engine/ext/scenes/worldscape/terrain/region.cpp
2020-10-18 00:00:00 -05:00

669 lines
27 KiB
C++

#include "region.h"
#include "../../../ext.h"
#include "generator.h"
#include <uf/engine/asset/asset.h>
#include <uf/utils/camera/camera.h>
#include <uf/utils/thread/thread.h>
#include <uf/utils/math/collision.h>
#include <uf/utils/graphic/graphic.h>
#include <uf/utils/graphic/mesh.h>
#include <uf/utils/string/ext.h>
#include <mutex>
EXT_BEHAVIOR_REGISTER_CPP(RegionBehavior)
EXT_BEHAVIOR_REGISTER_AS_OBJECT(RegionBehavior, Region)
#define this ((uf::Object*) &self)
void ext::RegionBehavior::initialize( uf::Object& self ) {
// alias Mesh types
{
auto& mutexPointer = this->getComponent<std::mutex*>();
mutexPointer = new std::mutex;
}
uf::Serializer& metadata = this->getComponent<uf::Serializer>();
metadata["region"]["initialized"] = true;
if ( !metadata["terrain"]["unified"].asBool() ) {
std::string textureFilename = ""; {
uf::Serializer& metadata = this->getParent().getComponent<uf::Serializer>();
uf::Asset assetLoader;
for ( uint i = 0; i < metadata["system"]["assets"].size(); ++i ) {
if ( textureFilename != "" ) break;
std::string filename = this->grabURI( metadata["system"]["assets"][i].asString(), metadata["system"]["root"].asString() );
textureFilename = assetLoader.cache( filename );
}
}
ext::TerrainGenerator::mesh_t& mesh = this->getComponent<ext::TerrainGenerator::mesh_t>();
auto& graphic = this->getComponent<uf::Graphic>();
graphic.initialize();
graphic.process = false;
auto& texture = graphic.material.textures.emplace_back();
texture.sampler.descriptor.filter.min = VK_FILTER_NEAREST;
texture.sampler.descriptor.filter.mag = VK_FILTER_NEAREST;
texture.loadFromFile( textureFilename );
std::string suffix = ""; {
std::string _ = this->getRootParent<uf::Scene>().getComponent<uf::Serializer>()["shaders"]["region"]["suffix"].asString();
if ( _ != "" ) suffix = _ + ".";
}
/*
graphic.material.attachShader("./data/shaders/terrain.stereo.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
graphic.material.attachShader("./data/shaders/terrain."+suffix+"frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
*/
graphic.material.initializeShaders({
{"./data/shaders/terrain.stereo.vert.spv", VK_SHADER_STAGE_VERTEX_BIT},
{"./data/shaders/terrain."+suffix+"frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT}
});
}
this->addHook( "region:Generate.%UID%", [&](const std::string& event)->std::string{
uf::Serializer json = event;
uf::Serializer& metadata = this->getComponent<uf::Serializer>();
if ( !metadata["region"]["initialized"].asBool() ) return "false";
if ( metadata["region"]["generated"].asBool() ) return "false";
pod::Vector3ui size; {
size.x = metadata["region"]["size"][0].asUInt();
size.y = metadata["region"]["size"][1].asUInt();
size.z = metadata["region"]["size"][2].asUInt();
}
uint subdivisions = metadata["region"]["subdivisions"].asUInt();
ext::TerrainGenerator& generator = this->getComponent<ext::TerrainGenerator>();
generator.initialize(size, subdivisions);
generator.generate(*this);
generator.updateLight();
/* Collider */ if ( false ) {
pod::Transform<>& transform = this->getComponent<pod::Transform<>>();
uf::Collider& collider = this->getComponent<uf::Collider>();
std::size_t i = 0;
const auto& voxels = generator.getVoxels();
for ( auto& _ : voxels ) {
for ( std::size_t __ = 0; __ < _.length; ++__ ) {
{
std::size_t x = 0, y = 0, z = 0;
{
auto v = generator.unwrapIndex( i++ );
x = v.x;
y = v.y;
z = v.z;
}
ext::TerrainVoxel voxel = ext::TerrainVoxel::atlas( _.value );
pod::Vector3 offset = transform.position;
offset.x += x - (size.x / 2.0f);
offset.y += y - (size.y / 2.0f);
offset.z += z - (size.z / 2.0f);
if ( !voxel.solid() ) continue;
collider.add(new uf::BoundingBox( offset, {0.5, 0.5, 0.5} ));
}
}
}
}
metadata["region"]["generated"] = true;
return "true";
});
this->addHook( "region:Rasterize.%UID%", [&](const std::string& event)->std::string{
uf::Serializer json = event;
ext::TerrainGenerator& generator = this->getComponent<ext::TerrainGenerator>();
ext::TerrainGenerator::mesh_t& mesh = this->getComponent<ext::TerrainGenerator::mesh_t>();
auto& graphic = this->getComponent<uf::Graphic>();
generator.rasterize(mesh.vertices, *this);
graphic.initializeGeometry( mesh );
this->queueHook("region:Finalize.%UID%", "");
this->queueHook("region:Populate.%UID%", "");
return "true";
});
this->addHook( "region:Finalize.%UID%", [&](const std::string& event)->std::string{
uf::Serializer json = event;
if ( this->hasComponent<uf::Graphic>() ) {
auto& graphic = this->getComponent<uf::Graphic>();
graphic.process = true;
}
metadata["region"]["rasterized"] = true;
return "true";
});
this->addHook( "region:Populate.%UID%", [&](const std::string& event)->std::string{
uf::Serializer json = event;
if ( metadata["region"][""]["initialized"].asBool() ) return "false";
metadata["region"][""]["initialized"] = true;
bool first = false;
pod::Transform<>& transform = this->getComponent<pod::Transform<>>();
float r = (rand() % 100) / 100.0;
pod::Vector3ui size = {
metadata["region"]["size"][0].asUInt64() / 4,
metadata["region"]["size"][1].asUInt64() / 4,
metadata["region"]["size"][2].asUInt64() / 4,
};
uint half_x = size.x / 2;
uint half_y = size.y / 2;
uint half_z = size.z / 2;
double noise[size.x][size.y][size.z];
double maxValue = 0.0;
double sum = 0.0;
{
for ( int z = 0; z < size.z; ++z ) {
for ( int y = 0; y < size.y; ++y ) {
for ( int x = 0; x < size.x; ++x ) {
pod::Vector3d position = {
transform.position.x - half_x, transform.position.y - half_y, transform.position.z - half_z
};
position.x += (double) x / (double) size.x;
position.y += (double) y / (double) size.y;
position.z += (double) z / (double) size.z;
noise[x][y][z] = ext::TerrainGenerator::noise.sample( position );
maxValue = std::max( maxValue, noise[x][y][z] );
}
}
}
for ( int z = 0; z < size.z; ++z ) {
for ( int y = 0; y < size.y; ++y ) {
for ( int x = 0; x < size.x; ++x ) {
sum += noise[x][y][z] / maxValue;
}
}
}
sum /= size.x * size.y * size.z;
}
// add lights
{
bool should = metadata["region"]["lights"]["should"].asBool();
if ( r > metadata["region"]["lights"]["rate"].asFloat() ) should = false;
// std::cout << "Rate: " << r << ": " << transform.position.x << ", " << transform.position.y << ", " << transform.position.z << std::endl;
if (
metadata["region"]["location"][0] == 0 &&
metadata["region"]["location"][1] == 0 &&
metadata["region"]["location"][2] == 0
) {
should = true;
}
if ( should ) {
// uf::Entity* light = this->findByUid(this->loadChildUid("./light.json", true));
uf::Object& light = this->loadChild("./light.json", true);
pod::Vector3f origin = transform.position + light.getComponent<pod::Transform<>>().position;
pod::Vector3f color = {
(rand() % 100) / 100.0,
(rand() % 100) / 100.0,
(rand() % 100) / 100.0,
};
std::function<void(uf::Entity*, int)> filter = [&]( uf::Entity* entity, int indent ) {
auto& metadata = entity->getComponent<uf::Serializer>();
auto& transform = entity->getComponent<pod::Transform<>>();
transform.position = origin;
// if ( !metadata["light"]["color"].isArray() ) {
metadata["light"]["color"][0] = color.x;
metadata["light"]["color"][1] = color.y;
metadata["light"]["color"][2] = color.z;
// }
};
light.process(filter);
/*
uf::Serializer& metadata = light.getComponent<uf::Serializer>();
pod::Transform<>& lTransform = light.getComponent<pod::Transform<>>();
lTransform.position += transform.position;
if ( !metadata["light"]["color"].isArray() ) {
metadata["light"]["color"][0] = (rand() % 100) / 100.0;
metadata["light"]["color"][1] = (rand() % 100) / 100.0;
metadata["light"]["color"][2] = (rand() % 100) / 100.0;
}
*/
}
}
// add mobs
{
bool should = metadata["region"][""]["should"].asBool();
if ( r > metadata["region"][""]["rate"].asFloat() ) should = false;
// std::cout << "Rate: " << r << ": " << transform.position.x << ", " << transform.position.y << ", " << transform.position.z << std::endl;
if (
metadata["region"]["location"][0] == 0 &&
metadata["region"]["location"][1] == 0 &&
metadata["region"]["location"][2] == 0
) {
first = true;
should = true;
}
if ( !should ) return "false";
if ( first ) {
// shiro
if ( metadata["region"][""]["NPCs"].asBool() ) {
// uf::Object* = (uf::Object*) this->findByUid(this->loadChildUid("./shiro.json", true));
uf::Object& = this->loadChild("./shiro.json", true);
pod::Transform<>& pTransform = .getComponent<pod::Transform<>>();
pTransform.position += transform.position + pod::Vector3f{ 2, 0, 0 };
}
// pong
if ( metadata["region"][""]["NPCs"].asBool() ) {
// uf::Object* = (uf::Object*) this->findByUid(this->loadChildUid("./pongy.json", true));
uf::Object& = this->loadChild("./pongy.json", true);
uf::Serializer& pMetadata = .getComponent<uf::Serializer>();
pod::Transform<>& pTransform = .getComponent<pod::Transform<>>();
pTransform.position += transform.position + pod::Vector3f{ -2, 0, 0 };
}
return "true";
}
for ( uint i = 0; i < metadata["region"][""]["amount"].asUInt64(); ++i ) {
// uf::Object* = (uf::Object*) this->findByUid(this->loadChildUid("./.json", false));
uf::Object& = this->loadChild("./.json", false);
// set name
uf::Serializer& pMetadata = .getComponent<uf::Serializer>();
// int ri = floor((noise[i][i][i] * metadata["region"][""]["list"].size());
int ri = floor(r * metadata["region"][""]["list"].size());
pMetadata[""] = metadata["region"][""]["list"][ri];
pMetadata["music"] = metadata["region"][""]["music"];
// pMetadata["hostile"] = true;
.initialize();
pod::Transform<>& pTransform = .getComponent<pod::Transform<>>();
float rx = first ? 0.3 : (rand() % 100) / 100.0;
float rz = first ? 0.7 : (rand() % 100) / 100.0;
float spread = 32.0f;
spread = std::min( metadata["region"]["size"][0].asFloat(), spread );
spread = std::min( metadata["region"]["size"][1].asFloat(), spread );
spread = std::min( metadata["region"]["size"][2].asFloat(), spread );
pod::Vector3f randomOffset = {
rx * spread - spread/2.0f,
0,
rz * spread - spread/2.0f,
};
pTransform.position += transform.position + randomOffset;
pTransform.orientation = uf::quaternion::axisAngle( { 0.0f, 1.0f, 0.0f }, r * 2 * 3.1415926f );
}
}
return "true";
});
}
void ext::RegionBehavior::tick( uf::Object& self ) {
// do collision on children
#if 0
auto& mutex = *(this->getComponent<std::mutex*>());
mutex.lock();
auto& scene = uf::scene::getCurrentScene();
auto& sMetadata = scene.getComponent<uf::Serializer>();
auto& metadata = this->getComponent<uf::Serializer>();
bool threaded = !sMetadata["system"]["physics"]["single threaded"].asBool();
bool sort = sMetadata["system"]["physics"]["sort"].asBool();
bool useStrongest = sMetadata["system"]["physics"]["use"]["strongest"].asBool();
bool queued = sMetadata["system"]["physics"]["use"]["queue"].asBool();
bool updatePhysics = !sMetadata["system"]["physics"]["entity-local update"].asBool();
bool useWorkers = sMetadata["system"]["physics"]["use"]["worker"].asBool();
pod::Thread& thread = uf::thread::has("Physics") ? uf::thread::get("Physics") : uf::thread::create( "Physics", true, false );
auto& generator = this->getComponent<ext::TerrainGenerator>();
auto& regionPosition = this->getComponent<pod::Transform<>>().position;
pod::Vector3f size; {
size.x = metadata["region"]["size"][0].asUInt();
size.y = metadata["region"]["size"][1].asUInt();
size.z = metadata["region"]["size"][2].asUInt();
}
auto function = [&]() -> int {
std::vector<uf::Object*> entities;
// update physics
if ( updatePhysics ) {
std::function<void(uf::Entity*)> filter = [&]( uf::Entity* entity ) {
if ( !entity->hasComponent<pod::Physics>() ) return;
auto& metadata = entity->getComponent<uf::Serializer>();
auto& transform = entity->getComponent<pod::Transform<>>();
auto& physics = entity->getComponent<pod::Physics>();
if ( metadata["system"]["physics"]["gravity"] != Json::nullValue ) {
physics.linear.acceleration.x = metadata["system"]["physics"]["gravity"][0].asFloat();
physics.linear.acceleration.y = metadata["system"]["physics"]["gravity"][1].asFloat();
physics.linear.acceleration.z = metadata["system"]["physics"]["gravity"][2].asFloat();
}
if ( !metadata["system"]["physics"]["collision"].asBool() ) {
physics.linear.acceleration.x = 0;
physics.linear.acceleration.y = 0;
physics.linear.acceleration.z = 0;
}
transform = uf::physics::update( transform, physics );
};
this->process(filter);
}
{
std::function<void(uf::Entity*)> filter = [&]( uf::Entity* entity ) {
auto& metadata = entity->getComponent<uf::Serializer>();
if ( !metadata["system"]["physics"]["collision"].isNull() && !metadata["system"]["physics"]["collision"].asBool() ) return;
if ( entity->hasComponent<uf::Collider>() )
entities.push_back((uf::Object*) entity);
};
this->process(filter);
}
auto onCollision = []( pod::Collider::Manifold& manifold, uf::Object* a, uf::Object* b, bool queued ){
uf::Serializer payload;
payload["normal"][0] = manifold.normal.x;
payload["normal"][1] = manifold.normal.y;
payload["normal"][2] = manifold.normal.z;
payload["entity"] = b->getUid();
payload["depth"] = -manifold.depth;
if ( queued ) a->queueHook("world:Collision.%UID%", payload);
else a->callHook("world:Collision.%UID%", payload);
payload["entity"] = a->getUid();
payload["depth"] = manifold.depth;
if ( queued ) b->queueHook("world:Collision.%UID%", payload);
else b->callHook("world:Collision.%UID%", payload);
};
auto testColliders = [&]( uf::Collider& colliderA, uf::Collider& colliderB, uf::Object* a, uf::Object* b, bool useStrongest ){
pod::Collider::Manifold strongest;
auto manifolds = colliderA.intersects(colliderB);
for ( auto manifold : manifolds ) {
if ( manifold.colliding && manifold.depth > 0 ) {
if ( !useStrongest ) onCollision(manifold, a, b, queued);
else if ( strongest.depth < manifold.depth ) strongest = manifold;
}
}
if ( useStrongest && strongest.colliding ) onCollision(strongest, a, b, queued);
};
// collide with world
for ( auto* _ : entities ) {
uf::Object& entity = *_;
auto& entityCollider = entity.getComponent<uf::Collider>();
auto function = [&]() -> int {
auto& entityTransform = entity.getComponent<pod::Transform<>>();
pod::Vector3f voxelPosition = entityTransform.position - regionPosition;
voxelPosition.x += size.x / 2.0f;
voxelPosition.y += size.y / 2.0f + 1;
voxelPosition.z += size.z / 2.0f;
std::vector<pod::Vector3ui> positions = {
{ voxelPosition.x, voxelPosition.y, voxelPosition.z },
{ voxelPosition.x - 1, voxelPosition.y, voxelPosition.z },
{ voxelPosition.x + 1, voxelPosition.y, voxelPosition.z },
{ voxelPosition.x, voxelPosition.y - 1, voxelPosition.z },
{ voxelPosition.x, voxelPosition.y + 1, voxelPosition.z },
{ voxelPosition.x, voxelPosition.y, voxelPosition.z - 1 },
{ voxelPosition.x, voxelPosition.y, voxelPosition.z + 1},
};
uf::Collider collider;
for ( auto& position : positions ) {
ext::TerrainVoxel voxel = ext::TerrainVoxel::atlas( generator.getVoxel( position.x, position.y, position.z ) );
pod::Vector3 offset = regionPosition;
offset.x += position.x - (size.x / 2.0f);
offset.y += position.y - (size.y / 2.0f);
offset.z += position.z - (size.z / 2.0f);
if ( !voxel.solid() ) continue;
collider.add( new uf::BoundingBox( offset, {0.5, 0.5, 0.5} ) );
#if 0
uf::BaseMesh<pod::Vertex_3F> mesh;
const ext::TerrainVoxel::Model& model = voxel.model();
#define TERRAIN_SHOULD_RENDER_FACE(SIDE)\
for ( uint i = 0; i < model.position.SIDE.size() / 3; ++i ) {\
auto& vertex = mesh.vertices.emplace_back();\
{\
pod::Vector3f& p = vertex.position;\
p.x = model.position.SIDE[i*3+0]; p.y = model.position.SIDE[i*3+1]; p.z = model.position.SIDE[i*3+2];\
p.x += offset.x; p.y += offset.y; p.z += offset.z;\
}\
}
TERRAIN_SHOULD_RENDER_FACE(left)
TERRAIN_SHOULD_RENDER_FACE(right)
TERRAIN_SHOULD_RENDER_FACE(top)
TERRAIN_SHOULD_RENDER_FACE(bottom)
TERRAIN_SHOULD_RENDER_FACE(back)
TERRAIN_SHOULD_RENDER_FACE(front)
uf::MeshCollider* mCollider = new uf::MeshCollider();
mCollider->setPositions( mesh );
pCollider.add(mCollider);
#endif
}
testColliders( collider, entityCollider, this, &entity, useStrongest );
return 0;
};
// if ( threaded && useWorkers ) uf::thread::add( uf::thread::fetchWorker(), function, true ); else
function();
}
// collide with others
for ( auto* _a : entities ) {
uf::Object& entityA = *_a;
for ( auto* _b : entities ) { if ( _a == _b ) continue;
uf::Object& entityB = *_b;
auto& colliderA = entityA.getComponent<uf::Collider>();
auto& colliderB = entityB.getComponent<uf::Collider>();
auto function = [&]() -> int {
testColliders( colliderA, colliderB, &entityA, &entityB, useStrongest );
return 0;
};
if ( threaded && useWorkers ) uf::thread::add( uf::thread::fetchWorker(), function, true ); else function();
}
}
mutex.unlock();
return 0;
};
if ( threaded ) uf::thread::add( thread, function, true ); else function();
#else
#if 1
{
auto& metadata = this->getComponent<uf::Serializer>();
auto& scene = uf::scene::getCurrentScene();
auto& sMetadata = scene.getComponent<uf::Serializer>();
if ( !sMetadata["system"]["physics"]["collision"].asBool() ) return;
auto& mutex = *(this->getComponent<std::mutex*>());
mutex.lock();
bool threaded = !sMetadata["system"]["physics"]["single threaded"].asBool();
bool sort = sMetadata["system"]["physics"]["sort"].asBool();
bool useStrongest = sMetadata["system"]["physics"]["use"]["strongest"].asBool();
bool queued = sMetadata["system"]["physics"]["use"]["queue"].asBool();
bool ignoreStaticEntities = sMetadata["system"]["physics"]["optimizations"]["ignore static entities"].asBool();
bool ignoreDuplicateTests = sMetadata["system"]["physics"]["optimizations"]["ignore duplicate tests"].asBool();
bool updatePhysics = !sMetadata["system"]["physics"]["optimizations"]["entity-local update"].asBool();
bool useWorkers = sMetadata["system"]["physics"]["use"]["worker"].asBool();
pod::Thread& thread = uf::thread::has("Physics") ? uf::thread::get("Physics") : uf::thread::create( "Physics", true, false );
auto function = [&]() -> int {
std::vector<uf::Object*> entities;
std::function<void(uf::Entity*)> filter = [&]( uf::Entity* entity ) {
auto& metadata = entity->getComponent<uf::Serializer>();
if ( !metadata["system"]["physics"]["collision"].isNull() && !metadata["system"]["physics"]["collision"].asBool() ) return;
if ( entity->hasComponent<uf::Collider>() )
entities.push_back((uf::Object*) entity);
};
this->process(filter);
auto onCollision = []( pod::Collider::Manifold& manifold, uf::Object* a, uf::Object* b ){
uf::Serializer payload;
payload["normal"][0] = manifold.normal.x;
payload["normal"][1] = manifold.normal.y;
payload["normal"][2] = manifold.normal.z;
payload["entity"] = b->getUid();
payload["depth"] = -manifold.depth;
a->callHook("world:Collision.%UID%", payload);
payload["entity"] = a->getUid();
payload["depth"] = manifold.depth;
b->callHook("world:Collision.%UID%", payload);
};
auto testColliders = [&]( uf::Collider& colliderA, uf::Collider& colliderB, uf::Object* a, uf::Object* b, bool useStrongest ){
pod::Collider::Manifold strongest;
auto manifolds = colliderA.intersects(colliderB);
for ( auto manifold : manifolds ) {
if ( manifold.colliding && manifold.depth > 0 ) {
if ( !useStrongest ) onCollision(manifold, a, b);
else if ( strongest.depth < manifold.depth ) strongest = manifold;
}
}
if ( useStrongest && strongest.colliding ) onCollision(strongest, a, b);
};
// collide with world
auto& metadata = this->getComponent<uf::Serializer>();
auto& generator = this->getComponent<ext::TerrainGenerator>();
auto& regionPosition = this->getComponent<pod::Transform<>>().position;
pod::Vector3f size; {
size.x = metadata["region"]["size"][0].asUInt();
size.y = metadata["region"]["size"][1].asUInt();
size.z = metadata["region"]["size"][2].asUInt();
}
for ( auto* _ : entities ) {
uf::Object& entity = *_;
auto& transform = entity.getComponent<pod::Transform<>>();
pod::Vector3f voxelPosition = transform.position - regionPosition;
voxelPosition.x += size.x / 2.0f;
voxelPosition.y += size.y / 2.0f + 1;
voxelPosition.z += size.z / 2.0f;
uf::Collider collider;
std::vector<pod::Vector3ui> positions = {
{ voxelPosition.x, voxelPosition.y, voxelPosition.z },
{ voxelPosition.x - 1, voxelPosition.y, voxelPosition.z },
{ voxelPosition.x + 1, voxelPosition.y, voxelPosition.z },
{ voxelPosition.x, voxelPosition.y - 1, voxelPosition.z },
{ voxelPosition.x, voxelPosition.y + 1, voxelPosition.z },
{ voxelPosition.x, voxelPosition.y, voxelPosition.z - 1 },
{ voxelPosition.x, voxelPosition.y, voxelPosition.z + 1},
};
for ( auto& position : positions ) {
ext::TerrainVoxel voxel = ext::TerrainVoxel::atlas( generator.getVoxel( position.x, position.y, position.z ) );
pod::Vector3 offset = regionPosition;
offset.x += position.x - (size.x / 2.0f);
offset.y += position.y - (size.y / 2.0f);
offset.z += position.z - (size.z / 2.0f);
if ( !voxel.solid() ) continue;
collider.add( new uf::BoundingBox( offset, {0.5, 0.5, 0.5} ) );
/*
uf::BaseMesh<pod::Vertex_3F> mesh;
const ext::TerrainVoxel::Model& model = voxel.model();
#define TERRAIN_SHOULD_RENDER_FACE(SIDE)\
for ( uint i = 0; i < model.position.SIDE.size() / 3; ++i ) {\
auto& vertex = mesh.vertices.emplace_back();\
{\
pod::Vector3f& p = vertex.position;\
p.x = model.position.SIDE[i*3+0]; p.y = model.position.SIDE[i*3+1]; p.z = model.position.SIDE[i*3+2];\
p.x += offset.x; p.y += offset.y; p.z += offset.z;\
}\
}
TERRAIN_SHOULD_RENDER_FACE(left)
TERRAIN_SHOULD_RENDER_FACE(right)
TERRAIN_SHOULD_RENDER_FACE(top)
TERRAIN_SHOULD_RENDER_FACE(bottom)
TERRAIN_SHOULD_RENDER_FACE(back)
TERRAIN_SHOULD_RENDER_FACE(front)
uf::MeshCollider* mCollider = new uf::MeshCollider();
mCollider->setPositions( mesh );
pCollider.add(mCollider);
*/
}
testColliders( collider, entity.getComponent<uf::Collider>(), this, &entity, useStrongest );
}
// collide with others
if ( ignoreDuplicateTests ) {
struct Pair {
uf::Object* a = NULL;
uf::Object* b = NULL;
};
std::unordered_map<std::string, Pair> queued;
for ( auto* _a : entities ) {
uf::Object& entityA = *_a;
if ( ignoreStaticEntities && !entityA.hasComponent<pod::Physics>() ) continue;
for ( auto* _b : entities ) { if ( _a == _b ) continue;
uf::Object& entityB = *_b;
std::string hash = std::to_string(std::min( entityA.getUid(), entityB.getUid() )) + ":" + std::to_string(std::max( entityA.getUid(), entityB.getUid() ));
if ( queued.count(hash) > 0 ) continue;
queued[hash] = {
.a = _a,
.b = _b,
};
}
}
for ( auto& pair : queued ) {
auto* entityA = pair.second.a;
auto* entityB = pair.second.b;
auto& colliderA = entityA->getComponent<uf::Collider>();
auto& colliderB = entityB->getComponent<uf::Collider>();
auto function = [&]() -> int {
testColliders( colliderA, colliderB, entityA, entityB, useStrongest );
return 0;
};
if ( threaded && useWorkers ) uf::thread::add( uf::thread::fetchWorker(), function, true ); else function();
}
} else {
for ( auto* _a : entities ) {
uf::Object& entityA = *_a;
if ( ignoreStaticEntities && !entityA.hasComponent<pod::Physics>() ) continue;
for ( auto* _b : entities ) { if ( _a == _b ) continue;
uf::Object& entityB = *_b;
auto& colliderA = entityA.getComponent<uf::Collider>();
auto& colliderB = entityB.getComponent<uf::Collider>();
auto function = [&]() -> int {
testColliders( colliderA, colliderB, &entityA, &entityB, useStrongest );
return 0;
};
if ( threaded && useWorkers ) uf::thread::add( uf::thread::fetchWorker(), function, true ); else function();
}
}
}
/*
for ( auto* _a : entities ) {
uf::Object& entityA = *_a;
for ( auto* _b : entities ) { if ( _a == _b ) continue;
uf::Object& entityB = *_b;
testColliders( entityA.getComponent<uf::Collider>(), entityB.getComponent<uf::Collider>(), &entityA, &entityB, useStrongest );
}
}
*/
mutex.unlock();
return 0;
};
if ( threaded ) function(); else uf::thread::add( thread, function, true );
}
#endif
#endif
}
void ext::RegionBehavior::render( uf::Object& self ){
uf::Scene& scene = uf::scene::getCurrentScene();
uf::Serializer& metadata = this->getComponent<uf::Serializer>();
if ( !metadata["region"]["rasterized"].asBool() ) return;
/* Update uniforms */ if ( this->hasComponent<uf::Graphic>() ) {
auto& scene = uf::scene::getCurrentScene();
auto& mesh = this->getComponent<ext::TerrainGenerator::mesh_t>();
auto& graphic = this->getComponent<uf::Graphic>();
auto& camera = scene.getController().getComponent<uf::Camera>();
if ( !graphic.initialized ) return;
auto& uniforms = graphic.material.shaders.front().uniforms.front().get<uf::StereoMeshDescriptor>();
uniforms.matrices.model = uf::matrix::identity();
for ( std::size_t i = 0; i < 2; ++i ) {
uniforms.matrices.view[i] = camera.getView( i );
uniforms.matrices.projection[i] = camera.getProjection( i );
}
graphic.material.shaders.front().updateBuffer( uniforms, 0, true );
}
}
void ext::RegionBehavior::destroy( uf::Object& self ){
{
auto& mutexPointer = this->getComponent<std::mutex*>();
delete mutexPointer;
mutexPointer = NULL;
}
}
#undef this