#include "world.h" World::World() {} World::~World() {} Array2d& World::GetChunks() { return m_chunks; } void World::SetSeed(uint64_t seed) { m_seed = seed; } Chunk* World::ChunkAt(float x, float y, float z) const { int cx = (int)x / CHUNK_SIZE_X; int cz = (int)z / CHUNK_SIZE_Z; 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; 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 { Chunk* c = ChunkAt(x, y, z); if (!c) return defaultBlockType; int bx = (int)x % CHUNK_SIZE_X; int by = (int)y % CHUNK_SIZE_Y; int bz = (int)z % CHUNK_SIZE_Z; return c->GetBlock(bx, by, bz); } BlockType World::BlockAt(const Vector3f& pos, BlockType defaultBlockType) const { return BlockAt(pos.x, pos.y, pos.z, defaultBlockType); } void World::TransposeWorld(Vector3f& player, Bullet* bullets[MAX_BULLETS]) { int x = 0, y = 0; if (player.x > (WORLD_SIZE_X * CHUNK_SIZE_X) * .6f) ++x; else if (player.x < (WORLD_SIZE_X * CHUNK_SIZE_X) * .4f) --x; if (player.z > (WORLD_SIZE_Y * CHUNK_SIZE_Z) * .6f) ++y; else if (player.z < (WORLD_SIZE_Y * CHUNK_SIZE_Z) * .4f) --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)); if (ax == WORLD_SIZE_X - 1 && m_chunks.Get(ax - x, ay)) m_chunks.Get(ax - x, ay)->MakeDirty(); } 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)); if (ax == 0 && m_chunks.Get(ax - x, ay)) m_chunks.Get(ax - x, ay)->MakeDirty(); } else if (m_chunks.Get(ax, ay)) m_tbDeleted.emplace_back(m_chunks.Remove(ax, ay)); } 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)); if (ay == WORLD_SIZE_Y - 1 && m_chunks.Get(ax, ay - y)) m_chunks.Get(ax, ay - y)->MakeDirty(); } 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)); if (ay == 0 && m_chunks.Get(ax, ay - y)) m_chunks.Get(ax, ay - y)->MakeDirty(); } else if (m_chunks.Get(ax, ay)) m_tbDeleted.emplace_back(m_chunks.Remove(ax, ay)); } m_center[0] += x; m_center[1] += y; player.x -= x * CHUNK_SIZE_X; player.z -= y * CHUNK_SIZE_Z; for (int index = 0; index < MAX_BULLETS; ++index) if (bullets[index]) bullets[index]->Transpose(x, y); } 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) { int deleted = 0; while (deleted < THREADS_DELETE_CHUNKS) { } delete m_tbDeleted.back(); m_tbDeleted.pop_back(); deleteframes = FRAMES_DELETE_CHUNKS; } } void World::GetScope(unsigned int& x, unsigned int& y) { x = m_center[0]; y = m_center[1]; } void World::Update(Bullet* bullets[MAX_BULLETS], const Vector3f& player_pos, BlockInfo* blockinfo[BTYPE_LAST]) { UpdateWorld(player_pos, blockinfo); //TransposeWorld(player_pos, bullets); } // //void World::UpdateChunk(int& updates, unsigned int chx, unsigned int chy, BlockInfo* blockinfo[BTYPE_LAST]) { // 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, const Vector3f& player_pos, const Vector3f& player_dir, bool& block) { Vector3f currentPos = player_pos; Vector3f currentBlock = currentPos; Vector3f ray = player_dir; 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) { // Vérification pour être sûr que le bloc à 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::ChangeBlockAtPosition(BlockType blockType, Vector3f pos) { int bx = (int)pos.x % CHUNK_SIZE_X; int by = (int)pos.y % CHUNK_SIZE_Y; int bz = (int)pos.z % CHUNK_SIZE_Z; ChunkAt(pos)->SetBlock(bx, by, bz, blockType, this); ChunkAt(pos)->MakeModified(); } void World::UpdateWorld(const Vector3f& player, BlockInfo* blockinfo[BTYPE_LAST]) { int cx = player.x; int cy = player.z; static int frameGenerate = 1; static int frameUpdate = 2; static int frameDelete = 3; int side = 0; int threads = 0; std::future genThList[THREADS_GENERATE_CHUNKS]; //std::future delThList[THREADS_DELETE_CHUNKS]; if (frameGenerate > 0) --frameGenerate; if (frameUpdate > 0) --frameUpdate; if (frameDelete > 0) --frameDelete; if (!frameGenerate) while (side * CHUNK_SIZE_X <= VIEW_DISTANCE * 2 + CHUNK_SIZE_X) { int tx = -side, ty = -side; int chx = 0; int chy = 0; for (; tx <= side; ++tx) { if (frameGenerate) break; chx = cx + tx * CHUNK_SIZE_X; chy = cy + ty * CHUNK_SIZE_Z; if (chx < WORLD_SIZE_X * CHUNK_SIZE_X && chy < WORLD_SIZE_Y * CHUNK_SIZE_Z && chx >= 0 && chy >= 0 && !ChunkAt(chx, 1, chy)) genThList[threads++] = std::async(std::launch::async, [](unsigned int x, unsigned int y, uint64_t seed) { return new Chunk(x, y, seed); }, chx / CHUNK_SIZE_X + m_center[0], chy / CHUNK_SIZE_Z + m_center[1], m_seed); if (threads == THREADS_GENERATE_CHUNKS) frameGenerate = FRAMES_RENDER_CHUNKS; } for (; ty <= side; ++ty) { if (frameGenerate) break; chx = cx + tx * CHUNK_SIZE_X; chy = cy + ty * CHUNK_SIZE_Z; if (chx < WORLD_SIZE_X * CHUNK_SIZE_X && chy < WORLD_SIZE_Y * CHUNK_SIZE_Z && chx >= 0 && chy >= 0 && !ChunkAt(chx, 1, chy)) genThList[threads++] = std::async(std::launch::async, [](unsigned int x, unsigned int y, uint64_t seed) { return new Chunk(x, y, seed); }, chx / CHUNK_SIZE_X + m_center[0], chy / CHUNK_SIZE_Z + m_center[1], m_seed); if (threads == THREADS_GENERATE_CHUNKS) frameGenerate = FRAMES_RENDER_CHUNKS; } for (; tx >= -side; --tx) { if (frameGenerate) break; chx = cx + tx * CHUNK_SIZE_X; chy = cy + ty * CHUNK_SIZE_Z; if (chx < WORLD_SIZE_X * CHUNK_SIZE_X && chy < WORLD_SIZE_Y * CHUNK_SIZE_Z && chx >= 0 && chy >= 0 && !ChunkAt(chx, 1, chy)) genThList[threads++] = std::async(std::launch::async, [](unsigned int x, unsigned int y, uint64_t seed) { return new Chunk(x, y, seed); }, chx / CHUNK_SIZE_X + m_center[0], chy / CHUNK_SIZE_Z + m_center[1], m_seed); if (threads == THREADS_GENERATE_CHUNKS) frameGenerate = FRAMES_RENDER_CHUNKS; } for (; ty >= -side; --ty) { if (frameGenerate) break; chx = cx + tx * CHUNK_SIZE_X; chy = cy + ty * CHUNK_SIZE_Z; if (chx < WORLD_SIZE_X * CHUNK_SIZE_X && chy < WORLD_SIZE_Y * CHUNK_SIZE_Z && chx >= 0 && chy >= 0 && !ChunkAt(chx, 1, chy)) genThList[threads++] = std::async(std::launch::async, [](unsigned int x, unsigned int y, uint64_t seed) { return new Chunk(x, y, seed); }, chx / CHUNK_SIZE_X + m_center[0], chy / CHUNK_SIZE_Z + m_center[1], m_seed); if (threads == THREADS_GENERATE_CHUNKS) frameGenerate = FRAMES_RENDER_CHUNKS; } if (frameGenerate) break; ++side; } if (threads > 0) { for (int i = 0; i < threads; ++i) genThList[i].wait(); for (int i = 0; i < threads; ++i) { unsigned int x, y; Chunk* chunk = genThList[i].get(); chunk->GetPosition(x, y); m_chunks.Set(x - m_center[0], y - m_center[1], chunk); } } side = 0; threads = 0; //if (!frameUpdate) // while (side * CHUNK_SIZE_X <= VIEW_DISTANCE * 2) { // int tx = -side, ty = -side; // for (; tx <= side; ++tx) { // if (frameUpdate) // break; // unsigned int chx = cx + tx * CHUNK_SIZE_X, chy = cy + ty * CHUNK_SIZE_Z; // if (ChunkAt(chx, 1, chy) && // ChunkAt(chx, 1, chy)->IsDirty()) { // updateThList[threads++] = // std::async(std::launch::async, // [](Chunk* chunk, BlockInfo* blockinfo[BTYPE_LAST], World* world) { // chunk->Update(blockinfo, world); return chunk; }, ChunkAt(chx, 1, chy), blockinfo, this); // if (threads == THREADS_UPDATE_CHUNKS) frameUpdate = FRAMES_UPDATE_CHUNKS; // } // } // for (; ty <= side; ++ty) { // if (frameUpdate) // break; // unsigned int chx = cx + tx * CHUNK_SIZE_X, chy = cy + ty * CHUNK_SIZE_Z; // if (ChunkAt(chx, 1, chy) && // ChunkAt(chx, 1, chy)->IsDirty()) { // updateThList[threads++] = // std::async(std::launch::async, // [](Chunk* chunk, BlockInfo* blockinfo[BTYPE_LAST], World* world) { // chunk->Update(blockinfo, world); return chunk; }, ChunkAt(chx, 1, chy), blockinfo, this); // if (threads == THREADS_UPDATE_CHUNKS) frameUpdate = FRAMES_UPDATE_CHUNKS; // } // } // for (; tx >= -side; --tx) { // if (frameUpdate) // break; // unsigned int chx = cx + tx * CHUNK_SIZE_X, chy = cy + ty * CHUNK_SIZE_Z; // if (ChunkAt(chx, 1, chy) && // ChunkAt(chx, 1, chy)->IsDirty()) { // updateThList[threads++] = // std::async(std::launch::async, // [](Chunk* chunk, BlockInfo* blockinfo[BTYPE_LAST], World* world) { // chunk->Update(blockinfo, world); return chunk; }, ChunkAt(chx, 1, chy), blockinfo, this); // if (threads == THREADS_UPDATE_CHUNKS) frameUpdate = FRAMES_UPDATE_CHUNKS; // } // } // for (; ty >= -side; --ty) { // if (frameUpdate) // break; // unsigned int chx = cx + tx * CHUNK_SIZE_X, chy = cy + ty * CHUNK_SIZE_Z; // if (ChunkAt(chx, 1, chy) && // ChunkAt(chx, 1, chy)->IsDirty()) { // updateThList[threads++] = // std::async(std::launch::async, // [](Chunk* chunk, BlockInfo* blockinfo[BTYPE_LAST], World* world) { // chunk->Update(blockinfo, world); return chunk; }, ChunkAt(chx, 1, chy), blockinfo, this); // if (threads == THREADS_UPDATE_CHUNKS) frameUpdate = FRAMES_UPDATE_CHUNKS; // } // } // if (frameUpdate) // break; // ++side; // } //if (threads > 0) { // for (int i = 0; i < threads; ++i) { // updateThList[i].wait(); // Chunk* chunk = updateThList[i].get(); // chunk->FlushMeshToVBO(); // } //} threads = 0; //int del = THREADS_DELETE_CHUNKS; //while (!m_tbDeleted.empty() && del--) { // Moins rapide que le bout en dessous, mais -beaucoup- plus stable. // m_tbDeleted.back()->FlushVBO(); // m_tbDeleted.back()->~Chunk(); // m_tbDeleted.pop_back(); //} /*while (!m_tbDeleted.empty() && !frameDelete) { if (m_tbDeleted.back()) { m_tbDeleted.back()->FlushVBO(); delThList[threads] = std::async(std::launch::async, [](Chunk* chunk) { delete chunk; }, m_tbDeleted.back()); m_tbDeleted.pop_back(); if (++threads > THREADS_DELETE_CHUNKS) frameDelete = FRAMES_DELETE_CHUNKS; } else m_tbDeleted.pop_back(); }*/ /*for (int x = 0; x < threads; ++x) { delThList[x].wait(); delThList[x].get(); }*/ } int World::GettbDeleted() const { return m_tbDeleted.size(); }