porting minecraft-like voxel engine implementation for d3d example

This commit is contained in:
Vadim Lopatin 2016-03-22 09:47:22 +03:00
parent e525e13e73
commit 73f63090f5
4 changed files with 628 additions and 494 deletions

View File

@ -10,6 +10,10 @@ import dlangui.graphics.gldrawbuf;
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
@ -117,11 +121,15 @@ class UiWidget : VerticalLayout {
_mesh.addCubeMesh(vec3(-i * 2 - 1.0f, -i * 2 - 1.0f, -i * 2 - 1.0f), 0.2f, vec4(1 - i / 12, i / 12, i / 12, 1));
}
import dminer.core.world;
World w = new World();
for (int x = -100; x < 100; x++)
for (int z = -100; z < 100; z++)
w.setCell(x, 10, z, 1);
Position position = Position(Vector3d(0, 13, 0), Vector3d(0, 1, 0));
CellVisitor visitor = new TestVisitor();
Log.d("Testing cell visitor");
w.visitVisibleCells(position, visitor);
destroy(w);
}
/// returns true is widget is being animated - need to call animate() and redraw
@ -202,6 +210,17 @@ class UiWidget : VerticalLayout {
}
}
class TestVisitor : CellVisitor {
void newDirection(ref Position camPosition) {
Log.d("TestVisitor.newDirection");
}
void visitFace(World world, ref Position camPosition, Vector3d pos, cell_t cell, Dir face) {
Log.d("TestVisitor.visitFace ", pos, " cell=", cell, " face=", face);
}
void visit(World world, ref Position camPosition, Vector3d pos, cell_t cell, int visibleFaces) {
Log.d("TestVisitor.visit ", pos, " cell=", cell);
}
}
// Simple texture + color shader
class MyGLProgram : GLProgram {

View File

@ -2,67 +2,65 @@ module dminer.core.blocks;
import dminer.core.minetypes;
/*
#define BLOCK_TEXTURE_FILENAME "res/png/blocks.png"
#define BLOCK_TEXTURE_DX 1024
#define BLOCK_TEXTURE_DY 1024
#define BLOCK_SPRITE_SIZE 16
#define BLOCK_SPRITE_STEP 20
#define BLOCK_SPRITE_OFFSET 21
#define BLOCK_TEXTURE_SPRITES_PER_LINE 50
immutable string BLOCK_TEXTURE_FILENAME = "blocks";
immutable int BLOCK_TEXTURE_DX = 1024;
immutable int BLOCK_TEXTURE_DY = 1024;
immutable int BLOCK_SPRITE_SIZE = 16;
immutable int BLOCK_SPRITE_STEP = 20;
immutable int BLOCK_SPRITE_OFFSET = 21;
immutable int BLOCK_TEXTURE_SPRITES_PER_LINE = 50;
*/
enum BlockVisibility {
INVISIBLE,
OPAQUE, // completely opaque (cells covered by this block are invisible)
OPAQUE_SEPARATE_TX,
HALF_OPAQUE, // partially paque, cells covered by this block can be visible, render as normal block
HALF_OPAQUE_SEPARATE_TX,
HALF_TRANSPARENT, // should be rendered last (semi transparent texture)
};
INVISIBLE,
OPAQUE, // completely opaque (cells covered by this block are invisible)
OPAQUE_SEPARATE_TX,
HALF_OPAQUE, // partially paque, cells covered by this block can be visible, render as normal block
HALF_OPAQUE_SEPARATE_TX,
HALF_TRANSPARENT, // should be rendered last (semi transparent texture)
}
class BlockDef {
public:
cell_t id;
string name;
BlockVisibility visibility = BlockVisibility.INVISIBLE;
int txIndex;
this() {
}
this(cell_t blockId, string blockName, BlockVisibility v, int tx) {
cell_t id;
string name;
BlockVisibility visibility = BlockVisibility.INVISIBLE;
int txIndex;
this() {
}
this(cell_t blockId, string blockName, BlockVisibility v, int tx) {
id = blockId;
name = blockName;
visibility = v;
txIndex = tx;
}
~this() {
}
// blocks behind this block can be visible
@property bool canPass() {
return visibility == BlockVisibility.INVISIBLE
|| visibility == BlockVisibility.HALF_OPAQUE
|| visibility == BlockVisibility.HALF_OPAQUE_SEPARATE_TX
|| visibility == BlockVisibility.HALF_TRANSPARENT;
}
// block is fully opaque (all blocks behind are invisible)
@property bool isOpaque() {
return visibility == BlockVisibility.OPAQUE
|| visibility == BlockVisibility.OPAQUE_SEPARATE_TX;
}
// block is visible
@property bool isVisible() {
return visibility != BlockVisibility.INVISIBLE;
}
~this() {
}
// blocks behind this block can be visible
@property bool canPass() {
return visibility == BlockVisibility.INVISIBLE
|| visibility == BlockVisibility.HALF_OPAQUE
|| visibility == BlockVisibility.HALF_OPAQUE_SEPARATE_TX
|| visibility == BlockVisibility.HALF_TRANSPARENT;
}
// block is fully opaque (all blocks behind are invisible)
@property bool isOpaque() {
return visibility == BlockVisibility.OPAQUE
|| visibility == BlockVisibility.OPAQUE_SEPARATE_TX;
}
// block is visible
@property bool isVisible() {
return visibility != BlockVisibility.INVISIBLE;
}
@property bool terrainSmoothing() {
return false;
}
@property bool terrainSmoothing() {
return false;
}
/// create cube face
//void createFace(World * world, Position & camPosition, Vector3d pos, Dir face, FloatArray & vertices, IntArray & indexes) {
/// create cube face
//void createFace(World * world, Position & camPosition, Vector3d pos, Dir face, FloatArray & vertices, IntArray & indexes) {
//}
/// create faces
//void createFaces(World * world, Position & camPosition, Vector3d pos, int visibleFaces, FloatArray & vertices, IntArray & indexes) {
/// create faces
//void createFaces(World * world, Position & camPosition, Vector3d pos, int visibleFaces, FloatArray & vertices, IntArray & indexes) {
//}
}
@ -105,5 +103,26 @@ __gshared static this() {
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, 0));
registerBlockType(new BlockDef(2, "brick", BlockVisibility.OPAQUE, 1));
registerBlockType(new BlockDef(3, "bedrock", BlockVisibility.OPAQUE, 2));
registerBlockType(new BlockDef(4, "clay", BlockVisibility.OPAQUE, 3));
registerBlockType(new BlockDef(5, "cobblestone", BlockVisibility.OPAQUE, 4));
registerBlockType(new BlockDef(6, "gravel", BlockVisibility.OPAQUE, 5));
registerBlockType(new BlockDef(7, "red_sand", BlockVisibility.OPAQUE, 6));
registerBlockType(new BlockDef(8, "sand", BlockVisibility.OPAQUE, 7));
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));
}

View File

@ -173,8 +173,8 @@ struct Vector3d {
int opBinary(string op : "*")(const Vector3d v) const {
return x*v.x + y*v.y + z*v.z;
}
///
int opBinary(string op : "*")(int n) const {
/// multiply vector elements by constant
Vector3d opBinary(string op : "*")(int n) const {
return Vector3d(x * n, y * n, z * n);
}
@ -183,21 +183,21 @@ struct Vector3d {
x += v.x;
y += v.y;
z += v.z;
return *this;
return this;
}
///
ref Vector3d opOpAssign(string op : "-")(const Vector3d v) {
x -= v.x;
y -= v.y;
z -= v.z;
return *this;
return this;
}
///
ref Vector3d opOpAssign(string op : "*")(int n) {
x *= n;
y *= n;
z *= n;
return *this;
return this;
}
Vector3d turnLeft() {
return Vector3d(z, y, -x);
@ -237,7 +237,8 @@ struct Vector3d {
}
return res;
}
};
}
const Vector3d ZERO3 = Vector3d(0, 0, 0);
struct Array(T) {
@ -271,14 +272,26 @@ public:
@property int length() {
return _length;
}
/// append single item by ref
void append(ref const T value) {
if (_length >= _data.length)
reserve(_data.length == 0 ? 64 : _data.length * 2 - _length);
_data[_length++] = value;
}
/// append single item by value
void append(T value) {
if (_length >= _data.length)
reserve(_data.length == 0 ? 64 : _data.length * 2 - _length);
_data[_length++] = value;
}
/// append single item w/o check
void appendNoCheck(ref const T value) {
_data[_length++] = value;
}
/// append single item w/o check
void appendNoCheck(T value) {
_data[_length++] = value;
}
/// appends same value several times, return pointer to appended items
T* append(ref const T value, int count) {
reserve(count);
@ -287,6 +300,14 @@ public:
_data[_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[_length++] = value;
return _data.ptr + startLen;
}
void clear() {
_length = 0;
}
@ -443,221 +464,33 @@ public:
}
}
/+
template<typename T, T initValue, void(*disposeFunction)(T value) > struct InfiniteArray {
private:
T * data;
int size;
int minIdx;
int maxIdx;
void resize(int sz) {
if (sz < 128)
sz = 128;
else
sz = sz * 2;
if (size < sz) {
data = (T*)realloc(data, sizeof(T) * sz);
for (int i = size; i < sz; i++)
data[i] = initValue;
size = sz;
}
}
public:
int minIndex() {
return minIdx;
}
int maxIndex() {
return maxIdx;
}
void set(int index, T value) {
int idx = index < 0 ? (-index) * 2 - 1 : index * 2;
resize(idx + 1);
T oldData = data[idx];
if (oldData != initValue)
disposeFunction(oldData);
data[idx] = value;
if (minIdx > index)
minIdx = index;
if (maxIdx < index + 1)
maxIdx = index + 1;
}
T get(int index) {
if (index < minIdx || index >= maxIdx)
return initValue;
int idx = index < 0 ? (-index) * 2 - 1 : index * 2;
return data[idx];
}
InfiniteArray() : data(NULL), size(0), minIdx(0), maxIdx(0) {
}
~InfiniteArray() {
if (data) {
for (int i = 0; i < size; i++) {
if (data[i] != initValue)
disposeFunction(data[i]);
}
free(data);
}
data = NULL;
size = 0;
}
};
/// returns opposite direction to specified direction
Dir opposite(Dir d) {
return (Dir)(d ^ 1);
}
Dir turnLeft(Dir d) {
switch (d) {
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) {
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) {
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) {
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;
}
}
class Direction {
this(int x, int y, int z) {
set(x, y, z);
}
this(Vector3d v) {
set(v);
}
this(Dir d) {
set(d);
}
this() {
set(0, 0, -1);
}
/// set by direction code
void set(Dir d);
/// set by vector
void set(int x, int y, int z);
/// set by vector
void set(Vector3d v) { set(v.x, v.y, v.z); }
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;
};
struct Position {
Vector3d pos;
Direction direction;
Position() {
this(ref Position p) {
pos = p.pos;
direction = p.direction;
}
Position(Position & p) : pos(p.pos), direction(p.direction) {
}
Position(Vector3d position, Vector3d dir) : pos(position), direction(dir) {
this(Vector3d position, Vector3d dir) {
pos = position;
direction = dir;
}
Vector2d calcPlaneCoords(Vector3d v) {
v = v - pos;
switch (direction.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);
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() {
@ -678,154 +511,220 @@ struct Position {
void backward(int step = 1) {
pos -= direction.forward * step;
}
};
struct CellToVisit {
union {
struct {
int index;
cell_t cell;
ubyte dir;
};
ulong data;
};
CellToVisit() : data(0) {}
CellToVisit(int idx, cell_t cellValue, DirEx direction) : index(idx), cell(cellValue), dir(direction) {}
CellToVisit(const CellToVisit & v) : data(v.data) {}
CellToVisit(lUInt64 v) : data(v) {}
inline CellToVisit& operator = (CellToVisit v) {
data = v.data;
return *this;
}
inline CellToVisit& operator = (lUInt64 v) {
data = v;
return *this;
}
};
struct VolumeData {
int MAX_DIST_BITS;
int ROW_BITS;
int MAX_DIST;
int ROW_SIZE;
int DATA_SIZE;
int ROW_MASK;
cell_t * _data;
int directionDelta[64];
int directionExDelta[26];
int mainDirectionDeltas[6][9];
int mainDirectionDeltasNoForward[6][9];
VolumeData(int distBits);
~VolumeData() {
delete[] _data;
}
int size() { return MAX_DIST; }
void clear() {
memset(_data, 0, sizeof(cell_t) * DATA_SIZE);
}
cell_t * ptr() { return _data; }
/// put cell w/o bounds checking, (0,0,0) is center of array
inline void put(Vector3d v, cell_t cell) {
_data[((v.y + MAX_DIST) << (ROW_BITS * 2)) | ((v.z + MAX_DIST) << ROW_BITS) | (v.x + MAX_DIST)] = cell;
}
/// v is zero based destination coordinates
void putLayer(Vector3d v, cell_t * layer, int dx, int dz, int stripe);
/// put cell w/o bounds checking
inline void put(int index, cell_t cell) {
_data[index] = cell;
}
/// read w/o bounds checking, (0,0,0) is center of array
inline cell_t get(Vector3d v) {
return _data[((v.y + MAX_DIST) << (ROW_BITS * 2)) | ((v.z + MAX_DIST) << ROW_BITS) | (v.x + MAX_DIST)];
}
inline cell_t get(int index) {
return _data[index];
}
/// get array index for point - (0,0,0) is center
inline int getIndex(Vector3d v) {
return ((v.y + MAX_DIST) << (ROW_BITS * 2)) | ((v.z + MAX_DIST) << ROW_BITS) | (v.x + MAX_DIST);
}
inline Vector3d indexToPoint(int index) {
return Vector3d((index & ROW_MASK) - MAX_DIST,
((index >> (ROW_BITS * 2)) & ROW_MASK) - MAX_DIST,
((index >> (ROW_BITS)) & ROW_MASK) - MAX_DIST);
}
inline int moveIndex(int oldIndex, DirMask direction) {
return oldIndex + directionDelta[direction];
}
inline int moveIndex(int oldIndex, DirEx direction) {
return oldIndex + directionExDelta[direction];
}
inline CellToVisit getNext(int index, DirEx direction, DirEx baseDir) {
int nextIndex = index + directionExDelta[direction];
return CellToVisit(nextIndex, _data[nextIndex], baseDir);
}
void getNearCellsForDirection(int index, DirEx direction, CellToVisit cells[9]);
void getNearCellsForDirectionNoForward(int index, DirEx direction, CellToVisit cells[9]);
void getNearCellsForDirection(int index, DirEx direction, cell_t cells[9]);
void getNearCellsForDirectionNoForward(int index, DirEx direction, cell_t cells[9]);
void fillLayer(int y, cell_t cell);
int * thisPlaneDirections(DirEx dir) { return mainDirectionDeltasNoForward[dir]; }
int * nextPlaneDirections(DirEx dir) { return mainDirectionDeltas[dir]; }
};
struct DirectionHelper {
DirEx dir;
IntArray oldcells;
IntArray newcells;
IntArray spreadcells;
int forwardCellCount;
void start(int index, DirEx direction);
void nextDistance();
void prepareSpreading();
};
class World;
class CellVisitor {
public:
virtual ~CellVisitor() {}
virtual void newDirection(Position & camPosition) { }
virtual void visitFace(World * world, Position & camPosition, Vector3d pos, cell_t cell, Dir face) { }
virtual void visit(World * world, Position & camPosition, Vector3d pos, cell_t cell, int visibleFaces) { }
}
struct VolumeVisitor {
World * world;
VolumeData * volume;
CellVisitor * visitor;
Position * position;
DirectionHelper helpers[6];
DirEx direction; // camera forward direction
DirEx oppdirection; // opposite direction
Vector3d dirvector;
int distance;
VolumeVisitor();
void init(World * w, Position * pos, VolumeData * data, CellVisitor * v);
~VolumeVisitor();
bool visitCell(int index, cell_t cell);
void appendNewCell(int index, int distance);
void visitPlaneForward(int startIndex, DirEx direction);
// move in forward direction
void visitPlaneSpread(int startIndex, DirEx direction);
void visitAll();
/// returns opposite direction to specified direction
Dir opposite(Dir d) {
return cast(Dir)(d ^ 1);
}
Dir turnLeft(Dir d) {
switch (d) {
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) {
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) {
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) {
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);
}
/// set by direction code
void set(Dir d) {
switch (d) {
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) ? EAST : WEST;
}
else if (y) {
dir = (y > 0) ? UP : DOWN;
}
else {
dir = (z > 0) ? SOUTH : NORTH;
}
switch (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 = ((cast(ulong)1 << 48) - 1);
immutable ulong RANDOM_MASK = ((cast(ulong)1 << 48) - 1);
@ -849,4 +748,11 @@ struct Random {
int nextInt(int n);
}
extern const Vector3d DIRECTION_VECTORS[6];
const Vector3d DIRECTION_VECTORS[6] = [
Vector3d(0, 0, -1),
Vector3d(0, 0, 1),
Vector3d(-1, 0, 0),
Vector3d(1, 0, 0),
Vector3d(0, 1, 0),
Vector3d(0, -1, 0)
];

View File

@ -20,115 +20,114 @@ immutable int CHUNK_DY_MASK = (CHUNK_DY - 1);
// Layer is 256x16x16 CHUNK_DY layers = CHUNK_DY * (CHUNK_DX_SHIFT x CHUNK_DX_SHIFT) cells
struct ChunkLayer {
private:
cell_t cells[CHUNK_DX * CHUNK_DX];
cell_t cells[CHUNK_DX * CHUNK_DX];
public:
cell_t* ptr(int x, int z) {
return &cells[(z << CHUNK_DX_SHIFT) + x];
}
cell_t get(int x, int z) {
return cells[(z << CHUNK_DX_SHIFT) + x];
}
void set(int x, int z, cell_t cell) {
cells[(z << CHUNK_DX_SHIFT) + x] = cell;
}
cell_t* ptr(int x, int z) {
return &cells[(z << CHUNK_DX_SHIFT) + x];
}
cell_t get(int x, int z) {
return cells[(z << CHUNK_DX_SHIFT) + x];
}
void set(int x, int z, cell_t cell) {
cells[(z << CHUNK_DX_SHIFT) + x] = cell;
}
}
struct Chunk {
private:
ChunkLayer * layers[CHUNK_DY];
int bottomLayer = - 1;
int topLayer = -1;
ChunkLayer * layers[CHUNK_DY];
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);
}
void set(int x, int y, int z, cell_t cell) {
int layerIndex = y & CHUNK_DY_MASK;
ChunkLayer * layer = layers[layerIndex];
if (!layer) {
layer = new ChunkLayer();
layers[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);
}
~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);
}
void set(int x, int y, int z, cell_t cell) {
int layerIndex = y & CHUNK_DY_MASK;
ChunkLayer * layer = layers[layerIndex];
if (!layer) {
layer = new ChunkLayer();
layers[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);
/// srcpos coords x, z are in chunk bounds
//void getCells(Vector3d srcpos, Vector3d dstpos, Vector3d size, VolumeData & buf);
}
struct ChunkMatrix {
private:
int minx;
int maxx;
int minz;
int maxz;
InfiniteMatrix!(Chunk *) matrix;
int minx;
int maxx;
int minz;
int maxz;
InfiniteMatrix!(Chunk *) matrix;
public:
@property int minX() { return minx; }
@property int maxX() { return maxx; }
@property int minZ() { return minz; }
@property int maxZ() { return maxz; }
Chunk * get(int x, int z) {
@property int minX() { return minx; }
@property int maxX() { return maxx; }
@property int minZ() { return minz; }
@property int maxZ() { return maxz; }
Chunk * get(int x, int z) {
return matrix.get(x, z);
}
void set(int x, int z, Chunk * chunk) {
matrix.set(x, z, chunk);
}
void set(int x, int z, Chunk * chunk) {
matrix.set(x, z, chunk);
if (minz > z)
minz = z;
if (maxz < z + 1)
maxz = z + 1;
if (minx > x)
minx = x;
if (maxx < x + 1)
maxx = x + 1;
}
if (minx > x)
minx = x;
if (maxx < x + 1)
maxx = x + 1;
}
}
/// Voxel World
class World {
private:
//Position camPosition;
int maxVisibleRange = MAX_VIEW_DISTANCE;
int lastChunkX = 1000000;
int lastChunkZ = 1000000;
Chunk * lastChunk;
ChunkMatrix chunks;
//DiamondVisitor visitorHelper;
Position camPosition;
int maxVisibleRange = MAX_VIEW_DISTANCE;
int lastChunkX = 1000000;
int lastChunkZ = 1000000;
Chunk * lastChunk;
ChunkMatrix chunks;
DiamondVisitor visitorHelper;
public:
this()
this()
{
}
~this() {
~this() {
}
//void visitVisibleCellsAllDirectionsFast(Position & position, CellVisitor * visitor);
//Position & getCamPosition() { return camPosition; }
cell_t getCell(Vector3d v) {
return getCell(v.x, v.y, v.z);
}
cell_t getCell(int x, int y, int z) {
}
ref Position getCamPosition() { return camPosition; }
cell_t getCell(Vector3d v) {
return getCell(v.x, v.y, v.z);
}
cell_t getCell(int x, int y, int z) {
if (y < 0)
return 3;
int chunkx = x >> CHUNK_DX_SHIFT;
@ -146,11 +145,11 @@ public:
return NO_CELL;
return p.get(x & CHUNK_DX_MASK, y, z & CHUNK_DX_MASK);
}
bool isOpaque(Vector3d v) {
bool isOpaque(Vector3d v) {
cell_t cell = getCell(v);
return BLOCK_TYPE_OPAQUE[cell] && cell != BOUND_SKY;
}
void setCell(int x, int y, int z, cell_t value) {
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;
@ -172,6 +171,197 @@ public:
}
p.set(x & CHUNK_DX_MASK, y, z & CHUNK_DX_MASK, value);
}
//bool canPass(Vector3d pos, Vector3d size) {
//bool canPass(Vector3d pos, Vector3d size) {
//}
void visitVisibleCells(ref Position position, CellVisitor visitor) {
visitorHelper.init(this, &position,
visitor);
visitorHelper.visitAll(MAX_VIEW_DISTANCE);
}
}
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 visitedOccupied;
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(Vector3d v) {
//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 = (v.x + m0) + ((v.z + m0) << (maxDistBits + 1));
if (v.y < 0) {
// inverse index for lower half
index ^= m0mask;
//m0--;
//x ^= m0;
//y ^= m0;
}
//int index = diamondIndex(v, maxDistBits);
if (visited_ptr[index] == visitedOccupied)// || cell == visitedEmpty)
return;
if (v * position.direction.forward < dist / 3)
return;
Vector3d pos = pos0 + v;
cell_t cell = world.getCell(pos);
// read cell from world
if (BLOCK_TYPE_VISIBLE[cell]) {
int visibleFaces = 0;
if (v.y <= 0 && v * DIRECTION_VECTORS[DIR_UP] <= 0 &&
!world.isOpaque(pos.move(DIR_UP)))
visibleFaces |= MASK_UP;
if (v.y >= 0 && v * DIRECTION_VECTORS[DIR_DOWN] <= 0 &&
!world.isOpaque(pos.move(DIR_DOWN)))
visibleFaces |= MASK_DOWN;
if (v.x <= 0 && v * DIRECTION_VECTORS[DIR_EAST] <= 0 &&
!world.isOpaque(pos.move(DIR_EAST)))
visibleFaces |= MASK_EAST;
if (v.x >= 0 && v * DIRECTION_VECTORS[DIR_WEST] <= 0 &&
!world.isOpaque(pos.move(DIR_WEST)))
visibleFaces |= MASK_WEST;
if (v.z <= 0 && v * DIRECTION_VECTORS[DIR_SOUTH] <= 0 &&
!world.isOpaque(pos.move(DIR_SOUTH)))
visibleFaces |= MASK_SOUTH;
if (v.z >= 0 && v * DIRECTION_VECTORS[DIR_NORTH] <= 0 &&
!world.isOpaque(pos.move(DIR_NORTH)))
visibleFaces |= MASK_NORTH;
visitor.visit(world, *position, pos, cell, visibleFaces);
}
// mark as visited
if (BLOCK_TYPE_CAN_PASS[cell])
newcells.append(v);
//cell = BLOCK_TYPE_CAN_PASS[cell] ? visitedEmpty : visitedOccupied;
visited_ptr[index] = visitedOccupied; // cell;
}
void visitAll(int maxDistance) {
maxDist = maxDistance;
maxDistBits = bitsFor(maxDist);
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();
visitedOccupied = 2;
visitedEmpty = 3;
oldcells.clear();
oldcells.append(Vector3d(0, 0, 0));
for (; dist < maxDistance; dist++) {
// for each distance
if (oldcells.length() == 0) // no cells to pass through
break;
newcells.clear();
visitedOccupied += 2;
visitedEmpty += 2;
//CRLog::trace("dist: %d cells: %d", dist, oldcells.length());
for (int i = 0; i < oldcells.length(); i++) {
Vector3d pt = oldcells[i];
int sx = mySign(pt.x);
int sy = mySign(pt.y);
int sz = mySign(pt.z);
if (sx && sy && sz) {
// 1, 1, 1
visitCell(Vector3d(pt.x + sx, pt.y, pt.z));
visitCell(Vector3d(pt.x, pt.y + sy, pt.z));
visitCell(Vector3d(pt.x, pt.y, pt.z + sz));
} else {
// has 0 in one of coords
if (!sx) {
if (!sy) {
if (!sz) {
// 0, 0, 0
visitCell(Vector3d(pt.x + 1, pt.y, pt.z));
visitCell(Vector3d(pt.x - 1, pt.y, pt.z));
visitCell(Vector3d(pt.x, pt.y + 1, pt.z));
visitCell(Vector3d(pt.x, pt.y - 1, pt.z));
visitCell(Vector3d(pt.x, pt.y, pt.z + 1));
visitCell(Vector3d(pt.x, pt.y, pt.z - 1));
} else {
// 0, 0, 1
visitCell(Vector3d(pt.x, pt.y, pt.z + sz));
visitCell(Vector3d(pt.x + 1, pt.y, pt.z));
visitCell(Vector3d(pt.x - 1, pt.y, pt.z));
visitCell(Vector3d(pt.x, pt.y + 1, pt.z));
visitCell(Vector3d(pt.x, pt.y - 1, pt.z));
}
} else {
if (!sz) {
// 0, 1, 0
visitCell(Vector3d(pt.x, pt.y + sy, pt.z));
visitCell(Vector3d(pt.x + 1, pt.y, pt.z));
visitCell(Vector3d(pt.x - 1, pt.y, pt.z));
visitCell(Vector3d(pt.x, pt.y, pt.z + 1));
visitCell(Vector3d(pt.x, pt.y, pt.z - 1));
} else {
// 0, 1, 1
visitCell(Vector3d(pt.x, pt.y + sy, pt.z));
visitCell(Vector3d(pt.x, pt.y, pt.z + sz));
visitCell(Vector3d(pt.x + 1, pt.y, pt.z));
visitCell(Vector3d(pt.x - 1, pt.y, pt.z));
}
}
} else {
if (!sy) {
if (!sz) {
// 1, 0, 0
visitCell(Vector3d(pt.x + sx, pt.y, pt.z));
visitCell(Vector3d(pt.x, pt.y + 1, pt.z));
visitCell(Vector3d(pt.x, pt.y - 1, pt.z));
visitCell(Vector3d(pt.x, pt.y, pt.z + 1));
visitCell(Vector3d(pt.x, pt.y, pt.z - 1));
} else {
// 1, 0, 1
visitCell(Vector3d(pt.x + sx, pt.y, pt.z));
visitCell(Vector3d(pt.x, pt.y, pt.z + sz));
visitCell(Vector3d(pt.x, pt.y + 1, pt.z));
visitCell(Vector3d(pt.x, pt.y - 1, pt.z));
}
} else {
// 1, 1, 0
visitCell(Vector3d(pt.x + sx, pt.y, pt.z));
visitCell(Vector3d(pt.x, pt.y + sy, pt.z));
visitCell(Vector3d(pt.x, pt.y, pt.z + 1));
visitCell(Vector3d(pt.x, pt.y, pt.z - 1));
}
}
}
}
newcells.swap(oldcells);
}
}
}