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- #include "Chunk.h"
- #include <Shader.h>
- #include "Constants.h"
- #include "CustomDX11API.h"
- #include "FactoryCraftModel.h"
- #include "Globals.h"
- #include "Registries.h"
- Chunk::Chunk(Framework::Punkt location)
- : ReferenceCounter(),
- location(location),
- isLoading(0),
- lightChanged(0)
- {
- blocks = new Block*[CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT];
- memset(blocks, 0, CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT * sizeof(Block*));
- groundModel = new FactoryCraftModel();
- Model3DData* chunkModel
- = uiFactory.initParam.bildschirm->zGraphicsApi()->getModel(
- Text("chunk_ground_") + location.x + location.y);
- if (!chunkModel)
- {
- chunkModel
- = uiFactory.initParam.bildschirm->zGraphicsApi()->createModel(
- Text("chunk_ground_") + location.x + location.y);
- }
- chunkModel->setAmbientFactor(0.f);
- chunkModel->setDiffusFactor(1.f);
- chunkModel->setSpecularFactor(0.f);
- chunkModel->setVertecies(0, 0);
- groundModel->setModelDaten(chunkModel);
- groundModel->setPosition(
- (float)location.x, (float)location.y, (float)WORLD_HEIGHT / 2.f);
- groundModel->tick(0);
- }
- Chunk::Chunk(Framework::Punkt location, Framework::StreamReader* zReader)
- : Chunk(location)
- {
- load(zReader);
- buildGroundModel();
- }
- Chunk::~Chunk()
- {
- char msg = 1; // remove observer
- if (World::INSTANCE)
- {
- World::INSTANCE->zClient()->chunkAPIRequest(location, &msg, 1);
- }
- for (int i = 0; i < CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT; i++)
- {
- if (blocks[i])
- {
- blocks[i]->release();
- blocks[i] = 0;
- }
- }
- delete[] blocks;
- groundModel->release();
- }
- void Chunk::appendAnimation(
- Block* zB, int boneId, double time, Vec3<float> pos, Vec3<float> rot)
- {
- if (!zB->zSkeleton() || !zB->zSkeleton()->zBone(boneId)) return;
- acs.lock();
- for (BlockAnimation* animation : animations)
- {
- if (animation->zBlock() == zB)
- {
- animation->appendAnimation(boneId, time, pos, rot);
- acs.unlock();
- return;
- }
- }
- SkeletonAnimation* sa = new SkeletonAnimation();
- Bone* bone = zB->zSkeleton()->zBone(boneId);
- sa->addAnimation(boneId, bone->getPosition(), bone->getRotation());
- sa->addKeyFrame(boneId, time, pos, rot);
- animations.add(new BlockAnimation(dynamic_cast<Block*>(zB->getThis()), sa));
- acs.unlock();
- }
- void Chunk::load(Framework::StreamReader* zReader)
- {
- cs.lock();
- for (int i = 0; i < CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT; i++)
- {
- if (blocks[i])
- {
- blocks[i]->release();
- blocks[i] = 0;
- }
- }
- cs.unlock();
- isLoading = 1;
- Framework::Vec3<int> pos = {0, 0, 0};
- unsigned short id;
- zReader->lese((char*)&id, 2);
- int count = 0;
- while (id)
- {
- int index;
- zReader->lese((char*)&index, 4);
- pos = Vec3<int>((index / WORLD_HEIGHT) / CHUNK_SIZE,
- (index / WORLD_HEIGHT) % CHUNK_SIZE,
- index % WORLD_HEIGHT);
- if (blockTypes[id]->doesNeedInstance())
- {
- cs.lock();
- Block* b = blockTypes[id]->createBlock(
- {pos.x + location.x - CHUNK_SIZE / 2,
- pos.y + location.y - CHUNK_SIZE / 2,
- pos.z});
- blocks[index] = b;
- cs.unlock();
- vcs.lock();
- if (b->isVisible())
- {
- if (!blockTypes[id]->getModelInfo().getModelName().istGleich(
- "cube"))
- {
- b->tick(0);
- visibleBlocks.add(b);
- }
- }
- count++;
- vcs.unlock();
- }
- zReader->lese((char*)&id, 2);
- }
- std::cout << "Loaded " << count << " blocks\n";
- int index = 0;
- // light
- zReader->lese((char*)&index, 4);
- char lightData[6];
- while (index >= -1)
- {
- if (index == -1)
- {
- int x = 0;
- int y = 0;
- int z = 0;
- zReader->lese((char*)&x, 4);
- zReader->lese((char*)&y, 4);
- zReader->lese((char*)&z, 4);
- zReader->lese(lightData, 6);
- if (x == -1)
- {
- int cacheIndex = y * WORLD_HEIGHT + z;
- Block* zB = blocks[cacheIndex];
- if (zB)
- {
- zB->setLightData(WEST, (unsigned char*)lightData);
- }
- }
- else if (y == -1)
- {
- int cacheIndex = (x * CHUNK_SIZE) * WORLD_HEIGHT + z;
- Block* zB = blocks[cacheIndex];
- if (zB)
- {
- zB->setLightData(NORTH, (unsigned char*)lightData);
- }
- }
- else if (x == CHUNK_SIZE)
- {
- int cacheIndex
- = ((CHUNK_SIZE - 1) * CHUNK_SIZE + y) * WORLD_HEIGHT + z;
- Block* zB = blocks[cacheIndex];
- if (zB)
- {
- zB->setLightData(EAST, (unsigned char*)lightData);
- }
- }
- else if (y == CHUNK_SIZE)
- {
- int cacheIndex
- = (x * CHUNK_SIZE + (CHUNK_SIZE - 1)) * WORLD_HEIGHT + z;
- Block* zB = blocks[cacheIndex];
- if (zB)
- {
- zB->setLightData(SOUTH, (unsigned char*)lightData);
- }
- }
- }
- else
- {
- zReader->lese(lightData, 6);
- Framework::Vec3<int> location((index / WORLD_HEIGHT) / CHUNK_SIZE,
- (index / WORLD_HEIGHT) % CHUNK_SIZE,
- index % WORLD_HEIGHT);
- for (int i = 0; i < 6; i++)
- {
- Framework::Vec3<int> pos
- = location + getDirection(getDirectionFromIndex(i));
- if (pos.z >= 0 && pos.z < WORLD_HEIGHT)
- {
- if (pos.x >= 0 && pos.x < CHUNK_SIZE && pos.y >= 0
- && pos.y < CHUNK_SIZE)
- {
- int cacheIndex
- = (pos.x * CHUNK_SIZE + pos.y) * WORLD_HEIGHT
- + pos.z;
- Block* zB = blocks[cacheIndex];
- if (zB)
- {
- bool visible = zB->isVisible();
- zB->setLightData(
- getOppositeDirection(getDirectionFromIndex(i)),
- (unsigned char*)lightData);
- if (zB->isVisible() && !visible)
- {
- vcs.lock();
- zB->tick(0);
- visibleBlocks.add(zB);
- vcs.unlock();
- }
- }
- }
- else
- {
- pos.x += this->location.x - CHUNK_SIZE / 2;
- pos.y += this->location.y - CHUNK_SIZE / 2;
- Block* zB = World::INSTANCE->zBlockAt(pos);
- if (zB)
- {
- bool visible = zB->isVisible();
- zB->setLightData(
- getOppositeDirection(getDirectionFromIndex(i)),
- (unsigned char*)lightData);
- if (zB->isVisible() && !visible)
- {
- Chunk* c = World::INSTANCE->zChunk(
- World::INSTANCE->getChunkCenter(
- pos.x, pos.y));
- c->vcs.lock();
- zB->tick(0);
- c->visibleBlocks.add(zB);
- c->vcs.unlock();
- }
- }
- }
- }
- }
- }
- zReader->lese((char*)&index, 4);
- }
- isLoading = 0;
- }
- void Chunk::buildGroundModel()
- {
- vcs.lock();
- lightChanged = 0;
- Model3DData* chunkModel = groundModel->zModelData();
- // remove old model
- while (chunkModel->getPolygonAnzahl() > 0)
- {
- chunkModel->removePolygon(0);
- }
- // calculate verticies
- Trie<GroundModelPart*> groundModelBuidler;
- Array<GroundModelPart*> groundPartArray;
- Vertex3D* groundVerticies = new Vertex3D[10000];
- __int64* lightBuffer = new __int64[10000];
- int groundVertexCount = 0;
- int groundVertexArraySize = 10000;
- for (int i = 0; i < CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT; i++)
- {
- if (blocks[i]
- && blocks[i]->zBlockType()->getModelInfo().getModelName().istGleich(
- "cube"))
- {
- int index = 0;
- for (Text* textureName :
- *blocks[i]->zBlockType()->getModelInfo().getTexturNames())
- {
- Framework::Vec3<int> location((i / WORLD_HEIGHT) / CHUNK_SIZE,
- (i / WORLD_HEIGHT) % CHUNK_SIZE,
- i % WORLD_HEIGHT);
- if (isPartOfGroundModel(location, index))
- {
- if (!groundModelBuidler.get(
- *textureName, textureName->getLength()))
- {
- GroundModelPart* part = new GroundModelPart();
- part->indexList = new int[10000];
- part->indexCount = 0;
- part->indexArraySize = 10000;
- part->name = *textureName;
- groundModelBuidler.set(
- *textureName, textureName->getLength(), part);
- groundPartArray.add(part);
- }
- GroundModelPart* part = groundModelBuidler.get(
- *textureName, textureName->getLength());
- const Vertex3D* vBuffer
- = blocks[i]->zModelData()->zVertexBuffer();
- Polygon3D* polygon
- = blocks[i]->zModelData()->getPolygon(index);
- if (part->indexCount + polygon->indexAnz
- > part->indexArraySize)
- {
- int* tmp = new int[part->indexArraySize + 10000];
- memcpy(tmp, part->indexList, part->indexCount * 4);
- delete[] part->indexList;
- part->indexList = tmp;
- part->indexArraySize += 10000;
- }
- if (groundVertexCount + polygon->indexAnz
- > groundVertexArraySize)
- {
- Vertex3D* tmp
- = new Vertex3D[groundVertexArraySize + 10000];
- memcpy(tmp,
- groundVerticies,
- groundVertexCount * sizeof(Vertex3D));
- delete[] groundVerticies;
- groundVerticies = tmp;
- groundVertexArraySize += 10000;
- __int64* lTmp = new __int64[groundVertexArraySize];
- memcpy(lTmp,
- lightBuffer,
- groundVertexCount * sizeof(__int64));
- delete[] lightBuffer;
- lightBuffer = lTmp;
- }
- for (int vi = 0; vi < polygon->indexAnz; vi++)
- {
- lightBuffer[groundVertexCount] = calculateLight(
- vBuffer[polygon->indexList[vi]].pos,
- location,
- getDirectionFromIndex(index));
- part->indexList[part->indexCount++] = groundVertexCount;
- groundVerticies[groundVertexCount++]
- = vBuffer[polygon->indexList[vi]];
- groundVerticies[groundVertexCount - 1].pos
- += blocks[i]->getPos()
- - Vec3<float>((float)this->location.x,
- (float)this->location.y,
- (float)WORLD_HEIGHT / 2.f);
- groundVerticies[groundVertexCount - 1].id
- = groundVertexCount - 1;
- }
- }
- index++;
- }
- }
- }
- Model3DTextur* textur = new Model3DTextur();
- int pi = 0;
- for (GroundModelPart* part : groundPartArray)
- {
- Polygon3D* polygon = new Polygon3D();
- polygon->indexAnz = part->indexCount;
- polygon->indexList = part->indexList;
- groundModel->zModelData()->addPolygon(polygon);
- textur->setPolygonTextur(pi,
- uiFactory.initParam.bildschirm->zGraphicsApi()->createOrGetTextur(
- part->name));
- pi++;
- delete part;
- }
- groundModel->zModelData()->setVertecies(groundVerticies, groundVertexCount);
- groundModel->setModelTextur(textur);
- groundModel->setVertexLightBuffer(lightBuffer, groundVertexCount);
- vcs.unlock();
- }
- void Chunk::updateGroundLight()
- {
- vcs.lock();
- __int64* lightBuffer = groundModel->zLightBuffer();
- int groundVertexCount = 0;
- for (int i = 0; i < CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT; i++)
- {
- if (blocks[i]
- && blocks[i]->zBlockType()->getModelInfo().getModelName().istGleich(
- "cube"))
- {
- int index = 0;
- for (Text* textureName :
- *blocks[i]->zBlockType()->getModelInfo().getTexturNames())
- {
- Framework::Vec3<int> location((i / WORLD_HEIGHT) / CHUNK_SIZE,
- (i / WORLD_HEIGHT) % CHUNK_SIZE,
- i % WORLD_HEIGHT);
- if (isPartOfGroundModel(location, index))
- {
- const Vertex3D* vBuffer
- = blocks[i]->zModelData()->zVertexBuffer();
- Polygon3D* polygon
- = blocks[i]->zModelData()->getPolygon(index);
- for (int vi = 0; vi < polygon->indexAnz; vi++)
- {
- lightBuffer[groundVertexCount++] = calculateLight(
- vBuffer[polygon->indexList[vi]].pos,
- location,
- getDirectionFromIndex(index));
- }
- }
- index++;
- }
- }
- }
- groundModel->copyLightToGPU();
- vcs.unlock();
- }
- __int64 Chunk::calculateLight(
- Vec3<float> vertexPos, Vec3<int> blockPos, Direction direction)
- {
- __int64 result = 0;
- int sumCount = 1;
- short lightSum[6];
- Block* current = blocks[index(blockPos)];
- const unsigned char* light = current->getLightData(direction);
- for (int i = 0; i < 6; i++)
- {
- lightSum[i] = (short)light[i];
- }
- Vec3<int> vertexDirs(vertexPos.x < 0 ? -1 : 1,
- vertexPos.y < 0 ? -1 : 1,
- vertexPos.z < 0 ? -1 : 1);
- Directions dirs = getDirectionsFromVector(vertexDirs) & ~direction;
- Vec3<int> neighborDirs[3];
- int neighborIndex = 0;
- for (int i = 0; i < 6; i++)
- {
- Direction dir = getDirectionFromIndex(i);
- if ((dirs | dir) == dirs)
- {
- neighborDirs[neighborIndex++] = getDirection(dir);
- if (neighborIndex == 2) break;
- }
- }
- neighborDirs[2] = neighborDirs[0] + neighborDirs[1];
- for (int i = 0; i < 3; i++)
- {
- neighborDirs[i] += blockPos;
- if (neighborDirs[i].x >= 0 && neighborDirs[i].y >= 0
- && neighborDirs[i].z >= 0 && neighborDirs[i].x < CHUNK_SIZE
- && neighborDirs[i].y < CHUNK_SIZE
- && neighborDirs[i].z < WORLD_HEIGHT)
- {
- int neighborIndex = index(neighborDirs[i]);
- Block* neighbor = blocks[neighborIndex];
- if (neighbor)
- {
- const unsigned char* neighborLight
- = neighbor->getLightData(direction);
- if ((neighborLight[0] | neighborLight[1] | neighborLight[2]
- | neighborLight[3] | neighborLight[4]
- | neighborLight[5])
- != 0)
- {
- sumCount++;
- for (int j = 0; j < 6; j++)
- {
- lightSum[j] += (short)neighborLight[j];
- }
- }
- }
- }
- else
- { // TODO: get light from neighbor chunk
- }
- }
- for (int i = 0; i < 6; i++)
- {
- lightSum[i] = (lightSum[i] / sumCount) & 0xFF;
- }
- result = ((__int64)lightSum[0] << 24) | ((__int64)lightSum[1] << 16)
- | ((__int64)lightSum[2] << 8) | ((__int64)lightSum[3] << 56)
- | ((__int64)lightSum[4] << 48) | ((__int64)lightSum[5] << 40);
- return result;
- }
- bool Chunk::isPartOfGroundModel(
- Framework::Vec3<int> location, int directionIndex)
- {
- Framework::Vec3<int> neighborLocation
- = location + getDirection(getDirectionFromIndex(directionIndex));
- bool needed = 0;
- if (neighborLocation.x < 0 || neighborLocation.y < 0
- || neighborLocation.z < 0 || neighborLocation.x >= CHUNK_SIZE
- || neighborLocation.y >= CHUNK_SIZE
- || neighborLocation.z >= WORLD_HEIGHT)
- {
- needed = 1;
- }
- else
- {
- int naighborIndex = index(neighborLocation);
- if (!blocks[naighborIndex]
- || !blocks[naighborIndex]
- ->zBlockType()
- ->getModelInfo()
- .getModelName()
- .istGleich("cube"))
- {
- needed = 1;
- }
- }
- return needed;
- }
- void Chunk::destroy()
- {
- Model3DData* chunkModel = groundModel->zModelData();
- // remove old model
- while (chunkModel->getPolygonAnzahl() > 0)
- {
- chunkModel->removePolygon(0);
- }
- chunkModel->setVertecies(0, 0);
- }
- void Chunk::api(char* message)
- {
- switch (message[0])
- {
- case 0: // set block
- {
- int index = *(int*)(message + 1);
- int id = *(int*)(message + 5);
- Framework::Vec3<int> location((index / WORLD_HEIGHT) / CHUNK_SIZE,
- (index / WORLD_HEIGHT) % CHUNK_SIZE,
- index % WORLD_HEIGHT);
- location.x += this->location.x - CHUNK_SIZE / 2;
- location.y += this->location.y - CHUNK_SIZE / 2;
- if (blockTypes[id]->doesNeedInstance())
- {
- Block* zB = blockTypes[id]->createBlock(location);
- setBlock(zB);
- }
- else
- {
- Block* zB = zBlockAt(location);
- if (zB) removeBlock(zB);
- }
- break;
- }
- case 1: // animate block
- {
- int index = *(int*)(message + 1);
- int boneId = *(int*)(message + 5);
- double time = *(double*)(message + 9);
- Framework::Vec3<float> pos;
- pos.x = *(float*)(message + 17);
- pos.y = *(float*)(message + 21);
- pos.z = *(float*)(message + 25);
- Framework::Vec3<float> rot;
- rot.x = *(float*)(message + 29);
- rot.y = *(float*)(message + 33);
- rot.z = *(float*)(message + 37);
- Framework::Vec3<int> location((index / WORLD_HEIGHT) / CHUNK_SIZE,
- (index / WORLD_HEIGHT) % CHUNK_SIZE,
- index % WORLD_HEIGHT);
- location.x += this->location.x - CHUNK_SIZE / 2;
- location.y += this->location.y - CHUNK_SIZE / 2;
- Block* zB = zBlockAt(location);
- if (zB) appendAnimation(zB, boneId, time, pos, rot);
- break;
- }
- }
- }
- Block* Chunk::zBlockAt(Framework::Vec3<int> location)
- {
- location.x = location.x % CHUNK_SIZE;
- location.y = location.y % CHUNK_SIZE;
- if (location.x < 0) location.x += CHUNK_SIZE;
- if (location.y < 0) location.y += CHUNK_SIZE;
- int index
- = (location.x * CHUNK_SIZE + location.y) * WORLD_HEIGHT + location.z;
- return blocks[index];
- }
- void Chunk::setBlock(Block* block)
- {
- cs.lock();
- Framework::Vec3<int> pos = block->getLocation();
- pos.x = pos.x % CHUNK_SIZE;
- pos.y = pos.y % CHUNK_SIZE;
- if (pos.x < 0) pos.x += CHUNK_SIZE;
- if (pos.y < 0) pos.y += CHUNK_SIZE;
- int index = (pos.x * CHUNK_SIZE + pos.y) * WORLD_HEIGHT + pos.z;
- bool newAffectsGround
- = block
- && block->zBlockType()->getModelInfo().getModelName().istGleich("cube");
- bool affectsGround
- = blocks[index]
- && blocks[index]->zBlockType()->getModelInfo().getModelName().istGleich(
- "cube");
- if (blocks[index])
- {
- vcs.lock();
- for (Framework::Iterator<Block*> vi = visibleBlocks.begin(); vi; vi++)
- {
- if (blocks[index] == (Block*)vi)
- {
- vi.remove();
- break;
- }
- }
- vcs.unlock();
- blocks[index]->copyLightTo(block);
- blocks[index]->release();
- blocks[index] = block;
- cs.unlock();
- vcs.lock();
- if (affectsGround || newAffectsGround)
- {
- modelChanged = 1;
- }
- if (block && block->isVisible() && !newAffectsGround)
- {
- block->tick(0);
- visibleBlocks.add(block);
- }
- vcs.unlock();
- return;
- }
- blocks[index] = block;
- cs.unlock();
- vcs.lock();
- if (affectsGround || newAffectsGround)
- {
- modelChanged = 1;
- }
- if (block && block->isVisible() && !newAffectsGround)
- {
- block->tick(0);
- visibleBlocks.add(block);
- }
- vcs.unlock();
- }
- void Chunk::removeBlock(Block* zBlock)
- {
- cs.lock();
- vcs.lock();
- for (Framework::Iterator<Block*> iterator = visibleBlocks.begin(); iterator;
- iterator++)
- {
- if (zBlock == (Block*)iterator)
- {
- iterator.remove();
- break;
- }
- }
- vcs.unlock();
- Vec3<int> pos = zBlock->getLocation();
- pos.x = pos.x % CHUNK_SIZE;
- pos.y = pos.y % CHUNK_SIZE;
- if (pos.x < 0) pos.x += CHUNK_SIZE;
- if (pos.y < 0) pos.y += CHUNK_SIZE;
- int index = (pos.x * CHUNK_SIZE + pos.y) * WORLD_HEIGHT + pos.z;
- if (blocks[index])
- {
- bool affectsGround = blocks[index]
- ->zBlockType()
- ->getModelInfo()
- .getModelName()
- .istGleich("cube");
- blocks[index]->release();
- blocks[index] = 0;
- if (affectsGround) modelChanged = 1;
- }
- cs.unlock();
- }
- void Chunk::blockVisibilityChanged(Block* zB)
- {
- vcs.lock();
- if (zB->isVisible())
- {
- zB->tick(0);
- visibleBlocks.add(zB);
- }
- else
- {
- for (Framework::Iterator<Block*> iterator = visibleBlocks.begin();
- iterator;
- iterator++)
- {
- if (zB == (Block*)iterator)
- {
- iterator.remove();
- break;
- }
- }
- }
- vcs.unlock();
- }
- Framework::Punkt Chunk::getCenter() const
- {
- return location;
- }
- Framework::Vec3<int> Chunk::getMin() const
- {
- return {location.x - CHUNK_SIZE / 2, location.y - CHUNK_SIZE / 2, 0};
- }
- Framework::Vec3<int> Chunk::getMax() const
- {
- return {
- location.x + CHUNK_SIZE / 2, location.y + CHUNK_SIZE / 2, WORLD_HEIGHT};
- }
- void Chunk::forAll(std::function<void(Model3D*)> f)
- {
- vcs.lock();
- f(groundModel);
- float dist = 0.f;
- CustomDX11API* api
- = (CustomDX11API*)uiFactory.initParam.bildschirm->zGraphicsApi();
- if (api->isInFrustrum(groundModel->getPos(),
- (CHUNK_SIZE / 2.f, CHUNK_SIZE / 2.f, WORLD_HEIGHT / 2.f),
- &dist))
- {
- api->setCullBack(false);
- //int index = 0;
- //int filter = 1 + (int)(dist / 100.f);
- for (Block* b : visibleBlocks)
- {
- // if (index % filter == 0)
- // {
- f(b);
- // }
- // index++;
- }
- api->setCullBack(true);
- }
- vcs.unlock();
- }
- bool Chunk::tick(std::function<void(Model3D*)> f, double time)
- {
- acs.lock();
- vcs.lock(); // TODO: enshure no dead lock occures
- if (modelChanged)
- {
- modelChanged = 0;
- buildGroundModel();
- }
- if (lightChanged)
- {
- lightChanged = 0;
- updateGroundLight();
- }
- bool res = groundModel->tick(time);
- auto iterator = animations.begin();
- while (iterator)
- {
- if (iterator->tick(time))
- {
- res |= iterator->zBlock()->tick(time);
- if (iterator->isFinished())
- {
- iterator.remove();
- continue;
- }
- }
- else
- {
- iterator.remove();
- continue;
- }
- ++iterator;
- }
- vcs.unlock();
- acs.unlock();
- return 1;
- }
- void Chunk::setLightChanged()
- {
- lightChanged = 1;
- }
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