287 lines
12 KiB
Zig
287 lines
12 KiB
Zig
const Chunks = @This();
|
|
const std = @import("std");
|
|
|
|
const c = @import("const.zig");
|
|
const math = @import("math.zig");
|
|
const vk = @import("vulkan");
|
|
|
|
const Blocks = @import("assets/Blocks.zig");
|
|
const Chunk = @import("assets/Chunk.zig");
|
|
const Engine = @import("engine/Engine.zig");
|
|
const Iterator2 = math.Iterator2;
|
|
const Vector2Int = math.Vector2Int;
|
|
const Vector3Int = math.Vector3Int;
|
|
|
|
chunks: std.AutoHashMapUnmanaged([3]i16, Chunk),
|
|
|
|
const SweepHit = struct {
|
|
normal_frac: Vector3Int,
|
|
projected_distance_sv: i32,
|
|
};
|
|
|
|
pub fn deinit(self: *Chunks, engine: *Engine, descriptor_pool: vk.DescriptorPool, allocator: std.mem.Allocator) void {
|
|
var it = self.chunks.valueIterator();
|
|
while (it.next()) |chunk| {
|
|
chunk.deinit(engine, descriptor_pool);
|
|
}
|
|
self.chunks.deinit(allocator);
|
|
self.* = undefined;
|
|
}
|
|
|
|
pub fn getVoxelAt(self: *const Chunks, vx: Vector3Int) ?Blocks.Id {
|
|
const min_ck = Vector3Int.initScalar(std.math.minInt(i16));
|
|
const max_ck = Vector3Int.initScalar(std.math.maxInt(i16));
|
|
const ck = vx.divScalar(c.vx_per_ck);
|
|
if (@reduce(.Or, (ck.vector < min_ck.vector) | (ck.vector > max_ck.vector))) {
|
|
return null;
|
|
}
|
|
|
|
if (self.chunks.get(.{
|
|
@intCast(ck.getX()),
|
|
@intCast(ck.getY()),
|
|
@intCast(ck.getZ()),
|
|
})) |chunk| {
|
|
const ckvx = vx.modScalar(c.vx_per_ck);
|
|
return chunk.blocks[@intCast(ckvx.getZ())][@intCast(ckvx.getY())][@intCast(ckvx.getX())];
|
|
} else {
|
|
return .air;
|
|
}
|
|
}
|
|
|
|
pub fn isSolid(self: *const Chunks, vx: Vector3Int) bool {
|
|
const maybe_id = getVoxelAt(self, vx);
|
|
// NOTE `null` is considered solid, as it's out of bounds.
|
|
return maybe_id != .air;
|
|
}
|
|
|
|
pub fn sweepCastDown(self: *const Chunks, min_sv: Vector3Int, max_sv: Vector3Int, distance_sv: i32) ?SweepHit {
|
|
const min_x_vx = c.subvoxelsToVoxels(.border_up, min_sv.getX());
|
|
const min_y_vx = c.subvoxelsToVoxels(.border_up, min_sv.getY());
|
|
const max_x_vx = c.subvoxelsToVoxels(.border_down, max_sv.getX());
|
|
const max_y_vx = c.subvoxelsToVoxels(.border_down, max_sv.getY());
|
|
|
|
const start_z_vx = c.subvoxelsToVoxels(.border_up, min_sv.getZ()) - 1;
|
|
const end_z_vx = c.subvoxelsToVoxels(.border_up, min_sv.getZ() - distance_sv);
|
|
|
|
var z_vx: i32 = start_z_vx;
|
|
while (z_vx >= end_z_vx) : (z_vx -= 1) {
|
|
const z_sv = c.voxelsToSubvoxels(z_vx + 1);
|
|
var it = Iterator2(i32).init(.{
|
|
.min = .{ min_x_vx, min_y_vx },
|
|
.max = .{ max_x_vx, max_y_vx },
|
|
});
|
|
while (it.next()) |xy_vx| {
|
|
const x_vx, const y_vx = xy_vx;
|
|
if (!self.isSolid(.init(x_vx, y_vx, z_vx))) continue;
|
|
|
|
return .{
|
|
.projected_distance_sv = distance_sv - (min_sv.getZ() - z_sv),
|
|
.normal_frac = .unit_z_frac,
|
|
};
|
|
}
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
pub fn sweepCastUp(self: *const Chunks, min_sv: Vector3Int, max_sv: Vector3Int, distance_sv: i32) ?SweepHit {
|
|
const min_x_vx = c.subvoxelsToVoxels(.border_up, min_sv.getX());
|
|
const min_y_vx = c.subvoxelsToVoxels(.border_up, min_sv.getY());
|
|
const max_x_vx = c.subvoxelsToVoxels(.border_down, max_sv.getX());
|
|
const max_y_vx = c.subvoxelsToVoxels(.border_down, max_sv.getY());
|
|
|
|
const start_z_vx = c.subvoxelsToVoxels(.border_down, max_sv.getZ()) + 1;
|
|
const end_z_vx = c.subvoxelsToVoxels(.border_down, max_sv.getZ() + distance_sv);
|
|
|
|
var z_vx: i32 = start_z_vx;
|
|
while (z_vx <= end_z_vx) : (z_vx += 1) {
|
|
const z_sv = c.voxelsToSubvoxels(z_vx);
|
|
var it = Iterator2(i32).init(.{
|
|
.min = .{ min_x_vx, min_y_vx },
|
|
.max = .{ max_x_vx, max_y_vx },
|
|
});
|
|
while (it.next()) |xy_vx| {
|
|
const x_vx, const y_vx = xy_vx;
|
|
if (!self.isSolid(.init(x_vx, y_vx, z_vx))) continue;
|
|
|
|
return .{
|
|
.projected_distance_sv = distance_sv - (z_sv - max_sv.getZ()),
|
|
.normal_frac = .unit_nz_frac,
|
|
};
|
|
}
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
pub fn sweepCastHorizontal(self: *const Chunks, min_sv: Vector3Int, max_sv: Vector3Int, ray_sv: Vector2Int) ?SweepHit {
|
|
const min_z_vx = c.subvoxelsToVoxels(.border_up, min_sv.getZ());
|
|
const max_z_vx = c.subvoxelsToVoxels(.border_down, max_sv.getZ());
|
|
|
|
var hit: ?SweepHit = null;
|
|
var hit_distance_squared = std.math.inf(f32);
|
|
|
|
const fdydx: f32 = @as(f32, @floatFromInt(ray_sv.getY())) / @as(f32, @floatFromInt(ray_sv.getX()));
|
|
const fdxdy: f32 = @as(f32, @floatFromInt(ray_sv.getX())) / @as(f32, @floatFromInt(ray_sv.getY()));
|
|
|
|
// Positive X
|
|
if (ray_sv.getX() > 0) {
|
|
const x0_sv = max_sv.getX();
|
|
const y0_sv = min_sv.getY();
|
|
const y1_sv = max_sv.getY();
|
|
|
|
const start_x_vx = c.subvoxelsToVoxels(.border_down, x0_sv) + 1;
|
|
const end_x_vx = c.subvoxelsToVoxels(.border_down, x0_sv + ray_sv.getX());
|
|
|
|
var x_vx: i32 = start_x_vx;
|
|
px: while (x_vx <= end_x_vx) : (x_vx += 1) {
|
|
const x_sv = c.voxelsToSubvoxels(x_vx);
|
|
const min_y_vx = c.subvoxelsToVoxels(.border_up, math.wideMulDivFloor(x_sv - x0_sv, ray_sv.getY(), ray_sv.getX()) + y0_sv);
|
|
const max_y_vx = c.subvoxelsToVoxels(.border_down, math.wideMulDivCeil(x_sv - x0_sv, ray_sv.getY(), ray_sv.getX()) + y1_sv);
|
|
var it = Iterator2(i32).init(.{
|
|
.min = .{ min_y_vx, min_z_vx },
|
|
.max = .{ max_y_vx, max_z_vx },
|
|
});
|
|
while (it.next()) |yz_vx| {
|
|
const y_vx, const z_vx = yz_vx;
|
|
if (!self.isSolid(.init(x_vx, y_vx, z_vx))) continue;
|
|
|
|
const dx = x_sv - x0_sv;
|
|
const fdx: f32 = @floatFromInt(dx);
|
|
const fdy: f32 = fdx * fdydx;
|
|
|
|
hit = .{
|
|
.projected_distance_sv = ray_sv.getX() - dx,
|
|
.normal_frac = .unit_nx_frac,
|
|
};
|
|
hit_distance_squared = fdx * fdx + fdy * fdy;
|
|
// std.debug.print("HIT +X ({X}->{X}) at ({X}, {X}, {X}) [VX] | min_sv={X} max_sv={X} ray_sv={X} | proj_dist={X} \n", .{ start_x_vx, end_x_vx, x_vx, y_vx, z_vx, min_sv.vector, max_sv.vector, ray_sv.vector, hit.?.projected_distance_sv });
|
|
|
|
break :px;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Negative X
|
|
if (ray_sv.getX() < 0) {
|
|
const x0_sv = min_sv.getX();
|
|
const y0_sv = min_sv.getY();
|
|
const y1_sv = max_sv.getY();
|
|
|
|
const start_x_vx = c.subvoxelsToVoxels(.border_up, x0_sv) - 1;
|
|
const end_x_vx = c.subvoxelsToVoxels(.border_up, x0_sv + ray_sv.getX());
|
|
|
|
var x_vx: i32 = start_x_vx;
|
|
nx: while (x_vx >= end_x_vx) : (x_vx -= 1) {
|
|
const x_sv = c.voxelsToSubvoxels(x_vx + 1);
|
|
const min_y_vx = c.subvoxelsToVoxels(.border_up, math.wideMulDivFloor(x_sv - x0_sv, ray_sv.getY(), ray_sv.getX()) + y0_sv);
|
|
const max_y_vx = c.subvoxelsToVoxels(.border_down, math.wideMulDivCeil(x_sv - x0_sv, ray_sv.getY(), ray_sv.getX()) + y1_sv);
|
|
var it = Iterator2(i32).init(.{
|
|
.min = .{ min_y_vx, min_z_vx },
|
|
.max = .{ max_y_vx, max_z_vx },
|
|
});
|
|
while (it.next()) |yz_vx| {
|
|
const y_vx, const z_vx = yz_vx;
|
|
if (!self.isSolid(.init(x_vx, y_vx, z_vx))) continue;
|
|
|
|
const dx = x_sv - x0_sv;
|
|
const fdx: f32 = @floatFromInt(dx);
|
|
const fdy: f32 = fdx * fdydx;
|
|
|
|
hit = .{
|
|
.projected_distance_sv = -(ray_sv.getX() - dx),
|
|
.normal_frac = .unit_x_frac,
|
|
};
|
|
hit_distance_squared = fdx * fdx + fdy * fdy;
|
|
// std.debug.print("HIT -X ({X}->{X}) at ({X}, {X}, {X}) [VX] | min_sv={X} max_sv={X} ray_sv={X} | proj_dist={X} \n", .{ start_x_vx, end_x_vx, x_vx, y_vx, z_vx, min_sv.vector, max_sv.vector, ray_sv.vector, hit.?.projected_distance_sv });
|
|
|
|
break :nx;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Positive Y
|
|
if (ray_sv.getY() > 0) {
|
|
const y0_sv = max_sv.getY();
|
|
const x0_sv = min_sv.getX();
|
|
const x1_sv = max_sv.getX();
|
|
|
|
const start_y_vx = c.subvoxelsToVoxels(.border_down, y0_sv) + 1;
|
|
const end_y_vx = c.subvoxelsToVoxels(.border_down, y0_sv + ray_sv.getY());
|
|
|
|
var y_vx = start_y_vx;
|
|
py: while (y_vx <= end_y_vx) : (y_vx += 1) {
|
|
const y_sv = c.voxelsToSubvoxels(y_vx);
|
|
const min_x_vx = c.subvoxelsToVoxels(.border_up, math.wideMulDivFloor(y_sv - y0_sv, ray_sv.getX(), ray_sv.getY()) + x0_sv);
|
|
const max_x_vx = c.subvoxelsToVoxels(.border_down, math.wideMulDivCeil(y_sv - y0_sv, ray_sv.getX(), ray_sv.getY()) + x1_sv);
|
|
var it = Iterator2(i32).init(.{
|
|
.min = .{ min_x_vx, min_z_vx },
|
|
.max = .{ max_x_vx, max_z_vx },
|
|
});
|
|
while (it.next()) |xz_vx| {
|
|
const x_vx, const z_vx = xz_vx;
|
|
if (!self.isSolid(.init(x_vx, y_vx, z_vx))) continue;
|
|
|
|
const dy = y_sv - y0_sv;
|
|
const fdy: f32 = @floatFromInt(dy);
|
|
const fdx: f32 = fdy * fdxdy;
|
|
|
|
const this_hit_distance_squared = fdx * fdx + fdy * fdy;
|
|
if (this_hit_distance_squared < hit_distance_squared) {
|
|
hit = .{
|
|
.projected_distance_sv = ray_sv.getY() - dy,
|
|
.normal_frac = .unit_ny_frac,
|
|
};
|
|
hit_distance_squared = this_hit_distance_squared;
|
|
// std.debug.print("HIT +Y ({X}->{X}) at ({X}, {X}, {X}) [VX] | min_sv={X} max_sv={X} ray_sv={X} | proj_dist={X} \n", .{ start_y_vx, end_y_vx, x_vx, y_vx, z_vx, min_sv.vector, max_sv.vector, ray_sv.vector, hit.?.projected_distance_sv });
|
|
}
|
|
|
|
break :py;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Negative Y
|
|
if (ray_sv.getY() < 0.0) {
|
|
const y0_sv = min_sv.getY();
|
|
const x0_sv = min_sv.getX();
|
|
const x1_sv = max_sv.getX();
|
|
|
|
const start_y_vx = c.subvoxelsToVoxels(.border_up, y0_sv) - 1;
|
|
const end_y_vx = c.subvoxelsToVoxels(.border_up, y0_sv + ray_sv.getY());
|
|
|
|
var y_vx = start_y_vx;
|
|
ny: while (y_vx >= end_y_vx) : (y_vx -= 1) {
|
|
const y_sv = c.voxelsToSubvoxels(y_vx + 1);
|
|
const min_x_vx = c.subvoxelsToVoxels(.border_up, math.wideMulDivFloor(y_sv - y0_sv, ray_sv.getX(), ray_sv.getY()) + x0_sv);
|
|
const max_x_vx = c.subvoxelsToVoxels(.border_down, math.wideMulDivCeil(y_sv - y0_sv, ray_sv.getX(), ray_sv.getY()) + x1_sv);
|
|
var it = Iterator2(i32).init(.{
|
|
.min = .{ min_x_vx, min_z_vx },
|
|
.max = .{ max_x_vx, max_z_vx },
|
|
});
|
|
while (it.next()) |xz_vx| {
|
|
const x_vx, const z_vx = xz_vx;
|
|
if (!self.isSolid(.init(x_vx, y_vx, z_vx))) continue;
|
|
|
|
const dy = y_sv - y0_sv;
|
|
const fdy: f32 = @floatFromInt(dy);
|
|
const fdx: f32 = fdy * fdxdy;
|
|
|
|
const this_hit_distance_squared = fdx * fdx + fdy * fdy;
|
|
if (this_hit_distance_squared < hit_distance_squared) {
|
|
hit = .{
|
|
.projected_distance_sv = -(ray_sv.getY() - dy),
|
|
.normal_frac = .unit_y_frac,
|
|
};
|
|
hit_distance_squared = this_hit_distance_squared;
|
|
// std.debug.print("HIT -Y ({X}->{X}) at ({X}, {X}, {X}) [VX] | min_sv={X} max_sv={X} ray_sv={X} | proj_dist={X} \n", .{ start_y_vx, end_y_vx, x_vx, y_vx, z_vx, min_sv.vector, max_sv.vector, ray_sv.vector, hit.?.projected_distance_sv });
|
|
}
|
|
|
|
break :ny;
|
|
}
|
|
}
|
|
}
|
|
|
|
return hit;
|
|
}
|