engine/ext/scenes/world/terrain/terrain.cpp
2020-09-07 00:00:00 -05:00

609 lines
24 KiB
C++

#include "terrain.h"
#include "generator.h"
#include "../../../ext.h"
#include <uf/engine/asset/asset.h>
#include "../../world/world.h"
#include "generator.h"
#include "region.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/ext/vulkan/graphic.h>
#include <uf/ext/vulkan/vulkan.h>
#include <uf/utils/string/hash.h>
#include <sys/stat.h>
namespace {
std::unordered_map<pod::Vector3i, ext::Region*> region_table;
}
EXT_OBJECT_REGISTER_CPP(Terrain)
void ext::Terrain::destroy() {
uf::Object::destroy();
}
void ext::Terrain::initialize() {
uf::Object::initialize();
// alias Mesh types
{
// this->addAlias<ext::TerrainGenerator::mesh_t, uf::MeshBase>();
this->addAlias<ext::TerrainGenerator::mesh_t, uf::Mesh>();
}
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();
}
this->m_name = "Terrain";
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();
return "true";
});
}
void ext::Terrain::tick() {
uf::Object::tick();
uf::Scene& root = this->getRootParent<uf::Scene>();
uf::Object& controller = root.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 = root.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->m_children.empty() ) return;
// multipurpose timer
static uf::Timer<long long> timer(false);
// do collision on children
#if 0
{
bool local = false;
bool sort = false;
bool useStrongest = false;
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
for ( auto* _ : entities ) {
uf::Object& entity = *_;
auto& transform = entity.getComponent<pod::Transform<>>();
pod::Vector3f size; {
size.x = metadata["region"]["size"][0].asUInt();
size.y = metadata["region"]["size"][1].asUInt();
size.z = metadata["region"]["size"][2].asUInt();
}
uf::Entity* regionPointer = _;
while ( regionPointer->getName() != "Region" ) {
regionPointer = &regionPointer->getParent();
if ( regionPointer->getUid() == 0 ) break;
if ( regionPointer->getUid() == this->getUid() ) break;
}
if ( regionPointer == this ) continue;
if ( regionPointer->getUid() == 0 ) continue;
if ( regionPointer->getName() != "Region" ) continue;
if ( !regionPointer ) continue;
ext::Region& region = *(ext::Region*) regionPointer;
/*
pod::Vector3f pointf = transform.position / size;
pod::Vector3i point = {
(int) (pointf.x + (pointf.x > 0 ? 0.5 : -0.5)),
(int) (pointf.y + (pointf.y > 0 ? 0.5 : -0.5)),
(int) (pointf.z + (pointf.z > 0 ? 0.5 : -0.5)),
};
// std::cout << entity.getName() << ": " << entity.getUid() << ": " << point.x << ", " << point.y << ", " << point.z << std::endl;
if ( !this->exists(point) ) continue;
ext::Region* regionPointer = this->at(point);
if ( !regionPointer ) continue;
ext::Region& region = *regionPointer;
*/
auto& generator = region.getComponent<ext::TerrainGenerator>();
auto& regionPosition = region.getComponent<pod::Transform<>>().position;
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>(), &region, &entity, useStrongest );
}
// collide with others
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 );
}
}
return 0;
};
if ( local ) function(); else uf::thread::add( thread, function, true );
}
#endif
// 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->m_children ) { 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->m_children ) { 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 );
}
/*
// initialize newly generated 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->m_children ) { if ( !region ) continue;
uf::Serializer& metadata = region->getComponent<uf::Serializer>();
if ( !metadata["region"]["initialized"].asBool() ) regions.push_back((uf::Object*) region);
}
// sort by closest to farthest
sortRegions(controller, regions);
// initialize uninitialized regions
for ( uf::Object* region : regions ) region->initialize();
// move to next state:
transitionState(*this, "generate", !regions.empty());
return 0;}, true );
}
// generate terrain inside region
if ( metadata["system"]["state"] == "generate" ) { transitionResolvingState(*this);
uf::thread::add( uf::thread::fetchWorker(), [&]() -> int {
std::vector<uf::Object*> regions;
// retrieve changed regions
for ( uf::Entity* region : this->m_children ) { if ( !region || region->getName() != "Region" ) continue;
uf::Serializer& metadata = region->getComponent<uf::Serializer>();
if ( !metadata["region"]["generated"].asBool() ) regions.push_back((uf::Object*) region);
}
// sort by closest to farthest
sortRegions(controller, regions);
// generate
for ( uf::Object* region : regions ) region->callHook("region:Generate.%UID%", "");
// move to next state:
transitionState(*this, "rasterize", !regions.empty());
return 0;}, true );
}
if ( metadata["system"]["state"] == "rasterize" ) { transitionResolvingState(*this);
uf::thread::add( uf::thread::fetchWorker(), [&]() -> int {
std::vector<uf::Object*> regions;
// retrieve changed regions
for ( uf::Entity* region : this->m_children ) { if ( !region || region->getName() != "Region" ) continue;
uf::Serializer& metadata = region->getComponent<uf::Serializer>();
if ( !metadata["region"]["rasterized"].asBool() ) regions.push_back((uf::Object*) region);
}
// sort by closest to farthest
sortRegions(controller, regions);
// generate
for ( uf::Object* region : regions ) region->callHook("region:Rasterize.%UID%", "");
// move to open state
transitionState(*this, "open", !regions.empty());
return 0;}, true );
}
*/
// check if we need to relocate entities
this->relocateChildren();
}
void ext::Terrain::render() {
uf::Object::render();
}
void ext::Terrain::relocateChildren() {
uf::Scene& root = this->getRootParent<uf::Scene>();
std::vector<uf::Entity*> entities;
root.process( [&]( uf::Entity* entity ) {
if ( !entity || entity->getUid() == 0 ) return;
uf::Serializer& metadata = entity->getComponent<uf::Serializer>();
if ( metadata["region"].isObject() && metadata["region"]["track"].asBool() ) {
if ( std::find( entities.begin(), entities.end(), entity ) == entities.end() ) {
entities.push_back(entity);
}
}
} );
uf::Serializer& metadata = this->getComponent<uf::Serializer>();
pod::Vector3ui size = {
metadata["region"]["size"][0].asUInt(),
metadata["region"]["size"][1].asUInt(),
metadata["region"]["size"][2].asUInt(),
};
for ( uf::Entity* e : entities ) {
uf::Entity& entity = *e;
const pod::Transform<>& transform = entity.getComponent<pod::Transform<>>();
pod::Vector3 pointf = uf::vector::divide(transform.position, {size.x, size.y, size.z});
pod::Vector3i point = {
(int) (pointf.x + (pointf.x > 0 ? 0.5 : -0.5)),
(int) (pointf.y + (pointf.y > 0 ? 0.5 : -0.5)),
(int) (pointf.z + (pointf.z > 0 ? 0.5 : -0.5)),
};
if ( !this->exists(point) ) continue; // oops
ext::Region& region = *this->at(point);
bool should = false;
if ( entity.getParent().getName() != "Region" ) should = true;
else {
ext::Region& current = entity.getParent<ext::Region>();
const pod::Transform<>& t = current.getComponent<pod::Transform<>>();
pod::Vector3i location = {
(int) (t.position.x / size.x),
(int) (t.position.y / size.y),
(int) (t.position.z / size.z),
};
if ( !uf::vector::equals( point, location ) ) should = true;
}
if ( should ) {
region.moveChild(entity);
// uf::iostream << "Relocating " << &entity << ": " << entity.getName() << " to (" << point.x << ", " << point.y << ", " << point.z << ")" << "\n";
}
}
}
bool ext::Terrain::exists( const pod::Vector3i& position ) const {
const uf::Serializer& metadata = this->getComponent<uf::Serializer>();
pod::Vector3i size = {
metadata["region"]["size"][0].asInt(),
metadata["region"]["size"][1].asInt(),
metadata["region"]["size"][2].asInt(),
};
if ( this->m_children.empty() ) return false;
for ( auto it = this->m_children.begin(); it != this->m_children.end(); ++it ) { uf::Entity* kv = *it;
const pod::Transform<>& transform = kv->getComponent<pod::Transform<>>();
pod::Vector3i location = {
(int) (transform.position.x / size.x),
(int) (transform.position.y / size.y),
(int) (transform.position.z / size.z),
};
if ( uf::vector::equals( location, position ) ) return true;
}
return false;
}
bool ext::Terrain::inBounds( const pod::Vector3i& position ) const {
const ext::World& parent = this->getRootParent<ext::World>();
const pod::Transform<>& player = parent.getController()->getComponent<pod::Transform<>>();
const uf::Serializer& metadata = this->getComponent<uf::Serializer>();
pod::Vector3ui size = {
metadata["region"]["size"][0].asUInt(),
metadata["region"]["size"][1].asUInt(),
metadata["region"]["size"][2].asUInt(),
};
pod::Vector3ui threshold = {
metadata["terrain"]["radius"][0].asUInt(),
metadata["terrain"]["radius"][1].asUInt(),
metadata["terrain"]["radius"][2].asUInt(),
};
pod::Vector3i point = {
(int) (player.position.x / size.x),
(int) (player.position.y / size.y),
(int) (player.position.z / size.z),
};
pod::Vector3i difference = uf::vector::subtract( point, position );
return !(abs(difference.x) >= threshold.x || abs(difference.y) >= threshold.y || abs(difference.z) >= threshold.z);
}
void ext::Terrain::generate( bool single ) {
uf::Serializer& metadata = this->getComponent<uf::Serializer>();
pod::Vector3i radius = {
metadata["terrain"]["radius"][0].asInt(),
metadata["terrain"]["radius"][1].asInt(),
metadata["terrain"]["radius"][2].asInt(),
};
pod::Vector3i size = {
metadata["region"]["size"][0].asInt(),
metadata["region"]["size"][1].asInt(),
metadata["region"]["size"][2].asInt(),
};
ext::World& parent = this->getRootParent<ext::World>();
const pod::Transform<>& player = parent.getController()->getComponent<pod::Transform<>>();
pod::Vector3i location = {
(int) player.position.x / size.x,
(int) player.position.y / size.y,
(int) player.position.z / size.z,
};
if ( single )
this->generate( {location.x, location.y, location.z} );
else
for ( int y = 0; y < radius.y; ++y ) {
for ( int z = 0; z < radius.z; ++z ) {
for ( int x = 0; x < radius.x; ++x ) {
this->generate( {location.x + x, location.y + y, location.z + z} );
this->generate( {location.x - x, location.y - y, location.z - z} );
this->generate( {location.x + x, location.y + y, location.z - z} );
this->generate( {location.x - x, location.y + y, location.z + z} );
this->generate( {location.x - x, location.y + y, location.z - z} );
this->generate( {location.x + x, location.y - y, location.z + z} );
this->generate( {location.x + x, location.y - y, location.z - z} );
this->generate( {location.x - x, location.y - y, location.z + z} );
}
}
}
}
ext::Region* ext::Terrain::at( const pod::Vector3i& position ) const {
if ( ::region_table.count(position) > 0 ) return ::region_table.at(position);
const uf::Serializer& metadata = this->getComponent<uf::Serializer>();
pod::Vector3i size = {
metadata["region"]["size"][0].asInt(),
metadata["region"]["size"][1].asInt(),
metadata["region"]["size"][2].asInt(),
};
if ( this->m_children.empty() ) return NULL;
for ( auto it = this->m_children.begin(); it != this->m_children.end(); ++it ) { uf::Entity* kv = *it;
const pod::Transform<>& transform = kv->getComponent<pod::Transform<>>();
pod::Vector3i location = {
(int) (transform.position.x / size.x),
(int) (transform.position.y / size.y),
(int) (transform.position.z / size.z),
};
if ( uf::vector::equals( location, position ) ) return (ext::Region*) kv;
}
return NULL;
}
void ext::Terrain::generate( const pod::Vector3i& position ) {
uf::Serializer& metadata = this->getComponent<uf::Serializer>();
pod::Vector3i size = {
metadata["region"]["size"][0].asInt(),
metadata["region"]["size"][1].asInt(),
metadata["region"]["size"][2].asInt(),
};
if ( this->exists(position) ) return;
if ( !this->inBounds(position) ) return;
uf::Entity* base = new ext::Region; this->addChild(*base); {
ext::Region& region = *((ext::Region*)base);
uf::Serializer& m = region.getComponent<uf::Serializer>(); // = metadata;
m["system"]["root"] = metadata["system"]["root"];
m["system"]["source"] = metadata["system"]["source"];
m["region"] = metadata["region"];
m["terrain"] = metadata["terrain"];
pod::Transform<>& transform = region.getComponent<pod::Transform<>>();
transform.position.x = position.x * size.x;
transform.position.y = position.y * size.y;
transform.position.z = position.z * size.z;
m["region"]["location"][0] = position.x;
m["region"]["location"][1] = position.y;
m["region"]["location"][2] = position.z;
::region_table[position] = &region;
}
}
void ext::Terrain::degenerate( const pod::Vector3i& position ) {
if ( !this->exists( position ) ) return;
ext::Region* region = this->at( position );
if ( !region ) return;
this->removeChild( *region );
region->destroy();
delete region;
::region_table.erase( position );
}