engine/ext/scenes/worldscape/terrain/behavior.cpp
2020-10-06 00:00:00 -05:00

207 lines
8.1 KiB
C++

#include "behavior.h"
#include "terrain.h"
#include "generator.h"
#include "region.h"
#include "maze.h"
#include <uf/utils/math/transform.h>
#include <uf/utils/math/physics.h>
#include <uf/engine/object/object.h>
#include <uf/utils/window/window.h>
#include <uf/utils/graphic/mesh.h>
#include <uf/utils/graphic/graphic.h>
#include <uf/utils/camera/camera.h>
#include <uf/utils/math/collision.h>
#include <uf/utils/thread/thread.h>
#include <uf/utils/renderer/renderer.h>
#include <uf/utils/string/hash.h>
#include <sys/stat.h>
EXT_BEHAVIOR_ENTITY_CPP_BEGIN(Terrain)
#define this ((ext::Terrain*) &self)
void ext::TerrainBehavior::initialize( uf::Object& self ) {
// alias Mesh types
uf::Serializer& metadata = this->getComponent<uf::Serializer>();
std::size_t seed;
if ( metadata["terrain"]["seed"].isUInt64() ) {
seed = metadata["terrain"]["seed"].asUInt64();
} else if ( metadata["terrain"]["seed"].isString() ) {
seed = std::hash<std::string>{}( metadata["terrain"]["seed"].asString() );
}
{
std::cout << "Seed: " << seed << std::endl;
ext::TerrainGenerator::noise.seed( seed );
}
/* setup folder */ {
uf::Serializer modifiers;
modifiers["terrain"]["seed"] = metadata["terrain"]["seed"];
modifiers["region"]["size"] = metadata["region"]["size"];
modifiers["region"]["subdivisions"] = metadata["region"]["subdivisions"];
modifiers["region"]["modulus"] = metadata["region"]["modulus"];
std::string input = modifiers;
metadata["system"]["hash"] = uf::string::sha256( input );
try {
std::string save = "./data/save/" + metadata["system"]["hash"].asString() + "/";
int status = mkdir(save.c_str());
} catch ( ... ) {
}
try {
std::string save = "./data/save/" + metadata["system"]["hash"].asString() + "/regions/";
int status = mkdir(save.c_str());
} catch ( ... ) {
}
}
// setup maze
{
ext::Maze& maze = this->getComponent<ext::Maze>();
maze.initialize(8, 8, 1, 0.5, 0.5);
maze.seed = seed;
maze.build();
maze.print();
}
metadata["system"]["state"] = "preinit";
metadata["system"]["modified"] = true;
this->addHook( "system:TickRate.Restore", [&](const std::string& event)->std::string{
std::cout << "Returning limiter from " << uf::thread::limiter << " to " << metadata["system"]["limiter"].asFloat() << std::endl;
uf::thread::limiter = metadata["system"]["limiter"].asFloat();
return "true";
});
this->addHook( "terrain:Post-Initialize.%UID%", [&](const std::string& event)->std::string{
this->generate();
/*
auto& parent = this->getParent().as<uf::Object>();
auto& metadata = parent.getComponent<uf::Serializer>();
parent.queueHook("system:Load.Finished.%UID%");
*/
return "true";
});
}
void ext::TerrainBehavior::tick( uf::Object& self ) {
auto& scene = uf::scene::getCurrentScene();
uf::Object& controller = scene.getController<uf::Object>();
uf::Serializer& metadata = this->getComponent<uf::Serializer>();
pod::Thread& mainThread = uf::thread::has("Main") ? uf::thread::get("Main") : uf::thread::create( "Main", false, true );
// lambda to transition from a resolving state
auto transitionState = [&]( ext::Terrain& that, const std::string& next, bool unresolved ){
uf::Serializer& metadata = that.getComponent<uf::Serializer>();
// uf::thread::add( mainThread, [&]() -> int {
// std::cout << "Transitioning: " << metadata["system"]["state"].asString() << " -> ";
metadata["system"]["state"] = unresolved ? next : "open";
metadata["system"]["modified"] = unresolved;
// std::cout << metadata["system"]["state"].asString() << std::endl;
// return 0;}, true );
};
// lambda to transition into a resolving state
auto transitionResolvingState = [&]( ext::Terrain& that ){
uf::Serializer& metadata = that.getComponent<uf::Serializer>();
// std::cout << "Resolving: " << metadata["system"]["state"].asString() << " -> ";
metadata["system"]["state"] = "resolving:" + metadata["system"]["state"].asString();
// std::cout << metadata["system"]["state"].asString() << std::endl;
};
// lambda for sorting regions, nearest to farthest, from the controller
auto sortRegions = [&]( uf::Object& controller, std::vector<uf::Object*>& regions ){
const pod::Vector3& position = controller.getComponent<pod::Transform<>>().position;
std::sort( regions.begin(), regions.end(), [&]( const uf::Object* l, const uf::Object* r ){
if ( !l ) return false; if ( !r ) return true;
if ( !l->hasComponent<pod::Transform<>>() ) return false; if ( !r->hasComponent<pod::Transform<>>() ) return true;
return uf::vector::magnitude( uf::vector::subtract( l->getComponent<pod::Transform<>>().position, position ) ) < uf::vector::magnitude( uf::vector::subtract( r->getComponent<pod::Transform<>>().position, position ) );
} );
};
// generate initial terrain
if ( metadata["system"]["state"] == "preinit" ) {
uf::Entity* controller = scene.findByName("Player");
if ( controller ) {
transitionState(*this, "initialize", true);
this->generate(true);
this->relocateChildren();
// this->queueHook("terrain:Post-Initialize.%UID%", "", 1.0f);
this->callHook("terrain:Post-Initialize.%UID%");
}
}
// process only if there's child regions
if ( this->getChildren().empty() ) return;
// multipurpose timer
static uf::Timer<long long> timer(false);
// open gamestate, look for work
if ( metadata["system"]["state"] == "open" ) { transitionResolvingState(*this);
// cleanup orphans
{
}
// remove regions too far
{
std::vector<pod::Vector3i> locations;
for ( uf::Entity* region : this->getChildren() ) { if ( !region || region->getName() != "Region" ) continue;
const pod::Transform<>& transform = region->getComponent<pod::Transform<>>();
pod::Vector3i location = {
(int) transform.position.x / metadata["region"]["size"][0].asInt(),
(int) transform.position.y / metadata["region"]["size"][1].asInt(),
(int) transform.position.z / metadata["region"]["size"][2].asInt()
};
// location too far
bool degenerate = !this->inBounds( location );
// keep if an entity requests for it
for ( uf::Entity* entity : region->getChildren() ) { if ( !entity ) continue;
uf::Serializer& metadata = entity->getComponent<uf::Serializer>();
if ( metadata["region"].isObject() && metadata["region"]["persist"].asBool() ) {
degenerate = false;
break;
}
}
if ( degenerate )
locations.push_back(location);
}
// load new regions, remove old regions
if ( !locations.empty() ) {
this->generate();
for ( pod::Vector3i& location : locations )
this->degenerate(location);
}
// move to next state:
transitionState(*this, "initialize", !locations.empty());
}
}
// initialize new regions
if ( metadata["system"]["state"] == "initialize" ) { transitionResolvingState(*this);
uf::thread::add( uf::thread::fetchWorker(), [&]() -> int {
std::vector<uf::Object*> regions;
// retrieve changed regions
for ( uf::Entity* region : this->getChildren() ) { if ( !region ) continue;
uf::Serializer& metadata = region->getComponent<uf::Serializer>();
// if ( metadata["region"]["location"].isObject() )
regions.push_back((uf::Object*) region);
}
// sort by closest to farthest
sortRegions(controller, regions);
// initialize uninitialized regions
for ( uf::Object* region : regions ) {
// uf::thread::add( uf::thread::fetchWorker(), [&]() -> int {
uf::Serializer& metadata = region->getComponent<uf::Serializer>();
if ( !metadata["region"]["initialized"].asBool() ) region->initialize();
if ( !metadata["region"]["generated"].asBool() ) region->callHook("region:Generate.%UID%", "");
if ( !metadata["region"]["rasterized"].asBool() ) region->callHook("region:Rasterize.%UID%", "");
// return 0;}, true );
}
// move to next state:
transitionState(*this, "open", !regions.empty());
return 0;}, true );
}
// check if we need to relocate entities
this->relocateChildren();
}
void ext::TerrainBehavior::render( uf::Object& self ){}
void ext::TerrainBehavior::destroy( uf::Object& self ){}
#undef this
EXT_BEHAVIOR_ENTITY_CPP_END(Terrain)