
||||
maxDist = maxDistance;
|
||||
maxDistance *= 2;
|
||||
maxDistBits = bitsFor(maxDist);
|
||||
int maxDistMask = ~((1 << maxDistBits) - 1);
|
||||
maxDistBits++;
|
||||
|
||||
m0 = 1 << maxDistBits;
|
||||
m0mask = (m0 - 1) + ((m0 - 1) << (maxDistBits + 1));
|
||||
|
||||
oldcells.clear();
|
||||
newcells.clear();
|
||||
oldcells.reserve(maxDist * 4 * 4);
|
||||
newcells.reserve(maxDist * 4 * 4);
|
||||
|
||||
dist = 1;
|
||||
|
||||
int vsize = ((1 << maxDistBits) * (1 << maxDistBits)) << 2;
|
||||
visited.clear();
|
||||
visited.append(cast(ubyte)0, vsize);
|
||||
visited_ptr = visited.ptr();
|
||||
visitedId = 2;
|
||||
oldcells.clear();
|
||||
oldcells.append(Vector3d(0, 0, 0));
|
||||
Dir dir = position.direction.dir;
|
||||
|
||||
int zstep = 1 << (maxDistBits + 1);
|
||||
for (; dist < maxDistance; dist++) {
|
||||
// for each distance
|
||||
if (oldcells.length() == 0) { // no cells to pass through
|
||||
import dlangui.core.logger;
|
||||
Log.d("No more cells at distance ", dist);
|
||||
break;
|
||||
}
|
||||
newcells.clear();
|
||||
visitedId++;
|
||||
int maxUp = (((dist + 1) * 7) / 8) + 1;
|
||||
int maxDown = - (dist < 3 ? 3 : (((dist + 1) * 7) / 8)) - 1;
|
||||
//CRLog::trace("dist: %d cells: %d", dist, oldcells.length());
|
||||
for (int i = 0; i < oldcells.length(); i++) {
|
||||
Vector3d pt = oldcells[i];
|
||||
assert(myAbs(pt.x) + myAbs(pt.y) + myAbs(pt.z) == dist - 1);
|
||||
if (((pt.x + maxDist) | (pt.y + maxDist) | (pt.z + maxDist)) & maxDistMask)
|
||||
continue;
|
||||
if (dist > 2) {
|
||||
// skip some directions
|
||||
if (pt.y > maxUp || pt.y < maxDown)
|
||||
continue;
|
||||
if (dir == Dir.SOUTH) {
|
||||
if (pt.z < -1)
|
||||
continue;
|
||||
} else if (dir == Dir.NORTH) {
|
||||
if (pt.z > 1)
|
||||
continue;
|
||||
} else if (dir == Dir.EAST) {
|
||||
if (pt.x < -1)
|
||||
continue;
|
||||
} else { // WEST
|
||||
if (pt.x > 1)
|
||||
continue;
|
||||
}
|
||||
}
|
||||
int mx = pt.x;
|
||||
int my = pt.y;
|
||||
int mz = pt.z;
|
||||
int sx = mx > 0 ? 1 : 0;
|
||||
int sy = my > 0 ? 1 : 0;
|
||||
int sz = mz > 0 ? 1 : 0;
|
||||
if (mx < 0) {
|
||||
mx = -mx;
|
||||
sx = -1;
|
||||
}
|
||||
if (my < 0) {
|
||||
my = -my;
|
||||
sy = -1;
|
||||
}
|
||||
if (mz < 0) {
|
||||
mz = -mz;
|
||||
sz = -1;
|
||||
}
|
||||
int ymask = sy < 0 ? m0mask : 0;
|
||||
int index = ((pt.x + m0) + ((pt.z + m0) << (maxDistBits + 1))) ^ ymask;
|
||||
if (sx && sy && sz) {
|
||||
//bool noStepZ = (mx > mz) || (my > mz);
|
||||
// 1, 1, 1
|
||||
int xindex = index + (sy < 0 ? -sx : sx);
|
||||
if (visited_ptr[xindex] != visitedId) {
|
||||
visitCellNoCheck(pt.x + sx, pt.y, pt.z);
|
||||
visited_ptr[xindex] = visitedId;
|
||||
}
|
||||
int zindex = index + (sz * sy > 0 ? zstep : -zstep);
|
||||
if (visited_ptr[zindex] != visitedId) {
|
||||
visitCellNoCheck(pt.x, pt.y, pt.z + sz);
|
||||
visited_ptr[zindex] = visitedId;
|
||||
}
|
||||
if (!ymask && sy < 0)
|
||||
index ^= m0mask;
|
||||
if (visited_ptr[index] != visitedId) {
|
||||
visitCellNoCheck(pt.x, pt.y + sy, pt.z);
|
||||
visited_ptr[index] = visitedId;
|
||||
}
|
||||
} else {
|
||||
// has 0 in one of coords
|
||||
if (!sx) {
|
||||
if (!sy) {
|
||||
if (!sz) {
|
||||
// 0, 0, 0
|
||||
visitCell(pt.x + 1, pt.y, pt.z);
|
||||
visitCell(pt.x - 1, pt.y, pt.z);
|
||||
visitCell(pt.x, pt.y + 1, pt.z);
|
||||
visitCell(pt.x, pt.y - 1, pt.z);
|
||||
visitCell(pt.x, pt.y, pt.z + 1);
|
||||
visitCell(pt.x, pt.y, pt.z - 1);
|
||||
} else {
|
||||
// 0, 0, 1
|
||||
visitCell(pt.x, pt.y, pt.z + sz);
|
||||
visitCell(pt.x + 1, pt.y, pt.z);
|
||||
visitCell(pt.x - 1, pt.y, pt.z);
|
||||
visitCell(pt.x, pt.y + 1, pt.z);
|
||||
visitCell(pt.x, pt.y - 1, pt.z);
|
||||
}
|
||||
} else {
|
||||
if (!sz) {
|
||||
// 0, 1, 0
|
||||
visitCell(pt.x, pt.y + sy, pt.z);
|
||||
visitCell(pt.x + 1, pt.y, pt.z);
|
||||
visitCell(pt.x - 1, pt.y, pt.z);
|
||||
visitCell(pt.x, pt.y, pt.z + 1);
|
||||
visitCell(pt.x, pt.y, pt.z - 1);
|
||||
} else {
|
||||
// 0, 1, 1
|
||||
visitCell(pt.x, pt.y + sy, pt.z);
|
||||
visitCell(pt.x, pt.y, pt.z + sz);
|
||||
visitCell(pt.x + 1, pt.y, pt.z);
|
||||
visitCell(pt.x - 1, pt.y, pt.z);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (!sy) {
|
||||
if (!sz) {
|
||||
// 1, 0, 0
|
||||
visitCell(pt.x + sx, pt.y, pt.z);
|
||||
visitCell(pt.x, pt.y + 1, pt.z);
|
||||
visitCell(pt.x, pt.y - 1, pt.z);
|
||||
visitCell(pt.x, pt.y, pt.z + 1);
|
||||
visitCell(pt.x, pt.y, pt.z - 1);
|
||||
} else {
|
||||
// 1, 0, 1
|
||||
visitCell(pt.x + sx, pt.y, pt.z);
|
||||
visitCell(pt.x, pt.y, pt.z + sz);
|
||||
visitCell(pt.x, pt.y + 1, pt.z);
|
||||
visitCell(pt.x, pt.y - 1, pt.z);
|
||||
}
|
||||
} else {
|
||||
// 1, 1, 0
|
||||
visitCell(pt.x + sx, pt.y, pt.z);
|
||||
visitCell(pt.x, pt.y + sy, pt.z);
|
||||
visitCell(pt.x, pt.y, pt.z + 1);
|
||||
visitCell(pt.x, pt.y, pt.z - 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
newcells.swap(oldcells);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static short[] TERRAIN_INIT_DATA = [
|
||||
// V
|
||||
10, 10, 10, 10, 30, 30, 30, 30, 30, 30, 30, 30, 10, 10, 10, 10, 10,
|
||||
10, 10, 20, 50, 50, 50, 50, 50, 50, 50, 50, 50, 20, 20, 20, 20, 10,
|
||||
10, 20, 20, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 20, 20, 10,
|
||||
10, 20, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 20, 10,
|
||||
10, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 20, 30,
|
||||
30, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 30,
|
||||
30, 50, 50, 50, 50, 50, 50, 50, 120, 50, 50, 50, 50, 50, 50, 50, 30,
|
||||
30, 50, 50, 50, 50, 50, 50, 110, 140, 130, 50, 50, 50, 50, 50, 50, 30,
|
||||
30, 50, 50, 50, 50, 50, 50, 140, 150, 140, 50, 50, 50, 50, 50, 50, 30, // <==
|
||||
30, 50, 50, 50, 50, 50, 50, 110, 140, 120, 50, 50, 50, 50, 50, 50, 30,
|
||||
30, 50, 50, 50, 50, 50, 50, 50, 110, 50, 50, 50, 50, 50, 50, 50, 30,
|
||||
30, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 10,
|
||||
30, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 10,
|
||||
30, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 40, 50, 10,
|
||||
30, 20, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 40, 20, 20, 10,
|
||||
30, 20, 20, 50, 50, 50, 50, 50, 50, 50, 40, 20, 20, 20, 20, 20, 10,
|
||||
30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 10, 10, 10, 10, 10,
|
||||
// ^
|
||||
];
|
||||
|
||||
static short[] TERRAIN_SCALE_DATA = [
|
||||
// V
|
||||
20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20,
|
||||
20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20,
|
||||
20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20,
|
||||
20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 30, 20, 20, 20,
|
||||
20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 45, 20, 20, 20,
|
||||
20, 20, 20, 20, 20, 20, 20, 20, 80, 20, 20, 20, 40, 50, 40, 20, 20,
|
||||
20, 20, 20, 20, 20, 20, 90, 20, 80, 20, 30, 20, 20, 30, 20, 20, 20,
|
||||
20, 20, 20, 20, 20, 90, 20, 80, 30, 20, 40, 20, 20, 20, 20, 20, 20,
|
||||
20, 20, 20, 20, 20, 20, 90, 30, 40, 30, 50, 20, 20, 20, 20, 20, 20, // <==
|
||||
20, 20, 20, 20, 20, 20, 50, 20, 30, 20, 20, 20, 20, 20, 20, 20, 20,
|
||||
20, 20, 20, 20, 20, 20, 40, 70, 40, 90, 20, 40, 20, 20, 20, 20, 20,
|
||||
20, 20, 20, 20, 20, 20, 20, 20, 80, 20, 50, 70, 50, 20, 20, 20, 20,
|
||||
20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 60, 20, 20, 20, 20, 20,
|
||||
20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20,
|
||||
20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20,
|
||||
20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20,
|
||||
20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20,
|
||||
// ^
|
||||
];
|
||||
|
||||
void initWorldTerrain(World world, int terrSizeBits = 10, int x0 = 0, int z0 = 0) {
|
||||
import dminer.core.terrain;
|
||||
int terrSize = 1 << terrSizeBits;
|
||||
TerrainGen scaleterr = TerrainGen(terrSizeBits, terrSizeBits); // 512x512
|
||||
scaleterr.generate(4321, TERRAIN_SCALE_DATA, terrSizeBits - 4); // init grid is 16x16 (1 << (9-7))
|
||||
scaleterr.filter(1);
|
||||
//scaleterr.filter(2);
|
||||
scaleterr.limit(0, 90);
|
||||
TerrainGen terr = TerrainGen(terrSizeBits, terrSizeBits); // 512x512
|
||||
terr.generateWithScale(123456, TERRAIN_INIT_DATA, terrSizeBits - 4, scaleterr); // init grid is 16x16 (1 << (9-7))
|
||||
terr.filter(1);
|
||||
terr.limit(5, CHUNK_DY * 3 / 4);
|
||||
terr.filter(1);
|
||||
for (int x = 0; x < terrSize; x++) {
|
||||
for (int z = 0; z < terrSize; z++) {
|
||||
int h = terr.get(x, z);
|
||||
cell_t cell = 1;
|
||||
//if (h < CHUNK_DY / 10)
|
||||
// cell = 100;
|
||||
//else if (h < CHUNK_DY / 5)
|
||||
// cell = 101;
|
||||
//else if (h < CHUNK_DY / 4)
|
||||
// cell = 102;
|
||||
//else if (h < CHUNK_DY / 3)
|
||||
// cell = 103;
|
||||
//else if (h < CHUNK_DY / 2)
|
||||
// cell = 104;
|
||||
//else
|
||||
// cell = 105;
|
||||
for (int y = 0; y < h; y++) {
|
||||
world.setCell(x0 + x - terrSize / 2, y, z0 + z - terrSize / 2, cell);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,380 @@
|
|||
module minermain;
|
||||
|
||||
import dlangui;
|
||||
import dlangui.graphics.scene.scene3d;
|
||||
import dlangui.graphics.scene.camera;
|
||||
import dlangui.graphics.scene.mesh;
|
||||
import dlangui.graphics.scene.material;
|
||||
import dlangui.graphics.scene.effect;
|
||||
import dlangui.graphics.scene.model;
|
||||
import dlangui.graphics.scene.node;
|
||||
import dlangui.graphics.scene.light;
|
||||
import dlangui.graphics.glsupport;
|
||||
import dlangui.graphics.gldrawbuf;
|
||||
import dlangui.graphics.scene.effect;
|
||||
import derelict.opengl3.gl3;
|
||||
import derelict.opengl3.gl;
|
||||
|
||||
import dminer.core.world;
|
||||
import dminer.core.minetypes;
|
||||
import dminer.core.blocks;
|
||||
|
||||
mixin APP_ENTRY_POINT;
|
||||
|
||||
/// entry point for dlangui based application
|
||||
extern (C) int UIAppMain(string[] args) {
|
||||
// embed resources listed in views/resources.list into executable
|
||||
embeddedResourceList.addResources(embedResourcesFromList!("resources.list")());
|
||||
//embeddedResourceList.dumpEmbeddedResources();
|
||||
|
||||
// create window
|
||||
Window window = Platform.instance.createWindow("DlangUI Voxel RPG", null, WindowFlag.Resizable, 600, 500);
|
||||
window.mainWidget = new UiWidget();
|
||||
|
||||
//MeshPart part = new MeshPart();
|
||||
|
||||
// show window
|
||||
window.show();
|
||||
|
||||
// run message loop
|
||||
return Platform.instance.enterMessageLoop();
|
||||
}
|
||||
|
||||
class UiWidget : VerticalLayout, CellVisitor {
|
||||
this() {
|
||||
super("OpenGLView");
|
||||
layoutWidth = FILL_PARENT;
|
||||
layoutHeight = FILL_PARENT;
|
||||
alignment = Align.Center;
|
||||
try {
|
||||
parseML(q{
|
||||
{
|
||||
margins: 0
|
||||
padding: 0
|
||||
//backgroundImageId: "tx_fabric.tiled"
|
||||
backgroundColor: 0x000000;
|
||||
layoutWidth: fill
|
||||
layoutHeight: fill
|
||||
|
||||
VerticalLayout {
|
||||
id: glView
|
||||
margins: 0
|
||||
padding: 0
|
||||
layoutWidth: fill
|
||||
layoutHeight: fill
|
||||
TextWidget { text: "MinerD example"; textColor: "red"; fontSize: 150%; fontWeight: 800; fontFace: "Arial" }
|
||||
VSpacer { layoutWeight: 30 }
|
||||
TextWidget { id: lblPosition; text: ""; backgroundColor: 0x80202020; textColor: 0xFFE0E0 }
|
||||
}
|
||||
}
|
||||
}, "", this);
|
||||
} catch (Exception e) {
|
||||
Log.e("Failed to parse dml", e);
|
||||
}
|
||||
// assign OpenGL drawable to child widget background
|
||||
childById("glView").backgroundDrawable = DrawableRef(new OpenGLDrawable(&doDraw));
|
||||
|
||||
_scene = new Scene3d();
|
||||
|
||||
_cam = new Camera();
|
||||
_cam.translate(vec3(0, 14, -7));
|
||||
|
||||
_scene.activeCamera = _cam;
|
||||
|
||||
dirLightNode = new Node3d();
|
||||
dirLightNode.rotateY(-15);
|
||||
dirLightNode.translateX(2);
|
||||
dirLightNode.translateY(3);
|
||||
dirLightNode.translateZ(0);
|
||||
dirLightNode.light = Light.createPoint(vec3(2, 2, 2), 15); //Light.createDirectional(vec3(1, 0.5, 0.5));
|
||||
dirLightNode.light.enabled = true;
|
||||
_scene.addChild(dirLightNode);
|
||||
|
||||
|
||||
int x0 = 0;
|
||||
int y0 = 0;
|
||||
int z0 = 0;
|
||||
|
||||
|
||||
_minerMesh = new Mesh(VertexFormat(VertexElementType.POSITION, VertexElementType.NORMAL, VertexElementType.COLOR, VertexElementType.TEXCOORD0));
|
||||
_world = new World();
|
||||
|
||||
initWorldTerrain(_world);
|
||||
|
||||
int cy0 = 3;
|
||||
for (int y = CHUNK_DY - 1; y > 0; y--)
|
||||
if (!_world.canPass(Vector3d(0, y, 0))) {
|
||||
cy0 = y;
|
||||
break;
|
||||
}
|
||||
_world.camPosition = Position(Vector3d(0, cy0, 0), Vector3d(0, 0, 1));
|
||||
|
||||
_world.setCellRange(Vector3d(3, 11, 5), Vector3d(1, 100, 1), 1);
|
||||
_world.setCellRange(Vector3d(13, 11, -5), Vector3d(1, 100, 1), 3);
|
||||
_world.setCellRange(Vector3d(-6, 11, 10), Vector3d(1, 100, 1), 4);
|
||||
_world.setCellRange(Vector3d(-8, 11, 15), Vector3d(1, 100, 1), 5);
|
||||
_world.setCellRange(Vector3d(12, 11, -7), Vector3d(1, 100, 1), 6);
|
||||
_world.setCellRange(Vector3d(5, 11, 9), Vector3d(1, 100, 1), 7);
|
||||
_world.setCellRange(Vector3d(9, 11, 5), Vector3d(1, 100, 1), 7);
|
||||
_world.setCellRange(Vector3d(-5, 11, 9), Vector3d(1, 100, 1), 7);
|
||||
_world.setCellRange(Vector3d(9, 11, -5), Vector3d(1, 100, 1), 7);
|
||||
_world.setCellRange(Vector3d(5, 11, -9), Vector3d(1, 100, 1), 7);
|
||||
_world.setCellRange(Vector3d(-9, 11, 5), Vector3d(1, 100, 1), 7);
|
||||
_world.setCellRange(Vector3d(7, 11, 3), Vector3d(1, 100, 1), 8);
|
||||
_world.setCellRange(Vector3d(-7, 11, 3), Vector3d(1, 100, 1), 8);
|
||||
_world.setCellRange(Vector3d(7, 11, -3), Vector3d(1, 100, 1), 8);
|
||||
_world.setCellRange(Vector3d(-7, 11, 3), Vector3d(1, 100, 1), 8);
|
||||
|
||||
updateCamPosition(false);
|
||||
updateMinerMesh();
|
||||
|
||||
Material minerMaterial = new Material(EffectId("textured.vert", "textured.frag", null), "blocks");
|
||||
minerMaterial.ambientColor = vec3(0.2,0.2,0.2);
|
||||
minerMaterial.textureLinear = false;
|
||||
Model minerDrawable = new Model(minerMaterial, _minerMesh);
|
||||
Node3d minerNode = new Node3d("miner", minerDrawable);
|
||||
_scene.addChild(minerNode);
|
||||
|
||||
|
||||
focusable = true;
|
||||
}
|
||||
|
||||
/// process key event, return true if event is processed.
|
||||
override bool onKeyEvent(KeyEvent event) {
|
||||
if (event.action == KeyAction.KeyDown) {
|
||||
switch(event.keyCode) with(KeyCode) {
|
||||
case KEY_W:
|
||||
case UP:
|
||||
_world.camPosition.forward(1);
|
||||
updateCamPosition();
|
||||
return true;
|
||||
case DOWN:
|
||||
case KEY_S:
|
||||
_world.camPosition.backward(1);
|
||||
updateCamPosition();
|
||||
return true;
|
||||
case KEY_A:
|
||||
case LEFT:
|
||||
_world.camPosition.turnLeft();
|
||||
updateCamPosition();
|
||||
return true;
|
||||
case KEY_D:
|
||||
case RIGHT:
|
||||
_world.camPosition.turnRight();
|
||||
updateCamPosition();
|
||||
return true;
|
||||
case HOME:
|
||||
case KEY_E:
|
||||
_world.camPosition.moveUp();
|
||||
updateCamPosition();
|
||||
return true;
|
||||
case END:
|
||||
case KEY_Q:
|
||||
_world.camPosition.moveDown();
|
||||
updateCamPosition();
|
||||
return true;
|
||||
case KEY_Z:
|
||||
_world.camPosition.moveLeft();
|
||||
updateCamPosition();
|
||||
return true;
|
||||
case KEY_C:
|
||||
_world.camPosition.moveRight();
|
||||
updateCamPosition();
|
||||
return true;
|
||||
case KEY_F:
|
||||
flying = !flying;
|
||||
if (!flying)
|
||||
_world.camPosition.pos.y = CHUNK_DY - 3;
|
||||
updateCamPosition();
|
||||
return true;
|
||||
case KEY_U:
|
||||
enableMeshUpdate = !enableMeshUpdate;
|
||||
updateCamPosition();
|
||||
return true;
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
Node3d dirLightNode;
|
||||
|
||||
void visit(World world, ref Position camPosition, Vector3d pos, cell_t cell, int visibleFaces) {
|
||||
BlockDef def = BLOCK_DEFS[cell];
|
||||
def.createFaces(world, world.camPosition, pos, visibleFaces, _minerMesh);
|
||||
}
|
||||
|
||||
bool flying = false;
|
||||
bool enableMeshUpdate = true;
|
||||
|
||||
void updateCamPosition(bool animateIt = true) {
|
||||
import std.string;
|
||||
import std.conv : to;
|
||||
import std.utf : toUTF32;
|
||||
import std.format;
|
||||
|
||||
if (!flying) {
|
||||
while(_world.canPass(_world.camPosition.pos + Vector3d(0, -1, 0)))
|
||||
_world.camPosition.pos += Vector3d(0, -1, 0);
|
||||
if(!_world.canPass(_world.camPosition.pos + Vector3d(0, -1, 0))) {
|
||||
if (_world.canPass(_world.camPosition.pos + Vector3d(0, 1, 0)))
|
||||
_world.camPosition.pos += Vector3d(0, 1, 0);
|
||||
else if (_world.canPass(_world.camPosition.pos + Vector3d(1, 0, 0)))
|
||||
_world.camPosition.pos += Vector3d(1, 0, 0);
|
||||
else if (_world.canPass(_world.camPosition.pos + Vector3d(-1, 0, 0)))
|
||||
_world.camPosition.pos += Vector3d(-1, 0, 0);
|
||||
else if (_world.canPass(_world.camPosition.pos + Vector3d(0, 0, 1)))
|
||||
_world.camPosition.pos += Vector3d(0, 0, 1);
|
||||
else if (_world.canPass(_world.camPosition.pos + Vector3d(0, 0, -1)))
|
||||
_world.camPosition.pos += Vector3d(0, 0, -1);
|
||||
while(_world.canPass(_world.camPosition.pos + Vector3d(0, -1, 0)))
|
||||
_world.camPosition.pos += Vector3d(0, -1, 0);
|
||||
}
|
||||
}
|
||||
|
||||
setPos(vec3(_world.camPosition.pos.x + 0.5f, _world.camPosition.pos.y + 0.5f, _world.camPosition.pos.z + 0.5f), animateIt);
|
||||
setAngle(_world.camPosition.direction.angle, animateIt);
|
||||
Widget w = childById("lblPosition");
|
||||
string dir = _world.camPosition.direction.dir.to!string;
|
||||
dstring s = format("pos(%d,%d) h=%d %s [F]lying: %s [U]pdateMesh: %s", _world.camPosition.pos.x, _world.camPosition.pos.z, _world.camPosition.pos.y, dir,
|
||||
flying, enableMeshUpdate).toUTF32;
|
||||
w.text = s;
|
||||
if (enableMeshUpdate)
|
||||
updateMinerMesh();
|
||||
}
|
||||
|
||||
void updateMinerMesh() {
|
||||
_minerMesh.reset();
|
||||
long ts = currentTimeMillis;
|
||||
_world.visitVisibleCells(_world.camPosition, this);
|
||||
long duration = currentTimeMillis - ts;
|
||||
Log.d("DiamondVisitor finished in ", duration, " ms ", "Vertex count: ", _minerMesh.vertexCount);
|
||||
|
||||
invalidate();
|
||||
//for (int i = 0; i < 20; i++)
|
||||
// Log.d("vertex: ", _minerMesh.vertex(i));
|
||||
}
|
||||
|
||||
World _world;
|
||||
vec3 _position;
|
||||
float _angle;
|
||||
vec3 _animatingPosition;
|
||||
float _animatingAngle;
|
||||
|
||||
void setPos(vec3 newPos, bool animateIt = false) {
|
||||
if (animateIt) {
|
||||
_position = newPos;
|
||||
} else {
|
||||
_animatingPosition = newPos;
|
||||
_position = newPos;
|
||||
}
|
||||
}
|
||||
|
||||
void setAngle(float newAngle, bool animateIt = false) {
|
||||
if (animateIt) {
|
||||
_angle = newAngle;
|
||||
} else {
|
||||
_animatingAngle = newAngle;
|
||||
_angle = newAngle;
|
||||
}
|
||||
}
|
||||
|
||||
/// returns true is widget is being animated - need to call animate() and redraw
|
||||
@property override bool animating() { return true; }
|
||||
/// animates window; interval is time left from previous draw, in hnsecs (1/10000000 of second)
|
||||
override void animate(long interval) {
|
||||
//Log.d("animating");
|
||||
if (_animatingAngle != _angle) {
|
||||
float delta = _angle - _animatingAngle;
|
||||
if (delta > 180)
|
||||
delta -= 360;
|
||||
else if (delta < -180)
|
||||
delta += 360;
|
||||
float dist = delta < 0 ? -delta : delta;
|
||||
if (dist < 5) {
|
||||
_animatingAngle = _angle;
|
||||
} else {
|
||||
float speed = 360;
|
||||
float step = speed * interval / 10000000.0f;
|
||||
//Log.d("Rotate animation delta=", delta, " dist=", dist, " elapsed=", interval, " step=", step);
|
||||
if (step > dist)
|
||||
step = dist;
|
||||
delta = delta * (step /dist);
|
||||
_animatingAngle += delta;
|
||||
}
|
||||
}
|
||||
if (_animatingPosition != _position) {
|
||||
vec3 delta = _position - _animatingPosition;
|
||||
float dist = delta.length;
|
||||
if (dist < 0.01) {
|
||||
_animatingPosition = _position;
|
||||
// done
|
||||
} else {
|
||||
float speed = 8;
|
||||
if (dist > 2)
|
||||
speed = (dist - 2) * 3 + speed;
|
||||
float step = speed * interval / 10000000.0f;
|
||||
//Log.d("Move animation delta=", delta, " dist=", dist, " elapsed=", interval, " step=", step);
|
||||
if (step > dist)
|
||||
step = dist;
|
||||
delta = delta * (step / dist);
|
||||
_animatingPosition += delta;
|
||||
}
|
||||
}
|
||||
invalidate();
|
||||
}
|
||||
float angle = 0;
|
||||
|
||||
Scene3d _scene;
|
||||
Camera _cam;
|
||||
Mesh _minerMesh;
|
||||
|
||||
|
||||
/// this is OpenGLDrawableDelegate implementation
|
||||
private void doDraw(Rect windowRect, Rect rc) {
|
||||
_cam.setPerspective(rc.width, rc.height, 45.0f, 0.1, 100);
|
||||
//_cam.translate(vec3(
|
||||
// childById!ScrollBar("sbTranslationX").position / 10.0f,
|
||||
// childById!ScrollBar("sbTranslationY").position / 10.0f,
|
||||
// childById!ScrollBar("sbTranslationZ").position / 10.0f));
|
||||
//_world.camPosition.pos.x;
|
||||
_cam.setIdentity();
|
||||
_cam.translate(_animatingPosition);
|
||||
_cam.rotateY(_animatingAngle);
|
||||
//_cam.rotateX(-15);
|
||||
//_cam.lookAt(vec3(dir.x, dir.y, dir.z), vec3(pos.x, pos.y, pos.z), vec3(0,1,0));
|
||||
//_cam.translateX(_world.camPosition.pos.x);
|
||||
//_cam.translateY(_world.camPosition.pos.y);
|
||||
//_cam.translateZ(_world.camPosition.pos.z);
|
||||
dirLightNode.setIdentity();
|
||||
dirLightNode.translate(_animatingPosition);
|
||||
dirLightNode.rotateY(_animatingAngle);
|
||||
//dirLightNode.setIdentity();
|
||||
//dirLightNode.translateX(_world.camPosition.pos.x);
|
||||
//dirLightNode.translateY(_world.camPosition.pos.y);
|
||||
//dirLightNode.translateZ(_world.camPosition.pos.z);
|
||||
//_cam.rotateX(rotationX);
|
||||
//_cam.rotateY(rotationY);
|
||||
//_cam.rotateZ(rotationZ);
|
||||
//_cam.translate(vec3(-1, -1.5, -1)); // - angle/1000
|
||||
//_cam.translate(vec3(0, 0, -1.1)); // - angle/1000
|
||||
//_cam.translate(vec3(0, 3, - angle/1000)); //
|
||||
//_cam.rotateZ(30.0f + angle * 0.3456778);
|
||||
|
||||
checkgl!glEnable(GL_CULL_FACE);
|
||||
//checkgl!glDisable(GL_CULL_FACE);
|
||||
checkgl!glEnable(GL_DEPTH_TEST);
|
||||
checkgl!glCullFace(GL_BACK);
|
||||
|
||||
_scene.drawScene(false);
|
||||
|
||||
checkgl!glDisable(GL_DEPTH_TEST);
|
||||
checkgl!glDisable(GL_CULL_FACE);
|
||||
}
|
||||
|
||||
~this() {
|
||||
destroy(_scene);
|
||||
destroy(_world);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,40 @@
|
|||
EXIT=Exit
|
||||
MENU_FILE=&File
|
||||
MENU_FILE_NEW=&New
|
||||
MENU_FILE_OPEN=&Open
|
||||
MENU_FILE_OPEN_RECENT=Open recent
|
||||
MENU_FILE_SAVE=&Save
|
||||
MENU_FILE_EXIT=E&xit
|
||||
MENU_EDIT=&Edit
|
||||
MENU_EDIT_COPY=&Copy
|
||||
MENU_EDIT_PASTE=&Paste
|
||||
MENU_EDIT_CUT=Cu&t
|
||||
MENU_EDIT_UNDO=&Undo
|
||||
MENU_EDIT_REDO=&Redo
|
||||
MENU_EDIT_INDENT=Indent block
|
||||
MENU_EDIT_UNINDENT=Unindent block
|
||||
MENU_EDIT_TOGGLE_LINE_COMMENT=Toggle line comment
|
||||
MENU_EDIT_TOGGLE_BLOCK_COMMENT=Toggle block comment
|
||||
MENU_EDIT_PREFERENCES=&Preferences
|
||||
MENU_VIEW=&View
|
||||
MENU_VIEW_LANGUAGE=Interface &Language
|
||||
MENU_VIEW_LANGUAGE_EN=English
|
||||
MENU_VIEW_LANGUAGE_RU=Русский
|
||||
MENU_VIEW_THEME=&Theme
|
||||
MENU_VIEW_THEME_DEFAULT=Default
|
||||
MENU_VIEW_THEME_DARK=Dark
|
||||
MENU_VIEW_THEME_CUSTOM1=Custom 1
|
||||
MENU_WINDOW=&Window
|
||||
MENU_WINDOW_PREFERENCES=&Preferences
|
||||
MENU_HELP=&Help
|
||||
MENU_HELP_VIEW_HELP=&View help
|
||||
MENU_HELP_ABOUT=&About
|
||||
MENU_DEBUG_UPDATE_PREVIEW=Update Preview
|
||||
|
||||
TAB_LONG_LIST=Long list
|
||||
TAB_BUTTONS=Buttons
|
||||
TAB_ANIMATION=Animation
|
||||
TAB_TABLE_LAYOUT=Table layout
|
||||
TAB_EDITORS=Editors
|
||||
TAB_CANVAS=Canvas
|
||||
|
|
@ -0,0 +1,34 @@
|
|||
EXIT=Выход
|
||||
MENU_FILE=&Файл
|
||||
MENU_FILE_OPEN=&Открыть
|
||||
MENU_FILE_OPEN_RECENT=Открыть из последних
|
||||
MENU_FILE_SAVE=&Сохранить
|
||||
MENU_FILE_EXIT=Вы&ход
|
||||
MENU_EDIT=&Правка
|
||||
MENU_EDIT_COPY=&Копировать
|
||||
MENU_EDIT_PASTE=&Вставить
|
||||
MENU_EDIT_CUT=Вырезать
|
||||
MENU_EDIT_UNDO=&Отмена
|
||||
MENU_EDIT_REDO=&Повторить
|
||||
MENU_EDIT_PREFERENCES=&Настройки
|
||||
MENU_VIEW=&Вид
|
||||
MENU_VIEW_LANGUAGE=&Язык интерфейса
|
||||
MENU_VIEW_LANGUAGE_EN=English
|
||||
MENU_VIEW_LANGUAGE_RU=Русский
|
||||
MENU_VIEW_THEME=&Тема
|
||||
MENU_VIEW_THEME_DEFAULT=Стандартная
|
||||
MENU_VIEW_THEME_DARK=Тёмная
|
||||
MENU_VIEW_THEME_CUSTOM1=Пример 1
|
||||
MENU_WINDOW=&Окно
|
||||
MENU_WINDOW_PREFERENCES=&Настройки
|
||||
MENU_HELP=&Справка
|
||||
MENU_HELP_VIEW_HELP=&Просмотр справки
|
||||
MENU_HELP_ABOUT=&О программе
|
||||
|
||||
TAB_LONG_LIST=Длинный список
|
||||
TAB_BUTTONS=Кнопки
|
||||
TAB_ANIMATION=Анимация
|
||||
TAB_TABLE_LAYOUT=Табличный layout
|
||||
TAB_EDITORS=Редакторы
|
||||
|
||||
|
Binary file not shown.
After Width: | Height: | Size: 31 KiB |
Binary file not shown.
After Width: | Height: | Size: 8.2 KiB |
|
@ -0,0 +1,4 @@
|
|||
res/i18n/en.ini
|
||||
res/i18n/ru.ini
|
||||
res/mdpi/cr3_logo.png
|
||||
res/mdpi/blocks.png
|
Loading…
Reference in New Issue