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World.cpp
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World.cpp
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#include "World.h"
#include "Util.h"
uint8_t* World::world = new uint8_t[WORLD_SIZE * WORLD_HEIGHT * WORLD_SIZE];
void World::setBlock(const int x, const int y, const int z, const uint8_t block)
{
world[x + y * WORLD_SIZE + z * WORLD_SIZE * WORLD_HEIGHT] = block;
}
uint8_t World::getBlock(const int x, const int y, const int z)
{
return world[x + y * WORLD_SIZE + z * WORLD_SIZE * WORLD_HEIGHT];
}
uint8_t World::getBlock(const vec3& pos)
{
return World::getBlock(pos.x, pos.y, pos.z);
}
bool World::isWithinWorld(const vec3& pos)
{
return pos.x >= 0.0f && pos.y >= 0.0f && pos.z >= 0.0f &&
pos.x < WORLD_SIZE && pos.y < WORLD_HEIGHT && pos.z < WORLD_SIZE;
}
void World::fillBox(const uint8_t blockId, const vec3& pos0,
const vec3& pos1, const bool replace)
{
for (int x = pos0.x; x < pos1.x; x++)
{
for (int y = pos0.y; y < pos1.y; y++)
{
for (int z = pos0.z; z < pos1.z; z++)
{
if (!replace) {
if (getBlock(x, y, z) != BLOCK_AIR)
continue;
}
setBlock(x, y, z, blockId);
}
}
}
}
vec3 World::raycast(vec3 origin, vec3 dir, float maxDist, int& hitAxis)
{
//ivec3 iOrigin = ivec3(origin); // Integer version of start vec
// Determine the chunk-relative position of the ray using a bit-mask
int i = origin.x, j = origin.y, k = origin.z;
// The amount to increase i, j and k in each axis (either 1 or -1)
vec3 ijkStep = dir.sign();// TODO .truncated();
// This variable is used to track the current progress throughout the ray march
vec3 vInverted = (1.0F / dir).abs();
// The distance to the closest voxel boundary in units of rayTravelDist
vec3 dist = origin.fract() * vec3(ijkStep);
dist += max(ijkStep, vec3(0));
dist *= vInverted;
int axis = 0;
float rayTravelDist = 0;
while (rayTravelDist <= maxDist)
{
// Exit check
if(!World::isWithinWorld(vec3(i, j, k)))
break;
int blockHit = getBlock(vec3(i, j, k));
if (blockHit != BLOCK_AIR)
{
vec3 hitPos = origin + dir * rayTravelDist;
hitAxis = axis;
if(dir[hitAxis] > 0.0F)
hitAxis += 3;
return hitPos;// origin + dir * (rayTravelDist - 0.01f);
}
// Determine the closest voxel boundary
if (dist.y < dist.x)
{
if (dist.y < dist.z)
{
// Advance to the closest voxel boundary in the Y direction
// Increment the chunk-relative position and the block access position
j += ijkStep.y;
// Update our progress in the ray
rayTravelDist = dist.y;
// Set the new distance to the next voxel Y boundary
dist.y += vInverted.y;
// For collision purposes we also store the last axis that the ray collided with
// This allows us to reflect particle velocity on the correct axis
axis = 1;//AXIS_Y;
}
else
{
k += ijkStep.z;
rayTravelDist = dist.z;
dist.z += vInverted.z;
axis = 2;//AXIS_Z;
}
}
else if (dist.x < dist.z)
{
i += ijkStep.x;
rayTravelDist = dist.x;
dist.x += vInverted.x;
axis = 0;//AXIS_X;
}
else
{
k += ijkStep.z;
rayTravelDist = dist.z;
dist.z += vInverted.z;
axis = 2;//AXIS_Z;
}
}
return vec3(-1); // no hit
}
void World::generateWorld()
{
Random rand;
uint64_t seed = rand.nextLong();
generateWorld(seed);
}
constexpr float maxTerrainHeight = WORLD_HEIGHT / 2.0f;
#ifdef CLASSIC // classic worldgen
void World::generateWorld(uint64_t seed)
{
Random rand = Random(seed);
for (int x = WORLD_SIZE; x >= 0; x--) {
for (int y = 0; y < WORLD_HEIGHT; y++) {
for (int z = 0; z < WORLD_SIZE; z++) {
uint8_t block;
if (y > maxTerrainHeight + rand.nextInt(8))
block = rand.nextInt(8) + 1;
else
block = BLOCK_AIR;
if (x == WORLD_SIZE)
continue;
setBlock(x, y, z, block);
}
}
}
}
#else // new worldgen
constexpr int stoneDepth = 5;
void World::generateWorld(uint64_t seed)
{
Random rand = Random(seed);
for (int x = WORLD_SIZE; x >= 0; x--) {
for (int z = 0; z < WORLD_SIZE; z++) {
const int terrainHeight = roundFloat(maxTerrainHeight + Perlin::noise(x / 32.f, z / 32.f) * 10.0f);
for (int y = 0; y < WORLD_HEIGHT; y++) {
uint8_t block;
if (y > terrainHeight + stoneDepth)
block = BLOCK_STONE;
else if (y > terrainHeight)
block = BLOCK_DEFAULT_DIRT;
else if (y == terrainHeight)
block = BLOCK_GRASS;
else
block = BLOCK_AIR;
setBlock(x, y, z, block);
}
}
}
// populate trees
for (int x = 4; x < WORLD_SIZE - 4; x += 8) {
for (int z = 4; z < WORLD_SIZE - 4; z += 8) {
if (rand.nextInt(4) == 0) // spawn tree
{
const vec2 treePos = rand.nextIVec2(2) + vec2(x, z);
const int terrainHeight = int(roundFloat(maxTerrainHeight + Perlin::noise(treePos / 32.f) * 10.0f)) - 1;
const int trunkHeight = 4 + rand.nextInt(2); // min 4 max 5
// fill trunk
for (int y = terrainHeight; y >= terrainHeight - trunkHeight; y--)
{
setBlock(treePos.x, y, treePos.y, BLOCK_WOOD);
}
// fill base foliage
fillBox(BLOCK_LEAVES,
vec3(treePos.x - 2, terrainHeight - trunkHeight + 1, treePos.y - 2),
vec3(treePos.x + 3, terrainHeight - trunkHeight + 3, treePos.y + 3), false);
// fill crown
fillBox(BLOCK_LEAVES,
vec3(treePos.x - 1, terrainHeight - trunkHeight - 1, treePos.y - 1),
vec3(treePos.x + 2, terrainHeight - trunkHeight + 1, treePos.y + 2), false);
// cut out corners randomly
for (int i = 0; i < 4; i++)
{
// binary counting, so we cover all values
int bit0 = (i >> 0 & 0b01) * 2 - 1;
int bit1 = (i >> 1 & 0b01) * 2 - 1;
// base foliage
const vec2 foliagePos = vec2(treePos.x + (2 * bit0), treePos.y + (2 * bit1));
int cornerStyle = rand.nextInt(7);
if ((cornerStyle == 0) || (cornerStyle == 2)) // cut out top
setBlock(foliagePos.x, terrainHeight - trunkHeight + 1, foliagePos.y, BLOCK_AIR);
if ((cornerStyle == 1) || (cornerStyle == 2)) // cut out bottom
setBlock(foliagePos.x, terrainHeight - trunkHeight + 2, foliagePos.y, BLOCK_AIR);
// crown
const vec2 crownPos = vec2(treePos.x + bit0, treePos.y + bit1);
cornerStyle = rand.nextInt(5);
if (cornerStyle == 0) // cut out bottom 1/10 times
setBlock(crownPos.x, terrainHeight - trunkHeight, crownPos.y, BLOCK_AIR);
// always cut crown top
setBlock(crownPos.x, terrainHeight - trunkHeight - 1, crownPos.y, BLOCK_AIR);
}
}
}
}
}
#endif