609 lines
24 KiB
C++
609 lines
24 KiB
C++
#include "terrain.h"
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#include "generator.h"
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#include "../../../ext.h"
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#include <uf/engine/asset/asset.h>
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#include "../../world/world.h"
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#include "generator.h"
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#include "region.h"
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#include <uf/utils/window/window.h>
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#include <uf/utils/graphic/mesh.h>
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#include <uf/utils/graphic/graphic.h>
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#include <uf/utils/camera/camera.h>
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#include <uf/utils/math/collision.h>
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#include <uf/utils/thread/thread.h>
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#include <uf/ext/vulkan/graphic.h>
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#include <uf/ext/vulkan/vulkan.h>
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#include <uf/utils/string/hash.h>
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#include <sys/stat.h>
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namespace {
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std::unordered_map<pod::Vector3i, ext::Region*> region_table;
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}
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EXT_OBJECT_REGISTER_CPP(Terrain)
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void ext::Terrain::destroy() {
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uf::Object::destroy();
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}
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void ext::Terrain::initialize() {
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uf::Object::initialize();
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// alias Mesh types
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{
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// this->addAlias<ext::TerrainGenerator::mesh_t, uf::MeshBase>();
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this->addAlias<ext::TerrainGenerator::mesh_t, uf::Mesh>();
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}
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uf::Serializer& metadata = this->getComponent<uf::Serializer>();
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std::size_t seed;
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if ( metadata["terrain"]["seed"].isUInt64() ) {
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seed = metadata["terrain"]["seed"].asUInt64();
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} else if ( metadata["terrain"]["seed"].isString() ) {
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seed = std::hash<std::string>{}( metadata["terrain"]["seed"].asString() );
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}
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{
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std::cout << "Seed: " << seed << std::endl;
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ext::TerrainGenerator::noise.seed( seed );
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}
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/* setup folder */ {
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uf::Serializer modifiers;
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modifiers["terrain"]["seed"] = metadata["terrain"]["seed"];
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modifiers["region"]["size"] = metadata["region"]["size"];
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modifiers["region"]["subdivisions"] = metadata["region"]["subdivisions"];
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modifiers["region"]["modulus"] = metadata["region"]["modulus"];
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std::string input = modifiers;
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metadata["system"]["hash"] = uf::string::sha256( input );
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try {
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std::string save = "./data/save/" + metadata["system"]["hash"].asString() + "/";
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int status = mkdir(save.c_str());
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} catch ( ... ) {
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}
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try {
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std::string save = "./data/save/" + metadata["system"]["hash"].asString() + "/regions/";
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int status = mkdir(save.c_str());
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} catch ( ... ) {
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}
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}
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// setup maze
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{
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ext::Maze& maze = this->getComponent<ext::Maze>();
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maze.initialize(8, 8, 1, 0.5, 0.5);
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maze.seed = seed;
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maze.build();
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maze.print();
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}
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this->m_name = "Terrain";
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metadata["system"]["state"] = "preinit";
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metadata["system"]["modified"] = true;
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this->addHook( "system:TickRate.Restore", [&](const std::string& event)->std::string{
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std::cout << "Returning limiter from " << uf::thread::limiter << " to " << metadata["system"]["limiter"].asFloat() << std::endl;
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uf::thread::limiter = metadata["system"]["limiter"].asFloat();
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return "true";
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});
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this->addHook( "terrain:Post-Initialize.%UID%", [&](const std::string& event)->std::string{
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this->generate();
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return "true";
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});
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}
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void ext::Terrain::tick() {
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uf::Object::tick();
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uf::Scene& root = this->getRootParent<uf::Scene>();
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uf::Object& controller = root.getController<uf::Object>();
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uf::Serializer& metadata = this->getComponent<uf::Serializer>();
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pod::Thread& mainThread = uf::thread::has("Main") ? uf::thread::get("Main") : uf::thread::create( "Main", false, true );
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// lambda to transition from a resolving state
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auto transitionState = [&]( ext::Terrain& that, const std::string& next, bool unresolved ){
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uf::Serializer& metadata = that.getComponent<uf::Serializer>();
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// uf::thread::add( mainThread, [&]() -> int {
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// std::cout << "Transitioning: " << metadata["system"]["state"].asString() << " -> ";
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metadata["system"]["state"] = unresolved ? next : "open";
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metadata["system"]["modified"] = unresolved;
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// std::cout << metadata["system"]["state"].asString() << std::endl;
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// return 0;}, true );
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};
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// lambda to transition into a resolving state
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auto transitionResolvingState = [&]( ext::Terrain& that ){
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uf::Serializer& metadata = that.getComponent<uf::Serializer>();
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// std::cout << "Resolving: " << metadata["system"]["state"].asString() << " -> ";
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metadata["system"]["state"] = "resolving:" + metadata["system"]["state"].asString();
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// std::cout << metadata["system"]["state"].asString() << std::endl;
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};
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// lambda for sorting regions, nearest to farthest, from the controller
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auto sortRegions = [&]( uf::Object& controller, std::vector<uf::Object*>& regions ){
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const pod::Vector3& position = controller.getComponent<pod::Transform<>>().position;
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std::sort( regions.begin(), regions.end(), [&]( const uf::Object* l, const uf::Object* r ){
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if ( !l ) return false; if ( !r ) return true;
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if ( !l->hasComponent<pod::Transform<>>() ) return false; if ( !r->hasComponent<pod::Transform<>>() ) return true;
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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 ) );
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} );
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};
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// generate initial terrain
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if ( metadata["system"]["state"] == "preinit" ) {
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uf::Entity* controller = root.findByName("Player");
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if ( controller ) {
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transitionState(*this, "initialize", true);
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this->generate(true);
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this->relocateChildren();
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// this->queueHook("terrain:Post-Initialize.%UID%", "", 1.0f);
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this->callHook("terrain:Post-Initialize.%UID%");
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}
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}
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// process only if there's child regions
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if ( this->m_children.empty() ) return;
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// multipurpose timer
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static uf::Timer<long long> timer(false);
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// do collision on children
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#if 0
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{
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bool local = false;
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bool sort = false;
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bool useStrongest = false;
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pod::Thread& thread = uf::thread::has("Physics") ? uf::thread::get("Physics") : uf::thread::create( "Physics", true, false );
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auto function = [&]() -> int {
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std::vector<uf::Object*> entities;
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std::function<void(uf::Entity*)> filter = [&]( uf::Entity* entity ) {
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auto& metadata = entity->getComponent<uf::Serializer>();
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if ( !metadata["system"]["physics"]["collision"].isNull() && !metadata["system"]["physics"]["collision"].asBool() ) return;
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if ( entity->hasComponent<uf::Collider>() )
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entities.push_back((uf::Object*) entity);
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};
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this->process(filter);
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auto onCollision = []( pod::Collider::Manifold& manifold, uf::Object* a, uf::Object* b ){
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uf::Serializer payload;
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payload["normal"][0] = manifold.normal.x;
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payload["normal"][1] = manifold.normal.y;
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payload["normal"][2] = manifold.normal.z;
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payload["entity"] = b->getUid();
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payload["depth"] = -manifold.depth;
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a->callHook("world:Collision.%UID%", payload);
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payload["entity"] = a->getUid();
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payload["depth"] = manifold.depth;
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b->callHook("world:Collision.%UID%", payload);
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};
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auto testColliders = [&]( uf::Collider& colliderA, uf::Collider& colliderB, uf::Object* a, uf::Object* b, bool useStrongest ){
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pod::Collider::Manifold strongest;
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auto manifolds = colliderA.intersects(colliderB);
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for ( auto manifold : manifolds ) {
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if ( manifold.colliding && manifold.depth > 0 ) {
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if ( !useStrongest ) onCollision(manifold, a, b);
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else if ( strongest.depth < manifold.depth ) strongest = manifold;
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}
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}
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if ( useStrongest && strongest.colliding ) onCollision(strongest, a, b);
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};
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// collide with world
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for ( auto* _ : entities ) {
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uf::Object& entity = *_;
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auto& transform = entity.getComponent<pod::Transform<>>();
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pod::Vector3f size; {
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size.x = metadata["region"]["size"][0].asUInt();
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size.y = metadata["region"]["size"][1].asUInt();
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size.z = metadata["region"]["size"][2].asUInt();
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}
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uf::Entity* regionPointer = _;
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while ( regionPointer->getName() != "Region" ) {
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regionPointer = ®ionPointer->getParent();
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if ( regionPointer->getUid() == 0 ) break;
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if ( regionPointer->getUid() == this->getUid() ) break;
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}
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if ( regionPointer == this ) continue;
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if ( regionPointer->getUid() == 0 ) continue;
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if ( regionPointer->getName() != "Region" ) continue;
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if ( !regionPointer ) continue;
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ext::Region& region = *(ext::Region*) regionPointer;
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/*
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pod::Vector3f pointf = transform.position / size;
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pod::Vector3i point = {
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(int) (pointf.x + (pointf.x > 0 ? 0.5 : -0.5)),
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(int) (pointf.y + (pointf.y > 0 ? 0.5 : -0.5)),
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(int) (pointf.z + (pointf.z > 0 ? 0.5 : -0.5)),
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};
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// std::cout << entity.getName() << ": " << entity.getUid() << ": " << point.x << ", " << point.y << ", " << point.z << std::endl;
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if ( !this->exists(point) ) continue;
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ext::Region* regionPointer = this->at(point);
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if ( !regionPointer ) continue;
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ext::Region& region = *regionPointer;
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*/
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auto& generator = region.getComponent<ext::TerrainGenerator>();
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auto& regionPosition = region.getComponent<pod::Transform<>>().position;
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pod::Vector3f voxelPosition = transform.position - regionPosition;
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voxelPosition.x += size.x / 2.0f;
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voxelPosition.y += size.y / 2.0f + 1;
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voxelPosition.z += size.z / 2.0f;
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uf::Collider collider;
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std::vector<pod::Vector3ui> positions = {
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{ voxelPosition.x, voxelPosition.y, voxelPosition.z },
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{ voxelPosition.x - 1, voxelPosition.y, voxelPosition.z },
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{ voxelPosition.x + 1, voxelPosition.y, voxelPosition.z },
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{ voxelPosition.x, voxelPosition.y - 1, voxelPosition.z },
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{ voxelPosition.x, voxelPosition.y + 1, voxelPosition.z },
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{ voxelPosition.x, voxelPosition.y, voxelPosition.z - 1 },
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{ voxelPosition.x, voxelPosition.y, voxelPosition.z + 1},
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};
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for ( auto& position : positions ) {
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ext::TerrainVoxel voxel = ext::TerrainVoxel::atlas( generator.getVoxel( position.x, position.y, position.z ) );
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pod::Vector3 offset = regionPosition;
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offset.x += position.x - (size.x / 2.0f);
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offset.y += position.y - (size.y / 2.0f);
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offset.z += position.z - (size.z / 2.0f);
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if ( !voxel.solid() ) continue;
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collider.add( new uf::BoundingBox( offset, {0.5, 0.5, 0.5} ) );
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/*
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uf::BaseMesh<pod::Vertex_3F> mesh;
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const ext::TerrainVoxel::Model& model = voxel.model();
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#define TERRAIN_SHOULD_RENDER_FACE(SIDE)\
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for ( uint i = 0; i < model.position.SIDE.size() / 3; ++i ) {\
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auto& vertex = mesh.vertices.emplace_back();\
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{\
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pod::Vector3f& p = vertex.position;\
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p.x = model.position.SIDE[i*3+0]; p.y = model.position.SIDE[i*3+1]; p.z = model.position.SIDE[i*3+2];\
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p.x += offset.x; p.y += offset.y; p.z += offset.z;\
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}\
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}
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TERRAIN_SHOULD_RENDER_FACE(left)
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TERRAIN_SHOULD_RENDER_FACE(right)
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TERRAIN_SHOULD_RENDER_FACE(top)
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TERRAIN_SHOULD_RENDER_FACE(bottom)
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TERRAIN_SHOULD_RENDER_FACE(back)
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TERRAIN_SHOULD_RENDER_FACE(front)
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uf::MeshCollider* mCollider = new uf::MeshCollider();
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mCollider->setPositions( mesh );
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pCollider.add(mCollider);
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*/
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}
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testColliders( collider, entity.getComponent<uf::Collider>(), ®ion, &entity, useStrongest );
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}
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// collide with others
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for ( auto* _a : entities ) {
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uf::Object& entityA = *_a;
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for ( auto* _b : entities ) { if ( _a == _b ) continue;
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uf::Object& entityB = *_b;
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testColliders( entityA.getComponent<uf::Collider>(), entityB.getComponent<uf::Collider>(), &entityA, &entityB, useStrongest );
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}
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}
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return 0;
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};
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if ( local ) function(); else uf::thread::add( thread, function, true );
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}
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#endif
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// open gamestate, look for work
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if ( metadata["system"]["state"] == "open" ) { transitionResolvingState(*this);
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// cleanup orphans
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{
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}
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// remove regions too far
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{
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std::vector<pod::Vector3i> locations;
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for ( uf::Entity* region : this->m_children ) { if ( !region || region->getName() != "Region" ) continue;
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const pod::Transform<>& transform = region->getComponent<pod::Transform<>>();
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pod::Vector3i location = {
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(int) transform.position.x / metadata["region"]["size"][0].asInt(),
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(int) transform.position.y / metadata["region"]["size"][1].asInt(),
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(int) transform.position.z / metadata["region"]["size"][2].asInt()
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};
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// location too far
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bool degenerate = !this->inBounds( location );
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// keep if an entity requests for it
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for ( uf::Entity* entity : region->getChildren() ) { if ( !entity ) continue;
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uf::Serializer& metadata = entity->getComponent<uf::Serializer>();
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if ( metadata["region"].isObject() && metadata["region"]["persist"].asBool() ) {
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degenerate = false;
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break;
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}
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}
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if ( degenerate )
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locations.push_back(location);
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}
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// load new regions, remove old regions
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if ( !locations.empty() ) {
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this->generate();
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for ( pod::Vector3i& location : locations )
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this->degenerate(location);
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}
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// move to next state:
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transitionState(*this, "initialize", !locations.empty());
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}
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}
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// initialize new regions
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if ( metadata["system"]["state"] == "initialize" ) { transitionResolvingState(*this);
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uf::thread::add( uf::thread::fetchWorker(), [&]() -> int {
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std::vector<uf::Object*> regions;
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// retrieve changed regions
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for ( uf::Entity* region : this->m_children ) { if ( !region ) continue;
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uf::Serializer& metadata = region->getComponent<uf::Serializer>();
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// if ( metadata["region"]["location"].isObject() )
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regions.push_back((uf::Object*) region);
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}
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// sort by closest to farthest
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sortRegions(controller, regions);
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// initialize uninitialized regions
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for ( uf::Object* region : regions ) {
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// uf::thread::add( uf::thread::fetchWorker(), [&]() -> int {
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uf::Serializer& metadata = region->getComponent<uf::Serializer>();
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if ( !metadata["region"]["initialized"].asBool() ) region->initialize();
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if ( !metadata["region"]["generated"].asBool() ) region->callHook("region:Generate.%UID%", "");
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if ( !metadata["region"]["rasterized"].asBool() ) region->callHook("region:Rasterize.%UID%", "");
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// return 0;}, true );
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}
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// move to next state:
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transitionState(*this, "open", !regions.empty());
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return 0;}, true );
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}
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/*
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// initialize newly generated regions
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if ( metadata["system"]["state"] == "initialize" ) { transitionResolvingState(*this);
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uf::thread::add( uf::thread::fetchWorker(), [&]() -> int {
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std::vector<uf::Object*> regions;
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// retrieve changed regions
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for ( uf::Entity* region : this->m_children ) { if ( !region ) continue;
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uf::Serializer& metadata = region->getComponent<uf::Serializer>();
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if ( !metadata["region"]["initialized"].asBool() ) regions.push_back((uf::Object*) region);
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}
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// sort by closest to farthest
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sortRegions(controller, regions);
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// initialize uninitialized regions
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for ( uf::Object* region : regions ) region->initialize();
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// move to next state:
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transitionState(*this, "generate", !regions.empty());
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return 0;}, true );
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}
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// generate terrain inside region
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if ( metadata["system"]["state"] == "generate" ) { transitionResolvingState(*this);
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uf::thread::add( uf::thread::fetchWorker(), [&]() -> int {
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std::vector<uf::Object*> regions;
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// retrieve changed regions
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for ( uf::Entity* region : this->m_children ) { if ( !region || region->getName() != "Region" ) continue;
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uf::Serializer& metadata = region->getComponent<uf::Serializer>();
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if ( !metadata["region"]["generated"].asBool() ) regions.push_back((uf::Object*) region);
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}
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// sort by closest to farthest
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sortRegions(controller, regions);
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// generate
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for ( uf::Object* region : regions ) region->callHook("region:Generate.%UID%", "");
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// move to next state:
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transitionState(*this, "rasterize", !regions.empty());
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return 0;}, true );
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}
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if ( metadata["system"]["state"] == "rasterize" ) { transitionResolvingState(*this);
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uf::thread::add( uf::thread::fetchWorker(), [&]() -> int {
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std::vector<uf::Object*> regions;
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// retrieve changed regions
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for ( uf::Entity* region : this->m_children ) { if ( !region || region->getName() != "Region" ) continue;
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uf::Serializer& metadata = region->getComponent<uf::Serializer>();
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if ( !metadata["region"]["rasterized"].asBool() ) regions.push_back((uf::Object*) region);
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}
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// sort by closest to farthest
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sortRegions(controller, regions);
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// generate
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for ( uf::Object* region : regions ) region->callHook("region:Rasterize.%UID%", "");
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// move to open state
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transitionState(*this, "open", !regions.empty());
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return 0;}, true );
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}
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*/
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// check if we need to relocate entities
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this->relocateChildren();
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}
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void ext::Terrain::render() {
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uf::Object::render();
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}
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void ext::Terrain::relocateChildren() {
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uf::Scene& root = this->getRootParent<uf::Scene>();
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std::vector<uf::Entity*> entities;
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root.process( [&]( uf::Entity* entity ) {
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if ( !entity || entity->getUid() == 0 ) return;
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uf::Serializer& metadata = entity->getComponent<uf::Serializer>();
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if ( metadata["region"].isObject() && metadata["region"]["track"].asBool() ) {
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if ( std::find( entities.begin(), entities.end(), entity ) == entities.end() ) {
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entities.push_back(entity);
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}
|
|
}
|
|
} );
|
|
|
|
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] = ®ion;
|
|
}
|
|
}
|
|
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 );
|
|
} |