#include "engine.h" #include #include #include "transformation.h" #include "player.h" Engine::Engine() { } Engine::~Engine() { } void Engine::Init() { GLenum glewErr = glewInit(); if (glewErr != GLEW_OK) { std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl; abort(); } glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glEnable(GL_TEXTURE_2D); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f, (float)Width() / (float)Height(), 0.0001f, 1000.0f); glEnable(GL_DEPTH_TEST); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glShadeModel(GL_SMOOTH); glEnable(GL_LIGHTING); glEnable(GL_LINE_SMOOTH); glEnable(GL_CULL_FACE); // Light GLfloat light0Pos[4] = { 0.0f, CHUNK_SIZE_Y, 0.0f, 1.0f }; GLfloat light0Amb[4] = { 0.2f, 0.2f, 0.2f, 1.f }; GLfloat light0Diff[4] = { 1.f, 1.f, 1.f, 1.f }; GLfloat light0Spec[4] = { 0.2f, 0.2f, 0.2f, 1.0f }; glEnable(GL_LIGHT0); glLightfv(GL_LIGHT0, GL_POSITION, light0Pos); glLightfv(GL_LIGHT0, GL_AMBIENT, light0Amb); glLightfv(GL_LIGHT0, GL_DIFFUSE, light0Diff); glLightfv(GL_LIGHT0, GL_SPECULAR, light0Spec); // Objet de skybox avec sa propre texture et son propre shader! m_skybox.Init(0.00013f); // Objet de musique! m_audio.ToggleMusicState(); // Init Chunks m_world.GetChunks().Reset(nullptr); // Gestion de souris. CenterMouse(); HideCursor(); } void Engine::DeInit() { } void Engine::LoadResource() { LoadTexture(m_textureFloor, TEXTURE_PATH "grass.png"); LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png"); LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp"); LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp"); TextureAtlas::TextureIndex texDirtIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal3.png"); TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "dirt.png"); TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png"); TextureAtlas::TextureIndex texMetalIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal.png"); if (!m_textureAtlas.Generate(128, false)) { std::cout << " Unable to generate texture atlas ..." << std::endl; abort(); } float u, v, s; m_textureAtlas.TextureIndexToCoord(texDirtIndex, u, v, s, s); m_blockinfo[BTYPE_DIRT] = new BlockInfo(BTYPE_DIRT, "Dirt", u, v, s, 1); m_textureAtlas.TextureIndexToCoord(texGrassIndex, u, v, s, s); m_blockinfo[BTYPE_GRASS] = new BlockInfo(BTYPE_GRASS, "Grass", u, v, s, 1); m_textureAtlas.TextureIndexToCoord(texMetalIndex, u, v, s, s); m_blockinfo[BTYPE_METAL] = new BlockInfo(BTYPE_METAL, "Metal", u, v, s, 1); m_textureAtlas.TextureIndexToCoord(texIceIndex, u, v, s, s); m_blockinfo[BTYPE_ICE] = new BlockInfo(BTYPE_ICE, "Ice", u, v, s, 1); std::cout << " Loading and compiling shaders ..." << std::endl; if (!m_shader01.Load(SHADER_PATH "shader01.vert", SHADER_PATH "shader01.frag", true)) { std::cout << " Failed to load shader " << std::endl; exit(1); } if (!m_skybox.GetShader().Load(SHADER_PATH "skybox.vert", SHADER_PATH "skybox.frag", true)) { std::cout << " Failed to load shader " << std::endl; exit(1); } } void Engine::UnloadResource() {} void Engine::DrawHud(float elapsedTime) { // Setter le blend function , tout ce qui sera noir sera transparent glDisable(GL_LIGHTING); glColor4f(1.f, 1.f, 1.f, 1.f); glBlendFunc(GL_SRC_ALPHA, GL_ONE); glEnable(GL_BLEND); glDisable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, Width(), 0, Height(), -1, 1); glMatrixMode(GL_MODELVIEW); glPushMatrix(); // Bind de la texture pour le font m_textureFont.Bind(); std::ostringstream ss; ss << " Fps : " << GetFps(elapsedTime); PrintText(10, Height() - 25, ss.str()); ss.str(""); ss << " Rendered Chunks : " << m_renderCount; PrintText(10, Height() - 35, ss.str()); ss.str(""); ss << " Velocity : " << m_player.GetVelocity(); // IMPORTANT : on utilise l ’ operateur << pour afficher la position PrintText(10, 10, ss.str()); ss.str(""); ss << " Direction : " << m_player.GetDirection(); PrintText(10, 20, ss.str()); ss.str(""); ss << " Position : " << m_player.GetPosition(); PrintText(10, 30, ss.str()); ss.str(""); ss << " CamPos : " << m_player.GetPOV(); PrintText(10, 40, ss.str()); // Affichage du crosshair m_textureCrosshair.Bind(); static const int crossSize = 32; glLoadIdentity(); glTranslated(Width() / 2 - crossSize / 2, Height() / 2 - crossSize / 2, 0); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2i(0, 0); glTexCoord2f(1, 0); glVertex2i(crossSize, 0); glTexCoord2f(1, 1); glVertex2i(crossSize, crossSize); glTexCoord2f(0, 1); glVertex2i(0, crossSize); glEnd(); glEnable(GL_LIGHTING); glDisable(GL_BLEND); glEnable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); } void Engine::PrintText(unsigned int x, unsigned int y, const std::string& t) { glLoadIdentity(); glTranslated(x, y, 0); for (unsigned int i = 0; i < t.length(); ++i) { float left = (float)((t[i] - 32) % 16) / 16.f; float top = (float)((t[i] - 32) / 16) / 16.f; top += .5f; glBegin(GL_QUADS); glTexCoord2f(left, 1.f - top - .0625f); glVertex2f(0, 0); glTexCoord2f(left + .0625f, 1.f - top - .0625f); glVertex2f(12, 0); glTexCoord2f(left + .0625f, 1.f - top); glVertex2f(12, 12); glTexCoord2f(left, 1.f - top); glVertex2f(0, 12); glEnd(); glTranslated(8, 0, 0); } } int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; } void Engine::Render(float elapsedTime) { static float gameTime = elapsedTime; if (elapsedTime > 0.1f) return; gameTime += elapsedTime; Transformation all; Transformation skybox; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Transformations initiales glMatrixMode(GL_MODELVIEW); glLoadIdentity(); m_player.ApplyPhysics(m_player.GetInput(m_keyW, m_keyS, m_keyA, m_keyD, m_keySpace, m_keylshift, elapsedTime), m_world, elapsedTime); m_audio.Update3DAudio(m_player.GetPOV(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonnées du joueur et // son vecteur de vélocité (pour l'effet Doppler) m_player.ApplyTransformation(all); m_player.ApplyTransformation(skybox, false); // Version d'ApplyTransformation qui ne tient compte que de la rotation // (donc l'objet ne bouge pas relativement au joueur, ce qui est pratique pour une skybox!). glDisable(GL_LIGHT0); m_skybox.Render(skybox); // Génération/Update de Chunks. glEnable(GL_LIGHT0); m_textureAtlas.Bind(); int cx = m_player.GetPosition().x; int cy = m_player.GetPosition().z; static int frameGenerate = 0; static int frameUpdate = 0; int side = 0; m_shader01.Use(); m_renderCount = 0; if (frameGenerate > 0) --frameGenerate; if (frameUpdate > 0) --frameUpdate; if (!frameGenerate || !frameUpdate) while (side * CHUNK_SIZE_X <= VIEW_DISTANCE) { int tx = -side, ty = -side; for (; tx <= side; ++tx) UpdateWorld(frameGenerate, frameUpdate, cx + tx * CHUNK_SIZE_X, cy + ty * CHUNK_SIZE_Z); for (; ty <= side; ++ty) UpdateWorld(frameGenerate, frameUpdate, cx + tx * CHUNK_SIZE_X, cy + ty * CHUNK_SIZE_Z); for (; tx >= -side; --tx) UpdateWorld(frameGenerate, frameUpdate, cx + tx * CHUNK_SIZE_X, cy + ty * CHUNK_SIZE_Z); for (; ty >= -side; --ty) UpdateWorld(frameGenerate, frameUpdate, cx + tx * CHUNK_SIZE_X, cy + ty * CHUNK_SIZE_Z); ++side; } // Rendering de Chunks. all.Use(); if (m_renderer) { // Choix d'algorithme de rendu pour comparer. Vector3f direct = m_player.GetDirection(); Vector3f renderpos = m_player.GetPosition(); direct.y = 0; direct.Normalize(); Vector3f viewL = renderpos - direct * CHUNK_SIZE_X * 2, viewR = viewL; viewL.Dot(direct); viewR.Dot(direct); for (int x = -3; x <= VIEW_DISTANCE / CHUNK_SIZE_X; ++x) { int chunkxL = -1, chunkyL = -1, chunkxR = -1, chunkyR = -1; if (m_world.ChunkAt(viewL)) { chunkxL = m_world.ChunkAt(viewL)->GetPosX(); chunkyL = m_world.ChunkAt(viewL)->GetPosY(); } if (m_world.ChunkAt(viewR)) { chunkxR = m_world.ChunkAt(viewR)->GetPosX(); chunkyR = m_world.ChunkAt(viewR)->GetPosY(); } if (chunkxL == chunkxR) { ++chunkxR; --chunkxL; } if (chunkyL == chunkyR) { ++chunkyR; --chunkyL; } if (chunkxL >= 0 && chunkyL >= 0 && chunkxR >= 0 && chunkyR >= 0) for (int rx = chunkxL; rx != chunkxR; chunkxL < chunkxR ? ++rx : --rx) for (int ry = chunkyL; ry != chunkyR; chunkyL < chunkyR ? ++ry : --ry) if (m_world.GetChunks().Get(rx, ry)) { m_world.GetChunks().Get(rx, ry)->Render(); ++m_renderCount; } viewL.x += (direct.x + direct.z) * CHUNK_SIZE_X / 2; viewL.z += (direct.z - direct.x) * CHUNK_SIZE_X / 2; viewR.x += (direct.x - direct.z) * CHUNK_SIZE_X / 2; viewR.z += (direct.z + direct.x) * CHUNK_SIZE_X / 2; } } else { for (int chx = 0; chx < WORLD_SIZE_X; chx++) for (int chy = 0; chy < WORLD_SIZE_Y; chy++) if (m_world.GetChunks().Get(chx, chy)) { m_world.GetChunks().Get(chx, chy)->Render(); ++m_renderCount; } } m_shader01.Disable(); if (m_mouseL) GetBlockAtCursor(BTYPE_DIRT); else if (m_mouseR) GetBlockAtCursor(BTYPE_AIR); if (m_wireframe) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); DrawHud(elapsedTime); if (m_wireframe) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); if (m_player.GetPosition().y < -20.f) m_player = Player(Vector3f(CHUNK_SIZE_X * WORLD_SIZE_X / 2, CHUNK_SIZE_Y, CHUNK_SIZE_Z * WORLD_SIZE_X / 2)); // Respawn si le bonho- joueur tombe en bas du monde. } void Engine::KeyPressEvent(unsigned char key) { switch (key) { case 36: // ESC Stop(); break; case 94: // F10 SetFullscreen(!IsFullscreen()); break; case 22: // W if (!m_keyW) { std::cout << "W " << std::endl; m_keyW = true; } break; case 0: // A if (!m_keyA) { std::cout << "A " << std::endl; m_keyA = true; } break; case 18: // S if (!m_keyS) { std::cout << "S " << std::endl; m_keyS = true; } break; case 3: // D if (!m_keyD) { std::cout << "D " << std::endl; m_keyD = true; } break; case 38: // Left Shift if (!m_keylshift) { std::cout << "Dash!" << std::endl; m_keylshift = true; } break; case 57: // Space if (!m_keySpace) { std::cout << "Jump! " << std::endl; m_keySpace = true; } break; case 24: // Y - Ignorer case 255: // Fn - Ignorer case 12: // M - Ignorer case 17: // R - Ignorer break; default: std::cout << "Unhandled key: " << (int)key << std::endl; } } void Engine::KeyReleaseEvent(unsigned char key) { switch (key) { case 12: m_audio.ToggleMusicState(); break; case 17: m_renderer = !m_renderer; break; case 24: // Y m_wireframe = !m_wireframe; if (m_wireframe) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); else glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); break; case 22: // W std::cout << "rW " << std::endl; m_keyW = false; break; case 0: // A std::cout << "rA " << std::endl; m_keyA = false; break; case 18: // S std::cout << "rS " << std::endl; m_keyS = false; break; case 3: // D std::cout << "rD " << std::endl; m_keyD = false; break; case 38: // Left Shift std::cout << "rLS " << std::endl; m_keylshift = false; case 57: // Espace std::cout << "rSpace " << std::endl; m_keySpace = false; break; } } void Engine::MouseMoveEvent(int x, int y) { m_player.TurnLeftRight(x - (Width() / 2)); m_player.TurnTopBottom(y - (Height() / 2)); // Centrer la souris seulement si elle n'est pas déjà centrée // Il est nécessaire de faire la vérification pour éviter de tomber // dans une boucle infinie où l'appel à CenterMouse génère un // MouseMoveEvent, qui rapelle CenterMouse qui rapelle un autre // MouseMoveEvent, etc if (x == (Width() / 2) && y == (Height() / 2)) return; CenterMouse(); } void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) { switch (button) { case MOUSE_BUTTON_LEFT: m_mouseL = true; break; case MOUSE_BUTTON_RIGHT: m_mouseR = true; break; case MOUSE_BUTTON_MIDDLE: m_mouseC = true; break; case MOUSE_BUTTON_WHEEL_UP: m_mouseWU = true; break; case MOUSE_BUTTON_WHEEL_DOWN: m_mouseWD = true; break; case MOUSE_BUTTON_NONE: break; } } void Engine::MouseReleaseEvent(const MOUSE_BUTTON& button, int x, int y) { switch (button) { case MOUSE_BUTTON_LEFT: m_mouseL = false; break; case MOUSE_BUTTON_RIGHT: m_mouseR = false; break; case MOUSE_BUTTON_MIDDLE: 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); chunk->SetBlock(5, 32, 15, BTYPE_GRASS, &m_world); chunk->SetBlock(5, 33, 15, BTYPE_GRASS, &m_world); chunk->SetBlock(5, 34, 15, BTYPE_GRASS, &m_world); chunk->SetBlock(6, 34, 15, BTYPE_GRASS, &m_world); chunk->SetBlock(7, 34, 15, BTYPE_GRASS, &m_world); chunk->SetBlock(7, 33, 15, BTYPE_GRASS, &m_world); chunk->SetBlock(7, 32, 15, BTYPE_GRASS, &m_world); chunk->SetBlock(8, 32, 3, BTYPE_GRASS, &m_world); chunk->SetBlock(8, 33, 4, BTYPE_GRASS, &m_world); chunk->SetBlock(8, 34, 5, BTYPE_GRASS, &m_world); chunk->SetBlock(8, 35, 6, BTYPE_GRASS, &m_world); chunk->SetBlock(11, 32, 5, BTYPE_GRASS, &m_world); chunk->SetBlock(11, 33, 5, BTYPE_GRASS, &m_world); chunk->SetBlock(11, 34, 5, BTYPE_GRASS, &m_world); chunk->SetBlock(11, 35, 5, BTYPE_GRASS, &m_world); chunk->SetBlock(12, 32, 5, BTYPE_GRASS, &m_world); chunk->SetBlock(12, 33, 5, BTYPE_GRASS, &m_world); chunk->SetBlock(12, 34, 5, BTYPE_GRASS, &m_world); chunk->SetBlock(12, 35, 5, BTYPE_GRASS, &m_world); chunk->SetBlock(13, 32, 5, BTYPE_GRASS, &m_world); chunk->SetBlock(13, 33, 5, BTYPE_GRASS, &m_world); chunk->SetBlock(13, 34, 5, BTYPE_GRASS, &m_world); chunk->SetBlock(13, 35, 5, BTYPE_GRASS, &m_world); chunk->SetBlock(14, 32, 5, BTYPE_GRASS, &m_world); chunk->SetBlock(14, 33, 5, BTYPE_GRASS, &m_world); chunk->SetBlock(14, 34, 5, BTYPE_GRASS, &m_world); chunk->SetBlock(14, 35, 5, BTYPE_GRASS, &m_world); chunk->SetBlock(3, 32, 5, BTYPE_GRASS, &m_world); chunk->SetBlock(3, 33, 5, BTYPE_GRASS, &m_world); chunk->SetBlock(3, 34, 5, BTYPE_GRASS, &m_world); chunk->SetBlock(3, 35, 5, BTYPE_GRASS, &m_world); chunk->SetBlock(3, 32, 6, BTYPE_GRASS, &m_world); chunk->SetBlock(3, 33, 6, BTYPE_GRASS, &m_world); chunk->SetBlock(3, 34, 6, BTYPE_GRASS, &m_world); chunk->SetBlock(3, 35, 6, BTYPE_GRASS, &m_world); chunk->SetBlock(3, 32, 7, BTYPE_GRASS, &m_world); chunk->SetBlock(3, 33, 7, BTYPE_GRASS, &m_world); chunk->SetBlock(3, 34, 7, BTYPE_GRASS, &m_world); chunk->SetBlock(3, 35, 7, BTYPE_GRASS, &m_world); chunk->SetBlock(3, 32, 8, BTYPE_GRASS, &m_world); chunk->SetBlock(3, 33, 8, BTYPE_GRASS, &m_world); chunk->SetBlock(3, 34, 8, BTYPE_GRASS, &m_world); chunk->SetBlock(3, 35, 8, BTYPE_GRASS, &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) { int x = Width() / 2; int y = Height() / 2; Vector3f currentBlock; Vector3f currentFaceNormal; GLint viewport[4]; GLdouble modelview[16]; GLdouble projection[16]; GLfloat winX, winY, winZ; GLdouble posX, posY, posZ; glGetDoublev(GL_MODELVIEW_MATRIX, modelview); glGetDoublev(GL_PROJECTION_MATRIX, projection); glGetIntegerv(GL_VIEWPORT, viewport); winX = (float)x; winY = (float)viewport[3] - (float)y; glReadPixels(x, int(winY), 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &winZ); gluUnProject(winX, winY, winZ, modelview, projection, viewport, &posX, &posY, &posZ); // Le cast vers int marche juste pour les valeurs entiere, utiliser une fonction de la libc si besoin // de valeurs negatives int px = (int)(posX); int py = (int)(posY); int pz = (int)(posZ); bool found = false; if ((m_player.GetPosition() - Vector3f((float)posX, (float)posY, (float)posZ)).Length() < MAX_SELECTION_DISTANCE) { // Apres avoir determine la position du bloc en utilisant la partie entiere du hit // point retourne par opengl, on doit verifier de chaque cote du bloc trouve pour trouver // le vrai bloc. Le vrai bloc peut etre different a cause d'erreurs de precision de nos // nombres flottants (si z = 14.999 par exemple, et qu'il n'y a pas de blocs a la position // 14 (apres arrondi vers l'entier) on doit trouver et retourner le bloc en position 15 s'il existe // A cause des erreurs de precisions, ils arrive que le cote d'un bloc qui doit pourtant etre a la // position 15 par exemple nous retourne plutot la position 15.0001 for (int x = px - 1; !found && x <= px + 1; ++x) { for (int y = py - 1; !found && x >= 0 && y <= py + 1; ++y) { for (int z = pz - 1; !found && y >= 0 && z <= pz + 1; ++z) { if (z >= 0) { BlockType bt = m_world.BlockAt((float)x, (float)y, (float)z); if (bt == BTYPE_AIR) continue; // Skip water blocs //if(bloc->Type == BT_WATER) // continue; currentBlock.x = x; currentBlock.y = y; currentBlock.z = z; if (InRangeWithEpsilon((float)posX, (float)x, (float)x + 1.f, 0.05f) && InRangeWithEpsilon((float)posY, (float)y, (float)y + 1.f, 0.05f) && InRangeWithEpsilon((float)posZ, (float)z, (float)z + 1.f, 0.05f)) { found = true; } } } } } } if (!found) { currentBlock.x = -1; } else { // Find on which face of the bloc we got an hit currentFaceNormal.Zero(); const float epsilon = 0.01f; // Front et back: if (blockType != BTYPE_AIR) if (EqualWithEpsilon((float)posZ, (float)currentBlock.z, epsilon)) currentFaceNormal.z = -1; else if (EqualWithEpsilon((float)posZ, (float)currentBlock.z + 1.f, epsilon)) currentFaceNormal.z = 1; else if (EqualWithEpsilon((float)posX, (float)currentBlock.x, epsilon)) currentFaceNormal.x = -1; else if (EqualWithEpsilon((float)posX, (float)currentBlock.x + 1.f, epsilon)) currentFaceNormal.x = 1; else if (EqualWithEpsilon((float)posY, (float)currentBlock.y, epsilon)) currentFaceNormal.y = -1; else if (EqualWithEpsilon((float)posY, (float)currentBlock.y + 1.f, epsilon)) currentFaceNormal.y = 1; currentBlock += currentFaceNormal; 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(); } }