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block breaking!
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parent
f3e8459968
commit
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@ -111,8 +111,8 @@ const fn ij2k<const I: usize, const J: usize>() -> usize {
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I * (9 - I) / 2 + J - 1
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}
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fn intersection<const A: usize, const B: usize, const C: usize>(planes: &[Vec4; PLANE_COUNT], crosses: &[Vec3A; PLANE_COMBINATIONS]) -> Vec3A {
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let d = Vec3A::from(planes[A]).dot(crosses[ij2k::<B, C>()]);
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let res = Mat3A::from_cols(
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let d = Vec3A::from(planes[A]).dot(crosses[ij2k::<B, C>()]);
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let res = Mat3A::from_cols(
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crosses[ij2k::<B, C>()],
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-crosses[ij2k::<A, C>()],
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crosses[ij2k::<A, B>()],
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@ -34,7 +34,7 @@ use rendering::{
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use world::{
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init_game_world,
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loading::update_loaded_world_around_player,
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raycast::update_raycasts
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raycast::{update_raycasts, break_block_test_only}
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};
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use player::spawn_player;
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use prefabs::load_prefabs;
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@ -65,6 +65,7 @@ fn update() -> Workload {
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update_controllers,
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update_loaded_world_around_player,
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update_raycasts,
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break_block_test_only,
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compute_cameras
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).into_workload()
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}
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@ -7,7 +7,9 @@ use glium::{
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VertexBuffer, uniform,
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DrawParameters,
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BackfaceCullingMode,
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PolygonMode, Blend, BlendingFunction, LinearBlendingFactor, Depth, DepthTest
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Blend, BlendingFunction,
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LinearBlendingFactor,
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Depth, DepthTest,
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};
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use crate::{
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world::raycast::LookingAtBlock,
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@ -1,4 +1,4 @@
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use glam::{vec3a, Vec3A, Vec4Swizzles, Vec3};
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use glam::Vec3;
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use shipyard::{NonSendSync, UniqueView, UniqueViewMut, View, IntoIter};
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use glium::{
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implement_vertex, uniform,
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10
src/world.rs
10
src/world.rs
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@ -51,6 +51,16 @@ impl ChunkStorage {
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.get(block.z as usize)?;
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Some(*block)
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}
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pub fn get_block_mut(&mut self, position: IVec3) -> Option<&mut Block> {
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let (chunk, block) = Self::to_chunk_coords(position);
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let block = self.chunks
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.get_mut(&chunk)?
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.block_data.as_mut()?
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.blocks.get_mut(block.x as usize)?
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.get_mut(block.y as usize)?
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.get_mut(block.z as usize)?;
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Some(block)
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}
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pub fn new() -> Self {
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Self::default()
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}
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@ -18,7 +18,6 @@ impl ChunkData {
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}
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pub struct ChunkMesh {
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pub is_dirty: bool,
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pub vertex_buffer: VertexBuffer<ChunkVertex>,
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pub index_buffer: IndexBuffer<u32>,
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}
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@ -50,6 +49,7 @@ pub struct Chunk {
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pub mesh_index: Option<usize>,
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pub current_state: CurrentChunkState,
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pub desired_state: DesiredChunkState,
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pub dirty: bool,
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}
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impl Chunk {
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pub fn new(position: IVec3) -> Self {
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@ -59,6 +59,7 @@ impl Chunk {
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mesh_index: None,
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current_state: Default::default(),
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desired_state: Default::default(),
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dirty: false,
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}
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}
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}
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@ -95,7 +95,7 @@ fn unload_downgrade_chunks(
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false
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} else {
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match chunk.desired_state {
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DesiredChunkState::Loaded if matches!(chunk.current_state, CurrentChunkState::Rendered | CurrentChunkState::CalculatingMesh) => {
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DesiredChunkState::Loaded if matches!(chunk.current_state, CurrentChunkState::Rendered | CurrentChunkState::CalculatingMesh | CurrentChunkState::RecalculatingMesh) => {
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if let Some(mesh_index) = chunk.mesh_index {
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vm_meshes.remove(mesh_index).unwrap();
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}
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@ -133,7 +133,7 @@ fn start_required_tasks(
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// ===========
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//log::trace!("Started loading chunk {position}");
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},
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DesiredChunkState::Rendered if chunk.current_state == CurrentChunkState::Loaded => {
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DesiredChunkState::Rendered if (chunk.current_state == CurrentChunkState::Loaded || chunk.dirty) => {
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//get needed data
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let Some(neighbors) = world.neighbors_all(position) else {
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continue
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@ -145,7 +145,12 @@ fn start_required_tasks(
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task_manager.spawn_task(ChunkTask::GenerateMesh { data, position });
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//Update chunk state
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let chunk = world.chunks.get_mut(&position).unwrap();
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chunk.current_state = CurrentChunkState::CalculatingMesh;
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if chunk.dirty {
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chunk.current_state = CurrentChunkState::RecalculatingMesh;
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chunk.dirty = false;
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} else {
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chunk.current_state = CurrentChunkState::CalculatingMesh;
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}
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// ===========
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//log::trace!("Started generating mesh for chunk {position}");
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}
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@ -201,7 +206,6 @@ fn process_completed_tasks(
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let vertex_buffer = VertexBuffer::new(&renderer.display, &vertices).unwrap();
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let index_buffer = IndexBuffer::new(&renderer.display, PrimitiveType::TrianglesList, &indexes).unwrap();
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let mesh_index = meshes.insert(ChunkMesh {
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is_dirty: false,
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vertex_buffer,
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index_buffer,
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});
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@ -1,6 +1,6 @@
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use glam::{Vec3, IVec3};
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use shipyard::{View, Component, ViewMut, IntoIter, UniqueView};
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use crate::{player::MainPlayer, transform::Transform};
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use shipyard::{View, Component, ViewMut, IntoIter, UniqueView, UniqueViewMut};
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use crate::{player::MainPlayer, transform::Transform, input::Inputs};
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use super::{ChunkStorage, block::Block};
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@ -46,9 +46,31 @@ pub fn update_raycasts(
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mut raycast: ViewMut<LookingAtBlock>,
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world: UniqueView<ChunkStorage>,
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) {
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for (transform, report) in (transform.inserted_or_modified(), &mut raycast).iter() {
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//idk if this check is even needed
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if !(world.is_inserted_or_modified() || (transform.inserted_or_modified(), &raycast).iter().next().is_some()) {
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return
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}
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for (transform, report) in (&transform, &mut raycast).iter() {
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let (_, rotation, position) = transform.0.to_scale_rotation_translation();
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let direction = rotation * Vec3::NEG_Z;
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*report = LookingAtBlock(world.raycast(position, direction, Some(30.)));
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}
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}
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pub fn break_block_test_only(
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raycast: View<LookingAtBlock>,
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input: UniqueView<Inputs>,
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mut world: UniqueViewMut<ChunkStorage>
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) {
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if input.action_a {
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//get raycast info
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let Some(ray) = raycast.iter().next().unwrap().0 else { return };
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//update block
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let Some(block) = world.get_block_mut(ray.block_position) else { return };
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*block = Block::Air;
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//mark chunk as dirty
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let (chunk_pos, _) = ChunkStorage::to_chunk_coords(ray.block_position);
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let chunk = world.chunks.get_mut(&chunk_pos).unwrap();
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chunk.dirty = true;
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}
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}
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