Chunk.cpp 11 KB

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  1. #include "Chunk.h"
  2. #include "Constants.h"
  3. #include "Globals.h"
  4. #include "Registries.h"
  5. Chunk::Chunk(Framework::Punkt location)
  6. : ReferenceCounter(),
  7. location(location),
  8. isLoading(0)
  9. {}
  10. Chunk::Chunk(Framework::Punkt location, Framework::StreamReader* zReader)
  11. : Chunk(location)
  12. {
  13. load(zReader);
  14. }
  15. Chunk::~Chunk()
  16. {
  17. char msg = 1; // remove observer
  18. World::INSTANCE->zClient()->chunkAPIRequest(location, &msg, 1);
  19. }
  20. void Chunk::api(char* message)
  21. {
  22. switch (message[0])
  23. {
  24. case 0: // set block
  25. {
  26. int index = *(int*)(message + 1);
  27. int id = *(int*)(message + 5);
  28. Framework::Vec3<int> location((index / WORLD_HEIGHT) / CHUNK_SIZE,
  29. (index / WORLD_HEIGHT) % CHUNK_SIZE,
  30. index % WORLD_HEIGHT);
  31. location.x += this->location.x - CHUNK_SIZE / 2;
  32. location.y += this->location.y - CHUNK_SIZE / 2;
  33. if (blockTypes[id]->doesNeedInstance())
  34. {
  35. Block* zB = blockTypes[id]->createBlock(location);
  36. setBlock(zB);
  37. }
  38. else
  39. {
  40. Block* zB = zBlockAt(location);
  41. if (zB) removeBlock(zB);
  42. }
  43. break;
  44. }
  45. case 1: // update light
  46. {
  47. int index = *(int*)(message + 1);
  48. Framework::Vec3<int> location((index / WORLD_HEIGHT) / CHUNK_SIZE,
  49. (index / WORLD_HEIGHT) % CHUNK_SIZE,
  50. index % WORLD_HEIGHT);
  51. for (int i = 0; i < 6; i++)
  52. {
  53. Framework::Vec3<int> pos
  54. = location + getDirection(getDirectionFromIndex(i));
  55. if (pos.z >= 0 && pos.z < WORLD_HEIGHT)
  56. {
  57. if (pos.x >= 0 && pos.x < CHUNK_SIZE && pos.y >= 0
  58. && pos.y < CHUNK_SIZE)
  59. {
  60. pos.x += this->location.x - CHUNK_SIZE / 2;
  61. pos.y += this->location.y - CHUNK_SIZE / 2;
  62. Block* zB = zBlockAt(pos);
  63. if (zB)
  64. {
  65. bool visible = zB->isVisible();
  66. zB->setLightData(
  67. getOppositeDirection(getDirectionFromIndex(i)),
  68. (unsigned char*)(message + 5));
  69. if (zB->isVisible() != visible)
  70. {
  71. vcs.lock();
  72. if (zB->isVisible())
  73. visibleBlocks.add(zB);
  74. else
  75. {
  76. for (Framework::Iterator<Block*> iterator
  77. = visibleBlocks.begin();
  78. iterator;
  79. iterator++)
  80. {
  81. if (zB == (Block*)iterator)
  82. {
  83. iterator.remove();
  84. break;
  85. }
  86. }
  87. }
  88. vcs.unlock();
  89. }
  90. }
  91. }
  92. else
  93. {
  94. pos.x += this->location.x - CHUNK_SIZE / 2;
  95. pos.y += this->location.y - CHUNK_SIZE / 2;
  96. Block* zB = World::INSTANCE->zBlockAt(pos);
  97. if (zB)
  98. {
  99. bool visible = zB->isVisible();
  100. zB->setLightData(
  101. getOppositeDirection(getDirectionFromIndex(i)),
  102. (unsigned char*)(message + 5));
  103. if (zB->isVisible() != visible)
  104. {
  105. Chunk* c = World::INSTANCE->zChunk(
  106. World::INSTANCE->getChunkCenter(
  107. pos.x, pos.y));
  108. c->vcs.lock();
  109. if (zB->isVisible())
  110. c->visibleBlocks.add(zB);
  111. else
  112. {
  113. for (Framework::Iterator<Block*> iterator
  114. = c->visibleBlocks.begin();
  115. iterator;
  116. iterator++)
  117. {
  118. if (zB == (Block*)iterator)
  119. {
  120. iterator.remove();
  121. break;
  122. }
  123. }
  124. }
  125. c->vcs.unlock();
  126. }
  127. }
  128. }
  129. }
  130. }
  131. }
  132. }
  133. }
  134. Block* Chunk::zBlockAt(Framework::Vec3<int> location)
  135. {
  136. cs.lock();
  137. for (Block* b : blocks)
  138. {
  139. if (b->getLocation() == location)
  140. {
  141. cs.unlock();
  142. return b;
  143. }
  144. }
  145. cs.unlock();
  146. return 0;
  147. }
  148. void Chunk::setBlock(Block* block)
  149. {
  150. cs.lock();
  151. Framework::Vec3<int> pos = block->getLocation();
  152. for (Framework::Iterator<Block*> iterator = blocks.begin(); iterator;
  153. iterator++)
  154. {
  155. if (pos == iterator->getLocation())
  156. {
  157. vcs.lock();
  158. for (Framework::Iterator<Block*> vi = visibleBlocks.begin(); vi;
  159. vi++)
  160. {
  161. if ((Block*)iterator == (Block*)vi)
  162. {
  163. vi.remove();
  164. break;
  165. }
  166. }
  167. vcs.unlock();
  168. iterator->release();
  169. iterator.set(block);
  170. cs.unlock();
  171. return;
  172. }
  173. }
  174. blocks.add(block);
  175. if (block->isVisible())
  176. {
  177. visibleBlocks.add(block);
  178. }
  179. cs.unlock();
  180. }
  181. void Chunk::removeBlock(Block* zBlock)
  182. {
  183. cs.lock();
  184. vcs.lock();
  185. for (Framework::Iterator<Block*> iterator = visibleBlocks.begin(); iterator;
  186. iterator++)
  187. {
  188. if (zBlock == (Block*)iterator)
  189. {
  190. iterator.remove();
  191. break;
  192. }
  193. }
  194. vcs.unlock();
  195. for (Framework::Iterator<Block*> iterator = blocks.begin(); iterator;
  196. iterator++)
  197. {
  198. if (zBlock == (Block*)iterator)
  199. {
  200. iterator.remove();
  201. break;
  202. }
  203. }
  204. cs.unlock();
  205. }
  206. void Chunk::load(Framework::StreamReader* zReader)
  207. {
  208. cs.lock();
  209. blocks.leeren();
  210. cs.unlock();
  211. Trie<Block> blockCache;
  212. isLoading = 1;
  213. Framework::Vec3<int> pos = {0, 0, 0};
  214. unsigned short id;
  215. zReader->lese((char*)&id, 2);
  216. while (id)
  217. {
  218. int index;
  219. zReader->lese((char*)&index, 4);
  220. pos = Vec3<int>((index / WORLD_HEIGHT) / CHUNK_SIZE,
  221. (index / WORLD_HEIGHT) % CHUNK_SIZE,
  222. index % WORLD_HEIGHT);
  223. if (blockTypes[id]->doesNeedInstance())
  224. {
  225. cs.lock();
  226. Block* b = blockTypes[id]->createBlock(
  227. {pos.x + location.x - CHUNK_SIZE / 2,
  228. pos.y + location.y - CHUNK_SIZE / 2,
  229. pos.z});
  230. blocks.add(b);
  231. blockCache.set((char*)&index, 4, dynamic_cast<Block*>(b->getThis()));
  232. cs.unlock();
  233. }
  234. zReader->lese((char*)&id, 2);
  235. }
  236. int index = 0;
  237. // light
  238. zReader->lese((char*)&index, 4);
  239. char lightData[6];
  240. while (index >= 0)
  241. {
  242. zReader->lese(lightData, 6);
  243. Framework::Vec3<int> location((index / WORLD_HEIGHT) / CHUNK_SIZE,
  244. (index / WORLD_HEIGHT) % CHUNK_SIZE,
  245. index % WORLD_HEIGHT);
  246. for (int i = 0; i < 6; i++)
  247. {
  248. Framework::Vec3<int> pos
  249. = location + getDirection(getDirectionFromIndex(i));
  250. if (pos.z >= 0 && pos.z < WORLD_HEIGHT)
  251. {
  252. if (pos.x >= 0 && pos.x < CHUNK_SIZE && pos.y >= 0
  253. && pos.y < CHUNK_SIZE)
  254. {
  255. int cacheIndex
  256. = (pos.x * CHUNK_SIZE + pos.y) * WORLD_HEIGHT + pos.z;
  257. Block* zB
  258. = blockCache.z((char*)&cacheIndex, 4);
  259. if (zB)
  260. {
  261. bool visible = zB->isVisible();
  262. zB->setLightData(
  263. getOppositeDirection(getDirectionFromIndex(i)),
  264. (unsigned char*)lightData);
  265. if (zB->isVisible() && !visible)
  266. {
  267. vcs.lock();
  268. visibleBlocks.add(zB);
  269. vcs.unlock();
  270. }
  271. }
  272. }
  273. else
  274. {
  275. pos.x += this->location.x - CHUNK_SIZE / 2;
  276. pos.y += this->location.y - CHUNK_SIZE / 2;
  277. Block* zB = World::INSTANCE->zBlockAt(pos);
  278. if (zB)
  279. {
  280. bool visible = zB->isVisible();
  281. zB->setLightData(
  282. getOppositeDirection(getDirectionFromIndex(i)),
  283. (unsigned char*)lightData);
  284. if (zB->isVisible() && !visible)
  285. {
  286. Chunk* c = World::INSTANCE->zChunk(
  287. World::INSTANCE->getChunkCenter(pos.x, pos.y));
  288. c->vcs.lock();
  289. c->visibleBlocks.add(zB);
  290. c->vcs.unlock();
  291. }
  292. }
  293. }
  294. }
  295. }
  296. zReader->lese((char*)&index, 4);
  297. }
  298. isLoading = 0;
  299. }
  300. Framework::Punkt Chunk::getCenter() const
  301. {
  302. return location;
  303. }
  304. Framework::Vec3<int> Chunk::getMin() const
  305. {
  306. return {location.x - CHUNK_SIZE / 2, location.y - CHUNK_SIZE / 2, 0};
  307. }
  308. Framework::Vec3<int> Chunk::getMax() const
  309. {
  310. return {
  311. location.x + CHUNK_SIZE / 2, location.y + CHUNK_SIZE / 2, WORLD_HEIGHT};
  312. }
  313. void Chunk::forAll(std::function<void(Model3D*)> f)
  314. {
  315. vcs.lock();
  316. for (Block* b : visibleBlocks)
  317. f(b);
  318. vcs.unlock();
  319. }