#include "World.hpp" void World::ParseChunkData(std::shared_ptr 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 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 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 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::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 World::GetSectionsList() { std::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); }