575 lines
16 KiB
C++
575 lines
16 KiB
C++
#include "engine.h"
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#include <algorithm>
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#include <cmath>
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#include "transformation.h"
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#include "player.h"
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Engine::Engine() { }
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Engine::~Engine() { }
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void Engine::Init()
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{
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GLenum glewErr = glewInit();
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if (glewErr != GLEW_OK) {
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std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl;
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abort();
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}
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glEnable(GL_TEXTURE_2D);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45.0f, (float)Width() / (float)Height(), 0.0001f, 1000.0f);
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glEnable(GL_DEPTH_TEST);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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glShadeModel(GL_SMOOTH);
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glEnable(GL_LIGHTING);
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glEnable(GL_LINE_SMOOTH);
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glEnable(GL_CULL_FACE);
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// Light
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GLfloat light0Pos[4] = { 0.0f, CHUNK_SIZE_Y, 0.0f, 1.0f };
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GLfloat light0Amb[4] = { 0.2f, 0.2f, 0.2f, 1.f };
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GLfloat light0Diff[4] = { 1.f, 1.f, 1.f, 1.f };
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GLfloat light0Spec[4] = { 0.2f, 0.2f, 0.2f, 1.0f };
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glEnable(GL_LIGHT0);
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glLightfv(GL_LIGHT0, GL_POSITION, light0Pos);
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glLightfv(GL_LIGHT0, GL_AMBIENT, light0Amb);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, light0Diff);
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glLightfv(GL_LIGHT0, GL_SPECULAR, light0Spec);
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// Objet de skybox avec sa propre texture et son propre shader!
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m_skybox.Init(0.00013f);
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// Objet de musique!
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m_audio.ToggleMusicState();
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// Init Chunks
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m_world.GetChunks().Reset(nullptr);
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// Gestion de souris.
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CenterMouse();
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HideCursor();
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}
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void Engine::DeInit() { }
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void Engine::LoadResource() {
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LoadTexture(m_textureFloor, TEXTURE_PATH "grass.png");
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LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png");
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LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp");
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LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp");
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TextureAtlas::TextureIndex texDirtIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal3.png");
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TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "dirt.png");
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TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png");
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TextureAtlas::TextureIndex texMetalIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal.png");
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if (!m_textureAtlas.Generate(128, false)) {
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std::cout << " Unable to generate texture atlas ..." << std::endl;
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abort();
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}
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float u, v, s;
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m_textureAtlas.TextureIndexToCoord(texDirtIndex, u, v, s, s);
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m_blockinfo[BTYPE_DIRT] = new BlockInfo(BTYPE_DIRT, "Dirt", u, v, s, 1);
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m_textureAtlas.TextureIndexToCoord(texGrassIndex, u, v, s, s);
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m_blockinfo[BTYPE_GRASS] = new BlockInfo(BTYPE_GRASS, "Grass", u, v, s, 1);
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m_textureAtlas.TextureIndexToCoord(texMetalIndex, u, v, s, s);
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m_blockinfo[BTYPE_METAL] = new BlockInfo(BTYPE_METAL, "Metal", u, v, s, 1);
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m_textureAtlas.TextureIndexToCoord(texIceIndex, u, v, s, s);
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m_blockinfo[BTYPE_ICE] = new BlockInfo(BTYPE_ICE, "Ice", u, v, s, 1);
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std::cout << " Loading and compiling shaders ..." << std::endl;
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if (!m_shader01.Load(SHADER_PATH "shader01.vert", SHADER_PATH "shader01.frag", true)) {
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std::cout << " Failed to load shader " << std::endl;
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exit(1);
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}
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if (!m_skybox.GetShader().Load(SHADER_PATH "skybox.vert", SHADER_PATH "skybox.frag", true)) {
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std::cout << " Failed to load shader " << std::endl;
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exit(1);
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}
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}
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void Engine::UnloadResource() {}
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void Engine::DrawHud(float elapsedTime) {
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// Setter le blend function , tout ce qui sera noir sera transparent
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glDisable(GL_LIGHTING);
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glColor4f(1.f, 1.f, 1.f, 1.f);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glEnable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0, Width(), 0, Height(), -1, 1);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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// Bind de la texture pour le font
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m_textureFont.Bind();
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std::ostringstream ss;
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ss << " Fps : " << GetFps(elapsedTime);
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PrintText(10, Height() - 25, ss.str());
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ss.str("");
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ss << " Rendered Chunks : " << m_renderCount;
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PrintText(10, Height() - 35, ss.str());
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ss.str("");
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ss << " Velocity : " << m_player.GetVelocity(); // IMPORTANT : on utilise l <20> operateur << pour afficher la position
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PrintText(10, 10, ss.str());
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ss.str("");
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ss << " Direction : " << m_player.GetDirection();
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PrintText(10, 20, ss.str());
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ss.str("");
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ss << " Position : " << m_player.GetPosition();
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PrintText(10, 30, ss.str());
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ss.str("");
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ss << " CamPos : " << m_player.GetPOV();
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PrintText(10, 40, ss.str());
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// Affichage du crosshair
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m_textureCrosshair.Bind();
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static const int crossSize = 32;
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glLoadIdentity();
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glTranslated(Width() / 2 - crossSize / 2, Height() / 2 - crossSize / 2, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2i(0, 0);
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glTexCoord2f(1, 0);
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glVertex2i(crossSize, 0);
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glTexCoord2f(1, 1);
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glVertex2i(crossSize, crossSize);
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glTexCoord2f(0, 1);
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glVertex2i(0, crossSize);
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glEnd();
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glEnable(GL_LIGHTING);
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glDisable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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}
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void Engine::PrintText(unsigned int x, unsigned int y, const std::string& t) {
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glLoadIdentity();
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glTranslated(x, y, 0);
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for (unsigned int i = 0; i < t.length(); ++i) {
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float left = (float)((t[i] - 32) % 16) / 16.f;
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float top = (float)((t[i] - 32) / 16) / 16.f;
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top += .5f;
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glBegin(GL_QUADS);
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glTexCoord2f(left, 1.f - top - .0625f);
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glVertex2f(0, 0);
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glTexCoord2f(left + .0625f, 1.f - top - .0625f);
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glVertex2f(12, 0);
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glTexCoord2f(left + .0625f, 1.f - top);
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glVertex2f(12, 12);
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glTexCoord2f(left, 1.f - top);
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glVertex2f(0, 12);
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glEnd();
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glTranslated(8, 0, 0);
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}
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}
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int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; }
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void Engine::Render(float elapsedTime) {
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static float gameTime = elapsedTime;
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if (elapsedTime > 0.1f) return;
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gameTime += elapsedTime;
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Transformation all;
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Transformation skybox;
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Transformations initiales
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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m_player.ApplyPhysics(m_player.GetInput(m_keyW, m_keyS, m_keyA, m_keyD, m_keySpace, m_keylshift, elapsedTime), m_world, elapsedTime);
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m_audio.Update3DAudio(m_player.GetPOV(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonn<6E>es du joueur et
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// son vecteur de v<>locit<69> (pour l'effet Doppler)
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m_player.ApplyTransformation(all);
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m_player.ApplyTransformation(skybox, false); // Version d'ApplyTransformation qui ne tient compte que de la rotation
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// (donc l'objet ne bouge pas relativement au joueur, ce qui est pratique pour une skybox!).
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glDisable(GL_LIGHT0);
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m_skybox.Render(skybox);
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// G<>n<EFBFBD>ration/Update de Chunks.
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glEnable(GL_LIGHT0);
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m_textureAtlas.Bind();
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int cx = m_player.GetPosition().x;
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int cy = m_player.GetPosition().z;
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static int frameGenerate = 0;
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static int frameUpdate = 0;
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int side = 0;
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m_shader01.Use();
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m_renderCount = 0;
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if (frameGenerate > 0) --frameGenerate;
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if (frameUpdate > 0) --frameUpdate;
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if (!frameGenerate || !frameUpdate)
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while (side * CHUNK_SIZE_X <= VIEW_DISTANCE) {
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int tx = -side, ty = -side;
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for (; tx <= side; ++tx)
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UpdateWorld(frameGenerate, frameUpdate, cx + tx * CHUNK_SIZE_X, cy + ty * CHUNK_SIZE_Z);
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for (; ty <= side; ++ty)
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UpdateWorld(frameGenerate, frameUpdate, cx + tx * CHUNK_SIZE_X, cy + ty * CHUNK_SIZE_Z);
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for (; tx >= -side; --tx)
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UpdateWorld(frameGenerate, frameUpdate, cx + tx * CHUNK_SIZE_X, cy + ty * CHUNK_SIZE_Z);
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for (; ty >= -side; --ty)
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UpdateWorld(frameGenerate, frameUpdate, cx + tx * CHUNK_SIZE_X, cy + ty * CHUNK_SIZE_Z);
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++side;
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}
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// Rendering de Chunks.
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all.Use();
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if (m_renderer) { // Choix d'algorithme de rendu pour comparer.
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Vector3f direct = m_player.GetDirection();
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Vector3f renderpos = m_player.GetPosition();
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direct.y = 0;
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direct.Normalize();
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Vector3f viewL = renderpos - direct * CHUNK_SIZE_X * 2,
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viewR = viewL;
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viewL.Dot(direct);
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viewR.Dot(direct);
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for (int x = -3; x <= VIEW_DISTANCE / CHUNK_SIZE_X; ++x) {
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int chunkxL = -1, chunkyL = -1, chunkxR = -1, chunkyR = -1;
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if (m_world.ChunkAt(viewL)) {
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chunkxL = m_world.ChunkAt(viewL)->GetPosX();
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chunkyL = m_world.ChunkAt(viewL)->GetPosY();
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}
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if (m_world.ChunkAt(viewR)) {
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chunkxR = m_world.ChunkAt(viewR)->GetPosX();
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chunkyR = m_world.ChunkAt(viewR)->GetPosY();
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}
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if (chunkxL == chunkxR) {
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++chunkxR;
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--chunkxL;
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}
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if (chunkyL == chunkyR) {
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++chunkyR;
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--chunkyL;
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}
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if (chunkxL >= 0 && chunkyL >= 0 && chunkxR >= 0 && chunkyR >= 0)
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for (int rx = chunkxL; rx != chunkxR; chunkxL < chunkxR ? ++rx : --rx)
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for (int ry = chunkyL; ry != chunkyR; chunkyL < chunkyR ? ++ry : --ry) {
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all.ApplyTranslation(rx * CHUNK_SIZE_X, 0, ry * CHUNK_SIZE_Z);
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all.Use();
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if (m_world.GetChunks().Get(rx, ry)) {
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m_world.GetChunks().Get(rx, ry)->Render();
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++m_renderCount;
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}
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all.ApplyTranslation(-rx * CHUNK_SIZE_X, 0, -ry * CHUNK_SIZE_Z);
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}
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viewL.x += (direct.x + direct.z) * CHUNK_SIZE_X / 2;
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viewL.z += (direct.z - direct.x) * CHUNK_SIZE_X / 2;
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viewR.x += (direct.x - direct.z) * CHUNK_SIZE_X / 2;
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viewR.z += (direct.z + direct.x) * CHUNK_SIZE_X / 2;
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}
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}
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else {
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for (int chx = 0; chx < WORLD_SIZE_X; chx++)
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for (int chy = 0; chy < WORLD_SIZE_Y; chy++) {
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all.ApplyTranslation(chx * CHUNK_SIZE_X, 0, chy * CHUNK_SIZE_Z);
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all.Use();
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if (m_world.GetChunks().Get(chx, chy)) {
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m_world.GetChunks().Get(chx, chy)->Render();
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++m_renderCount;
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}
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all.ApplyTranslation(-chx * CHUNK_SIZE_X, 0, -chy * CHUNK_SIZE_Z);
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}
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}
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m_shader01.Disable();
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if (m_mouseL)
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GetBlockAtCursor(BTYPE_DIRT);
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else if (m_mouseR) GetBlockAtCursor(BTYPE_AIR);
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if (m_wireframe)
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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DrawHud(elapsedTime);
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if (m_wireframe)
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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if (m_player.GetPosition().y < -20.f)
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m_player = Player(Vector3f(CHUNK_SIZE_X * WORLD_SIZE_X / 2, CHUNK_SIZE_Y + 1.7f, CHUNK_SIZE_Z * WORLD_SIZE_X / 2)); // Respawn si le bonho- joueur tombe en bas du monde.
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}
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void Engine::KeyPressEvent(unsigned char key)
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{
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switch (key) {
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case 36: // ESC
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Stop();
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break;
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case 94: // F10
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SetFullscreen(!IsFullscreen());
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break;
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case 22: // W
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if (!m_keyW) {
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std::cout << "W " << std::endl;
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m_keyW = true;
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}
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break;
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case 0: // A
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if (!m_keyA) {
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std::cout << "A " << std::endl;
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m_keyA = true;
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}
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break;
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case 18: // S
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if (!m_keyS) {
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std::cout << "S " << std::endl;
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m_keyS = true;
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}
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break;
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case 3: // D
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if (!m_keyD) {
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std::cout << "D " << std::endl;
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m_keyD = true;
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}
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break;
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case 38: // Left Shift
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if (!m_keylshift) {
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std::cout << "Dash!" << std::endl;
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m_keylshift = true;
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}
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break;
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case 57: // Space
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if (!m_keySpace) {
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std::cout << "Jump! " << std::endl;
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m_keySpace = true;
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}
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break;
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case 24: // Y - Ignorer
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case 255: // Fn - Ignorer
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case 12: // M - Ignorer
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case 17: // R - Ignorer
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break;
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default:
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std::cout << "Unhandled key: " << (int)key << std::endl;
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}
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}
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void Engine::KeyReleaseEvent(unsigned char key)
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{
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switch (key) {
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case 12:
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m_audio.ToggleMusicState();
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break;
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case 17:
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m_renderer = !m_renderer;
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break;
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case 24: // Y
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m_wireframe = !m_wireframe;
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if (m_wireframe)
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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else
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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break;
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case 22: // W
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std::cout << "rW " << std::endl;
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m_keyW = false;
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break;
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case 0: // A
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std::cout << "rA " << std::endl;
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m_keyA = false;
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break;
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case 18: // S
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std::cout << "rS " << std::endl;
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m_keyS = false;
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break;
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case 3: // D
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std::cout << "rD " << std::endl;
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m_keyD = false;
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break;
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case 38: // Left Shift
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std::cout << "rLS " << std::endl;
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m_keylshift = false;
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case 57: // Espace
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std::cout << "rSpace " << std::endl;
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m_keySpace = false;
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break;
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}
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}
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void Engine::MouseMoveEvent(int x, int y)
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{
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m_player.TurnLeftRight(x - (Width() / 2));
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m_player.TurnTopBottom(y - (Height() / 2));
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// Centrer la souris seulement si elle n'est pas d<>j<EFBFBD> centr<74>e
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// Il est n<>cessaire de faire la v<>rification pour <20>viter de tomber
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// dans une boucle infinie o<> l'appel <20> CenterMouse g<>n<EFBFBD>re un
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// MouseMoveEvent, qui rapelle CenterMouse qui rapelle un autre
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// MouseMoveEvent, etc
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if (x == (Width() / 2) && y == (Height() / 2))
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return;
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CenterMouse();
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}
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void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) {
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switch (button) {
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case MOUSE_BUTTON_LEFT:
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m_mouseL = true;
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break;
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case MOUSE_BUTTON_RIGHT:
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m_mouseR = true;
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break;
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case MOUSE_BUTTON_MIDDLE:
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m_mouseC = true;
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break;
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case MOUSE_BUTTON_WHEEL_UP:
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m_mouseWU = true;
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break;
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case MOUSE_BUTTON_WHEEL_DOWN:
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m_mouseWD = true;
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break;
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case MOUSE_BUTTON_NONE: break;
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}
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}
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void Engine::MouseReleaseEvent(const MOUSE_BUTTON& button, int x, int y) {
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switch (button) {
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case MOUSE_BUTTON_LEFT:
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m_mouseL = false;
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m_block = false;
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break;
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case MOUSE_BUTTON_RIGHT:
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m_mouseR = false;
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m_block = false;
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break;
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case MOUSE_BUTTON_MIDDLE:
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m_mouseC = false;
|
||
break;
|
||
case MOUSE_BUTTON_WHEEL_UP:
|
||
m_mouseWU = false;
|
||
break;
|
||
case MOUSE_BUTTON_WHEEL_DOWN:
|
||
m_mouseWD = false;
|
||
break;
|
||
case MOUSE_BUTTON_NONE: break;
|
||
}
|
||
}
|
||
|
||
bool Engine::LoadTexture(Texture& texture, const std::string& filename, bool stopOnError)
|
||
{
|
||
texture.Load(filename);
|
||
if (!texture.IsValid())
|
||
{
|
||
std::cerr << "Unable to load texture (" << filename << ")" << std::endl;
|
||
if (stopOnError)
|
||
Stop();
|
||
|
||
return false;
|
||
}
|
||
|
||
return true;
|
||
}
|
||
|
||
bool Engine::GenerateChunk(int chx, int chy) {
|
||
if (chx < WORLD_SIZE_X * CHUNK_SIZE_X && chy < WORLD_SIZE_Y * CHUNK_SIZE_Z &&
|
||
chx >= 0 && chy >= 0)
|
||
if (!m_world.ChunkAt(chx, 1, chy)) {
|
||
m_world.GetChunks().Set(chx / CHUNK_SIZE_X, chy / CHUNK_SIZE_Z, new Chunk(chx / CHUNK_SIZE_X, chy / CHUNK_SIZE_Z));
|
||
Chunk* chunk = m_world.GetChunks().Get(chx / CHUNK_SIZE_X, chy / CHUNK_SIZE_Z);
|
||
|
||
for (int x = 0; x < CHUNK_SIZE_X; ++x)
|
||
for (int z = 0; z < CHUNK_SIZE_Z; ++z)
|
||
for (int y = 0; y < 32; ++y)
|
||
chunk->SetBlock(x, y, z, (chx + chy) % (BTYPE_LAST - 1) + 1, &m_world);
|
||
|
||
std::cout << "Chunk generated: " << chx / CHUNK_SIZE_X << ", " << chy / CHUNK_SIZE_Z << std::endl;
|
||
|
||
|
||
return true;
|
||
}
|
||
return false;
|
||
}
|
||
|
||
void Engine::UpdateWorld(int& generates, int& updates, int chx, int chy) {
|
||
if (generates == 0 && GenerateChunk(chx, chy)) generates = FRAMES_RENDER_CHUNKS;
|
||
if (updates == 0 && m_world.ChunkAt(chx, 1, chy) &&
|
||
m_world.ChunkAt(chx, 1, chy)->IsDirty()) {
|
||
m_world.ChunkAt(chx, 1, chy)->Update(m_blockinfo, &m_world);
|
||
updates = FRAMES_UPDATE_CHUNKS;
|
||
}
|
||
}
|
||
|
||
void Engine::GetBlockAtCursor(BlockType blockType) {
|
||
Vector3f currentPos = m_player.GetPosition();
|
||
Vector3f currentBlock = currentPos;
|
||
Vector3f ray = m_player.GetDirection();
|
||
bool found = false;
|
||
|
||
if (m_block) return;
|
||
|
||
while ((currentPos - currentBlock).Length() <= MAX_SELECTION_DISTANCE && !found) {
|
||
currentBlock += ray / 10.f;
|
||
|
||
BlockType bt = m_world.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 = m_world.BlockAt(currentBlock);
|
||
|
||
if (bt == BTYPE_AIR) {
|
||
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;
|
||
|
||
m_world.ChunkAt(currentBlock)->SetBlock(bx, by, bz, blockType, &m_world);
|
||
m_world.ChunkAt(currentBlock)->MakeModified();
|
||
m_block = true;
|
||
}
|
||
}
|