SQCSimulator2023/SQCSim2021/world.cpp

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#include "world.h"
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World::World() {}
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World::~World() {}
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Array2d<Chunk*>& World::GetChunks() { return m_chunks; }
Chunk* World::ChunkAt(float x, float y, float z) const {
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int cx = (int)x / CHUNK_SIZE_X;
int cz = (int)z / CHUNK_SIZE_Z;
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if (x < 0 || y < 0 || z < 0 ||
x >= WORLD_SIZE_X * CHUNK_SIZE_X ||
z >= CHUNK_SIZE_Z * WORLD_SIZE_Y ||
y > CHUNK_SIZE_Y)
return 0;
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return m_chunks.Get(cx, cz);
}
Chunk* World::ChunkAt(const Vector3f& pos) const { return ChunkAt(pos.x, pos.y, pos.z); }
BlockType World::BlockAt(float x, float y, float z, BlockType defaultBlockType) const {
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Chunk* c = ChunkAt(x, y, z);
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if (!c)
return defaultBlockType;
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int bx = (int)x % CHUNK_SIZE_X;
int by = (int)y % CHUNK_SIZE_Y;
int bz = (int)z % CHUNK_SIZE_Z;
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return c->GetBlock(bx, by, bz);
}
BlockType World::BlockAt(const Vector3f& pos, BlockType defaultBlockType) const {
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return BlockAt(pos.x, pos.y, pos.z, defaultBlockType);
}
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void World::TransposeWorld(Player& player) {
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int x = 0;
int y = 0;
if (player.GetPosition().x > (WORLD_SIZE_X * CHUNK_SIZE_X) * .66f) ++x;
else if (player.GetPosition().x < (WORLD_SIZE_X * CHUNK_SIZE_X) * .33f) --x;
if (player.GetPosition().z > (WORLD_SIZE_Y * CHUNK_SIZE_Z) * .66f) ++y;
else if (player.GetPosition().z < (WORLD_SIZE_Y * CHUNK_SIZE_Z) * .33f) --y;
if (!x && !y) return;
if (x > 0) {
for (int ax = 0; ax < WORLD_SIZE_X; ++ax)
for (int ay = 0; ay < WORLD_SIZE_Y; ++ay)
if (ax - x >= 0)
m_chunks.Set(ax - x, ay,
m_chunks.Remove(ax, ay));
else if (m_chunks.Get(ax, ay)) m_tbDeleted.emplace_back(m_chunks.Remove(ax, ay));
}
else if (x < 0) {
for (int ax = WORLD_SIZE_X - 1; ax >= 0; --ax)
for (int ay = WORLD_SIZE_Y - 1; ay >= 0; --ay)
if (ax - x < WORLD_SIZE_X)
m_chunks.Set(ax - x, ay,
m_chunks.Remove(ax, ay));
else if (m_chunks.Get(ax, ay)) m_tbDeleted.emplace_back(m_chunks.Remove(ax, ay));
}
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if (y > 0) {
for (int ax = 0; ax < WORLD_SIZE_X; ++ax)
for (int ay = 0; ay < WORLD_SIZE_Y; ++ay)
if (ay - y >= 0)
m_chunks.Set(ax, ay - y,
m_chunks.Remove(ax, ay));
else if (m_chunks.Get(ax, ay)) m_tbDeleted.emplace_back(m_chunks.Remove(ax, ay));
}
else if (y < 0) {
for (int ax = WORLD_SIZE_X - 1; ax >= 0; --ax)
for (int ay = WORLD_SIZE_Y - 1; ay >= 0; --ay)
if (ay - y < WORLD_SIZE_Y)
m_chunks.Set(ax, ay - y,
m_chunks.Remove(ax, ay));
else if (m_chunks.Get(ax, ay)) m_tbDeleted.emplace_back(m_chunks.Remove(ax, ay));
}
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m_center[0] += x; m_center[1] += y;
player.Teleport(x, y);
}
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void World::CleanUpWorld(int& deleteframes, bool clear = false) {
if (clear) {
while (m_tbDeleted.size() > 0) {
delete m_tbDeleted.back();
m_tbDeleted.pop_back();
}
}
if (!m_tbDeleted.empty() && !deleteframes) {
delete m_tbDeleted.back();
m_tbDeleted.pop_back();
deleteframes = FRAMES_DELETE_CHUNKS;
}
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}
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void World::GetScope(int& x, int& y) {
x = m_center[0];
y = m_center[1];
}
void World::Update(int& rendercount, int& badhitcount, Player& player, Transformation& world, Shader& shader, TextureAtlas& atlas, Perlin& perlin, BlockInfo* blockinfo[BTYPE_LAST]) {
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glStencilFunc(GL_EQUAL, 1, 0x00);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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atlas.Bind();
RenderWorld(rendercount, badhitcount, player, world, shader);
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TransposeWorld(player);
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UpdateWorld(player, perlin, blockinfo);
shader.Disable();
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glStencilFunc(GL_GREATER, 1, 0xFF);
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}
bool World::GenerateChunk(int chx, int chy, Perlin& perlin) {
if (chx < WORLD_SIZE_X * CHUNK_SIZE_X && chy < WORLD_SIZE_Y * CHUNK_SIZE_Z &&
chx >= 0 && chy >= 0)
if (!ChunkAt(chx, 1, chy)) {
for (int index = 0; index < m_tbDeleted.size(); ++index) { // V<>rifie l'existence d'un chunk dans le buffer de suppression avec sa position.
int x, y;
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if (m_tbDeleted.at(index)) {
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m_tbDeleted.at(index)->GetPosition(x, y);
if (chx / CHUNK_SIZE_X + m_center[0] == x &&
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chy / CHUNK_SIZE_Z + m_center[1] == y) {
GetChunks().Set(chx / CHUNK_SIZE_X, chy / CHUNK_SIZE_Z, std::move(m_tbDeleted.at(index)));
return true;
}
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}
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}
std::ostringstream pos; // V<>rifie l'existence d'un fichier .chunk avec sa position.
pos << CHUNK_PATH << chx / CHUNK_SIZE_X + m_center[0] << '_' << chy / CHUNK_SIZE_Z + m_center[1] << ".chunk";
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std::ifstream input(pos.str(), std::fstream::binary);
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if (input.fail()) {
GetChunks().Set(chx / CHUNK_SIZE_X, chy / CHUNK_SIZE_Z, new Chunk(chx / CHUNK_SIZE_X + m_center[0], chy / CHUNK_SIZE_Z + m_center[1]));
Chunk* chunk = GetChunks().Get(chx / CHUNK_SIZE_X, chy / CHUNK_SIZE_Z);
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for (int x = 0; x < CHUNK_SIZE_X; ++x) // Montagnes
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for (int z = 0; z < CHUNK_SIZE_Z; ++z) {
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float xnoiz, ynoiz;
xnoiz = (double)(x + (chx / CHUNK_SIZE_X + m_center[0]) * CHUNK_SIZE_X) / (double)INT16_MAX;
ynoiz = (double)(z + (chy / CHUNK_SIZE_Z + m_center[1]) * CHUNK_SIZE_Z) / (double)INT16_MAX;
float height = (perlin.Get(xnoiz, ynoiz)) * 20.f + 5.f;
for (int y = 0; y <= (int)height % CHUNK_SIZE_Y; ++y)
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chunk->SetBlock(x, y, z, BTYPE_METAL, this);
}
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for (int x = 0; x < CHUNK_SIZE_X; ++x) // Collines
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for (int z = 0; z < CHUNK_SIZE_Z; ++z) {
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float xnoiz, ynoiz;
xnoiz = (double)(x + (chx / CHUNK_SIZE_X + m_center[0]) * CHUNK_SIZE_X) / (double)INT16_MAX;
ynoiz = (double)(z + (chy / CHUNK_SIZE_Z + m_center[1]) * CHUNK_SIZE_Z) / (double)INT16_MAX;
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float height = perlin.Get(xnoiz, ynoiz) * 5.f + 24.f;
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for (int y = 0; y <= (int)height % CHUNK_SIZE_Y; ++y) {
if (chunk->GetBlock(x, y, z) == BTYPE_AIR)
chunk->SetBlock(x, y, z, BTYPE_GRASS, this);
}
}
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for (int x = 0; x < CHUNK_SIZE_X; ++x) // "Lacs"
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for (int z = 0; z < CHUNK_SIZE_Z; ++z) {
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for (int y = 0; y < 13; ++y) {
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if (chunk->GetBlock(x, y, z) == BTYPE_AIR)
chunk->SetBlock(x, y, z, BTYPE_ICE, this);
}
}
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for (int x = 0; x < CHUNK_SIZE_X; ++x) // "Arbres"
for (int z = 0; z < CHUNK_SIZE_Z; ++z) {
float xnoiz, ynoiz;
xnoiz = (double)(z * CHUNK_SIZE_Y + (chx / CHUNK_SIZE_X + m_center[0]) * CHUNK_SIZE_X) / (double)INT16_MAX;
ynoiz = (double)(x * CHUNK_SIZE_Y + (chy / CHUNK_SIZE_Z + m_center[1]) * CHUNK_SIZE_Z) / (double)INT16_MAX;
bool tree = (int)(abs(perlin.Get(xnoiz, ynoiz)) * 17933.f) % CHUNK_SIZE_Y > 126 ? true: false;
for (int y = 0; y < CHUNK_SIZE_Y - 10; ++y)
if (chunk->GetBlock(x, y, z) == BTYPE_AIR)
if (chunk->GetBlock(x, y - 1, z) == BTYPE_GRASS)
if (tree) {
for (int i = 0; i < (int)(abs(perlin.Get(xnoiz, ynoiz))) % 3 + 1; ++i)
chunk->SetBlock(x, y + i, z, BTYPE_DIRT, this);
break;
}
}
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}
else {
input.seekg(0, std::ios_base::end);
int size = input.tellg();
input.seekg(0, std::ios_base::beg);
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char data[CHUNK_SIZE_X * CHUNK_SIZE_Y * CHUNK_SIZE_Z];
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input.read(data, size);
input.close();
GetChunks().Set(chx / CHUNK_SIZE_X, chy / CHUNK_SIZE_Z, new Chunk(chx / CHUNK_SIZE_X + m_center[0], chy / CHUNK_SIZE_Z + m_center[1], data));
}
return true;
}
return false;
}
void World::UpdateChunk(int& generates, int& updates, int chx, int chy, Perlin& perlin, BlockInfo* blockinfo[BTYPE_LAST]) {
if (generates == 0 && GenerateChunk(chx, chy, perlin)) generates = FRAMES_RENDER_CHUNKS;
if (updates == 0 && ChunkAt(chx, 1, chy) &&
ChunkAt(chx, 1, chy)->IsDirty()) {
ChunkAt(chx, 1, chy)->Update(blockinfo, this);
updates = FRAMES_UPDATE_CHUNKS;
}
}
void World::ChangeBlockAtCursor(BlockType blockType, Player& player, bool& block) {
Vector3f currentPos = player.GetPosition();
Vector3f currentBlock = currentPos;
Vector3f ray = player.GetDirection();
bool found = false;
if (block) return;
while ((currentPos - currentBlock).Length() <= MAX_SELECTION_DISTANCE && !found) {
currentBlock += ray / 10.f;
BlockType bt = BlockAt(currentBlock);
if (bt != BTYPE_AIR)
found = true;
}
if (found)
if (blockType != BTYPE_AIR) {
found = false;
while ((currentPos - currentBlock).Length() >= 1.7f && !found) {
currentBlock -= ray / 10.f;
BlockType bt = BlockAt(currentBlock);
if (bt == BTYPE_AIR) { // V<>rification pour <20>tre s<>r que le bloc <20> changer n'est pas dans le joueur.
int Bx = (int)currentBlock.x;
int By = (int)currentBlock.y;
int Bz = (int)currentBlock.z;
int Px = (int)currentPos.x;
int PyA = (int)currentPos.y;
int PyB = (int)(currentPos.y - .9f);
int PyC = (int)(currentPos.y - 1.7f);
int Pz = (int)currentPos.z;
if (!(Bx == Px &&
(By == PyA ||
By == PyB ||
By == PyC) &&
Bz == Pz))
found = true;
}
}
}
if (found && (int)currentBlock.y < CHUNK_SIZE_Y) {
int bx = (int)currentBlock.x % CHUNK_SIZE_X;
int by = (int)currentBlock.y % CHUNK_SIZE_Y;
int bz = (int)currentBlock.z % CHUNK_SIZE_Z;
ChunkAt(currentBlock)->SetBlock(bx, by, bz, blockType, this);
ChunkAt(currentBlock)->MakeModified();
block = true;
}
}
void World::RenderWorld(int& rendercount, int& badhitcount, Player& player, Transformation& world, Shader& shader) {
shader.Use();
rendercount = 0;
badhitcount = 0;
Vector3f angle;
Vector3f cursor;
Vector3f direct = player.GetDirection();
Vector3f pos = player.GetPosition() - direct;
direct.y = 0;
direct.Normalize();
pos.y = 1;
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static Vector3f renderManifest[VIEW_DISTANCE * 4]; // Nombre de Chunks maximal <20> <20>tre rendus.
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//for (int dist = VIEW_DISTANCE; dist >= 0; dist -= CHUNK_SIZE_X) {
for (int dist = 0; dist <= VIEW_DISTANCE; dist += CHUNK_SIZE_X) {
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// Configuration du radar.
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float sinus, cosinus;
int echantillons;
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if (dist > VIEW_DISTANCE * .5f) {
sinus = .00872653549f; // sin(1/2 degr<67>)
cosinus = .99996192306; // cos(1/2 degr<67>)
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echantillons = 180;
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}
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else if (dist > VIEW_DISTANCE * .4f) {
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sinus = .01151891831f; // sin(2/3 degr<67>)
cosinus = .99993365506; // cos(2/3 degr<67>)
echantillons = 120;
}
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else if (dist > VIEW_DISTANCE * .3f) {
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sinus = .01745240643; // sin(1 degr<67>)
cosinus = .99984769515; // cos(1 degr<67>)
echantillons = 90;
}
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else if (dist > VIEW_DISTANCE * .2f) {
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sinus = .0261769483;
cosinus = .99965732497;
echantillons = 60;
}
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else {
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sinus = .0348994967;
cosinus = .99939082701;
echantillons = 45;
}
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angle.x = direct.z + direct.x;
angle.z = direct.z - direct.x;
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angle.y = 0;
angle.Normalize();
for (int radar = 0; radar < echantillons; ++radar) {
float x = angle.x;
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angle.x = angle.x * cosinus - angle.z * sinus;
angle.z = angle.z * cosinus + x * sinus;
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angle.Normalize();
cursor = pos - direct * CHUNK_SIZE_X * 2 + angle * dist;
if (cursor.y >= 128.f || cursor.y >= 0.f) cursor.y = CHUNK_SIZE_Y / 2.f;
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bool valide = true;
if (ChunkAt(cursor)) {
int chx, chy;
ChunkAt(cursor)->GetPosition(chx, chy);
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for (int index = 0; index < rendercount; ++index) // Permet de v<>rifier seulement contre celles ajout<75>es dans la frame, et ne pas avoir <20> refaire l'array <20> chaque frame.
if (renderManifest[index].x == chx && renderManifest[index].z == chy) {
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valide = false;
++badhitcount;
}
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if (valide) renderManifest[rendercount++] = Vector3f(chx, (VIEW_DISTANCE - (pos - cursor).Length() * 2.f + 128) / (float)VIEW_DISTANCE, chy);
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}
}
}
for (int index = 0; index < rendercount; ++index) {
int chx = (renderManifest[index].x - m_center[0]) * CHUNK_SIZE_X, chy = (renderManifest[index].z - m_center[1]) * CHUNK_SIZE_Z;
world.ApplyTranslation(chx, 0, chy);
world.Use();
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glBlendColor(renderManifest[index].y, renderManifest[index].y, renderManifest[index].y, 1.f);
ChunkAt(chx, 1, chy)->Render();
world.ApplyTranslation(-chx, 0, -chy);
}
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shader.Disable();
};
void World::UpdateWorld(Player& player, Perlin& perlin, BlockInfo* blockinfo[BTYPE_LAST]) {
int cx = player.GetPosition().x;
int cy = player.GetPosition().z;
static int frameGenerate = 0;
static int frameUpdate = 0;
static int frameDelete = 0;
int side = 0;
if (frameGenerate > 0) --frameGenerate;
if (frameUpdate > 0) --frameUpdate;
if (frameDelete > 0) --frameDelete;
if (!frameGenerate || !frameUpdate)
while (side * CHUNK_SIZE_X <= VIEW_DISTANCE * 2) {
int tx = -side, ty = -side;
for (; tx <= side; ++tx)
UpdateChunk(frameGenerate, frameUpdate, cx + tx * CHUNK_SIZE_X, cy + ty * CHUNK_SIZE_Z, perlin, blockinfo);
for (; ty <= side; ++ty)
UpdateChunk(frameGenerate, frameUpdate, cx + tx * CHUNK_SIZE_X, cy + ty * CHUNK_SIZE_Z, perlin, blockinfo);
for (; tx >= -side; --tx)
UpdateChunk(frameGenerate, frameUpdate, cx + tx * CHUNK_SIZE_X, cy + ty * CHUNK_SIZE_Z, perlin, blockinfo);
for (; ty >= -side; --ty)
UpdateChunk(frameGenerate, frameUpdate, cx + tx * CHUNK_SIZE_X, cy + ty * CHUNK_SIZE_Z, perlin, blockinfo);
++side;
}
CleanUpWorld(frameDelete);
}