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-rw-r--r--src/World.cpp129
1 files changed, 129 insertions, 0 deletions
diff --git a/src/World.cpp b/src/World.cpp
new file mode 100644
index 0000000..487f4ba
--- /dev/null
+++ b/src/World.cpp
@@ -0,0 +1,129 @@
+#include "World.hpp"
+
+void World::ParseChunkData(std::shared_ptr<PacketChunkData> packet) {
+ StreamBuffer chunkData(packet->Data.data(), packet->Data.size());
+ std::bitset<16> bitmask(packet->PrimaryBitMask);
+ for (int i = 0; i < 16; i++) {
+ if (bitmask[i]) {
+ Vector chunkPosition = Vector(packet->ChunkX, i, packet->ChunkZ);
+ Section section = ParseSection(&chunkData, chunkPosition);
+ section.Parse();
+ sectionMutexes[chunkPosition].lock();
+ auto it = sections.find(chunkPosition);
+ if (it == sections.end()) {
+ sections.insert(std::make_pair(chunkPosition, section));
+ } else {
+ using std::swap;
+ swap(it->second, section);
+ }
+ sectionMutexes[chunkPosition].unlock();
+ }
+ }
+}
+
+Section World::ParseSection(StreamInput *data, Vector position) {
+ unsigned char bitsPerBlock = data->ReadUByte();
+ int paletteLength = data->ReadVarInt();
+ std::vector<unsigned short> palette;
+ for (int i = 0; i < paletteLength; i++) {
+ palette.push_back(data->ReadVarInt());
+ }
+ int dataArrayLength = data->ReadVarInt();
+ auto dataArray = data->ReadByteArray(dataArrayLength * 8);
+ auto blockLight = data->ReadByteArray(4096 / 2);
+ std::vector<unsigned char> skyLight;
+ if (dimension == 0)
+ skyLight = data->ReadByteArray(4096 / 2);
+ return Section(position, dataArray.data(), dataArray.size(), blockLight.data(),
+ (skyLight.size() > 0 ? skyLight.data() : nullptr), bitsPerBlock, palette);
+}
+
+World::~World() {
+}
+
+World::World() {
+
+}
+
+bool World::isPlayerCollides(double X, double Y, double Z) {
+ Vector PlayerChunk(floor(X / 16.0), floor(Y / 16.0), floor(Z / 16.0));
+ std::vector<Vector> closestSectionsCoordinates = {
+ Vector(PlayerChunk.GetX(), PlayerChunk.GetY(), PlayerChunk.GetZ()),
+ Vector(PlayerChunk.GetX() + 1, PlayerChunk.GetY(), PlayerChunk.GetZ()),
+ Vector(PlayerChunk.GetX() - 1, PlayerChunk.GetY(), PlayerChunk.GetZ()),
+ Vector(PlayerChunk.GetX(), PlayerChunk.GetY() + 1, PlayerChunk.GetZ()),
+ Vector(PlayerChunk.GetX(), PlayerChunk.GetY() - 1, PlayerChunk.GetZ()),
+ Vector(PlayerChunk.GetX(), PlayerChunk.GetY(), PlayerChunk.GetZ() + 1),
+ Vector(PlayerChunk.GetX(), PlayerChunk.GetY(), PlayerChunk.GetZ() - 1),
+ };
+ std::vector<std::map<Vector, Section>::iterator> closestSections;
+ for (auto &coord:closestSectionsCoordinates) {
+ auto it = sections.find(coord);
+ if (it != sections.end())
+ closestSections.push_back(it);
+ }
+ if (closestSections.empty())
+ return false;
+
+ for (auto &it:closestSections) {
+
+ const double PlayerWidth = 0.6;
+ const double PlayerHeight = 1.82;
+ const double PlayerLength = 0.6;
+
+ AABB playerColl;
+ playerColl.x = X - PlayerWidth / 2.0;
+ playerColl.w = PlayerWidth;
+ playerColl.y = Y;
+ playerColl.h = PlayerHeight;
+ playerColl.z = Z - PlayerLength / 2.0;
+ playerColl.l = PlayerLength;
+
+ for (int x = 0; x < 16; x++) {
+ for (int y = 0; y < 16; y++) {
+ for (int z = 0; z < 16; z++) {
+ Block block = it->second.GetBlock(Vector(x, y, z));
+ if (block.id == 0 || block.id == 31)
+ continue;
+ AABB blockColl{(x + it->first.GetX() * 16.0),
+ (y + it->first.GetY() * 16.0),
+ (z + it->first.GetZ() * 16.0), 1, 1, 1};
+ if (TestCollision(playerColl, blockColl))
+ return true;
+ }
+ }
+ }
+ }
+ return false;
+}
+
+Block &World::GetBlock(Vector pos) {
+ Vector sectionPos (floor(pos.GetX() / 16.0f),floor(pos.GetY() / 16.0f),floor(pos.GetZ()/16.0f));
+ Vector inSectionPos = pos - (sectionPos * 16);
+ if (sections.find(sectionPos)==sections.end()){
+ static Block block(0,0);
+ return block;
+ }
+ sectionMutexes[sectionPos].lock();
+ Block& block = sections.find(sectionPos)->second.GetBlock(inSectionPos);
+ sectionMutexes[sectionPos].unlock();
+ return block;
+}
+
+std::vector<Vector> World::GetSectionsList() {
+ std::vector<Vector> sectionsList;
+ for (auto& it:sections) {
+ sectionsList.push_back(it.first);
+ }
+ return sectionsList;
+}
+
+Section &World::GetSection(Vector sectionPos) {
+ sectionMutexes[sectionPos].lock();
+ sectionMutexes[sectionPos].unlock();
+ return sections.find(sectionPos)->second;
+}
+
+glm::vec3 World::Raycast(glm::vec3 position, glm::vec3 direction, float maxLength, float minPrecision) {
+ return glm::vec3(position * direction / maxLength * minPrecision);
+}