Chunk.cpp 17 KB

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  1. #include "Chunk.h"
  2. #include "Constants.h"
  3. #include "DX12ChunkData.h"
  4. #include "FactoryClient.h"
  5. #include "Globals.h"
  6. #include "World.h"
  7. Chunk::Chunk(Framework::Point location)
  8. : ReferenceCounter(),
  9. location(location),
  10. isLoading(0),
  11. lightChanged(0),
  12. bLock(),
  13. vLock(),
  14. aLock(),
  15. dx12Data(new DX12ChunkData(location))
  16. {
  17. blocks = new Block*[CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT];
  18. memset(blocks, 0, CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT * sizeof(Block*));
  19. }
  20. Chunk::Chunk(Framework::Point location, Framework::StreamReader* zReader)
  21. : Chunk(location)
  22. {
  23. load(zReader);
  24. // for (ChunkModelBuilder* builder : modelBuilders)
  25. //{
  26. // buildModel(builder);
  27. // }
  28. }
  29. Chunk::~Chunk()
  30. {
  31. char msg = 1; // remove observer
  32. if (World::INSTANCE)
  33. {
  34. World::INSTANCE->zClient()->chunkAPIRequest(location, &msg, 1);
  35. }
  36. bLock.lockWrite();
  37. for (int i = 0; i < CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT; i++)
  38. {
  39. if (blocks[i])
  40. {
  41. blocks[i]->release();
  42. blocks[i] = 0;
  43. }
  44. }
  45. delete[] blocks;
  46. bLock.unlockWrite();
  47. dx12Data->release();
  48. }
  49. void Chunk::appendAnimation(
  50. Block* zB, int boneId, double time, Vec3<float> pos, Vec3<float> rot)
  51. {
  52. if (!zB->zSkeleton() || !zB->zSkeleton()->zBone(boneId)) return;
  53. aLock.lockRead();
  54. for (BlockAnimation* animation : animations)
  55. {
  56. if (animation->zBlock() == zB)
  57. {
  58. animation->appendAnimation(boneId, time, pos, rot);
  59. aLock.unlockRead();
  60. return;
  61. }
  62. }
  63. aLock.unlockRead();
  64. SkeletonAnimation* sa = new SkeletonAnimation();
  65. Bone* bone = zB->zSkeleton()->zBone(boneId);
  66. sa->addAnimation(boneId, bone->getPosition(), bone->getRotation());
  67. sa->addKeyFrame(boneId, time, pos, rot);
  68. aLock.lockWrite();
  69. animations.add(new BlockAnimation(dynamic_cast<Block*>(zB->getThis()), sa));
  70. aLock.unlockWrite();
  71. }
  72. void Chunk::load(Framework::StreamReader* zReader)
  73. {
  74. bLock.lockWrite();
  75. for (int i = 0; i < CHUNK_SIZE * CHUNK_SIZE * WORLD_HEIGHT; i++)
  76. {
  77. if (blocks[i])
  78. {
  79. blocks[i]->release();
  80. blocks[i] = 0;
  81. }
  82. }
  83. bLock.unlockWrite();
  84. isLoading = 1;
  85. Framework::Vec3<int> pos = {0, 0, 0};
  86. unsigned short id;
  87. zReader->read((char*)&id, 2);
  88. int count = 0;
  89. while (id)
  90. {
  91. int index;
  92. zReader->read((char*)&index, 4);
  93. char state = 0;
  94. zReader->read(&state, 1);
  95. char flowOptions = 0;
  96. char distanceToSource = 0;
  97. if (state & 1)
  98. {
  99. zReader->read(&flowOptions, 1);
  100. zReader->read(&distanceToSource, 1);
  101. }
  102. bool passable = 0;
  103. float speedModifier = 1.f;
  104. if (state & 2)
  105. {
  106. passable = 1;
  107. zReader->read((char*)&speedModifier, 4);
  108. }
  109. pos = Vec3<int>((index / WORLD_HEIGHT) / CHUNK_SIZE,
  110. (index / WORLD_HEIGHT) % CHUNK_SIZE,
  111. index % WORLD_HEIGHT);
  112. Direction dir = blockTypes[id]->getDefaultFrontDirection();
  113. if (state & 4)
  114. {
  115. zReader->read((char*)&dir, 1);
  116. }
  117. if (blockTypes[id]->doesNeedInstance())
  118. {
  119. Block* b = blockTypes[id]->createBlock(
  120. {pos.x + location.x - CHUNK_SIZE / 2,
  121. pos.y + location.y - CHUNK_SIZE / 2,
  122. pos.z},
  123. passable,
  124. speedModifier,
  125. dir);
  126. b->setFlow(flowOptions, distanceToSource);
  127. bLock.lockWrite();
  128. blocks[index] = b;
  129. bLock.unlockWrite();
  130. if (b->isVisible())
  131. {
  132. if (dx12Data->isSimpleBlock(b))
  133. {
  134. dx12Data->setBlock(index, b);
  135. }
  136. else
  137. {
  138. vLock.lockWrite();
  139. visibleBlocks.add(b);
  140. vLock.unlockWrite();
  141. }
  142. }
  143. count++;
  144. }
  145. zReader->read((char*)&id, 2);
  146. }
  147. std::cout << "Loaded " << count << " blocks\n";
  148. int index = 0;
  149. // light
  150. zReader->read((char*)&index, 4);
  151. char lightData[6];
  152. while (index >= -1)
  153. {
  154. if (index == -1)
  155. {
  156. int x = 0;
  157. int y = 0;
  158. int z = 0;
  159. zReader->read((char*)&x, 4);
  160. zReader->read((char*)&y, 4);
  161. zReader->read((char*)&z, 4);
  162. zReader->read(lightData, 6);
  163. if (x == -1)
  164. {
  165. int cacheIndex = y * WORLD_HEIGHT + z;
  166. bLock.lockRead();
  167. Block* zB = blocks[cacheIndex];
  168. if (zB)
  169. {
  170. zB->setLightData(WEST, (unsigned char*)lightData, 0);
  171. }
  172. bLock.unlockRead();
  173. }
  174. else if (y == -1)
  175. {
  176. int cacheIndex = (x * CHUNK_SIZE) * WORLD_HEIGHT + z;
  177. bLock.lockRead();
  178. Block* zB = blocks[cacheIndex];
  179. if (zB)
  180. {
  181. zB->setLightData(NORTH, (unsigned char*)lightData, 0);
  182. }
  183. bLock.unlockRead();
  184. }
  185. else if (x == CHUNK_SIZE)
  186. {
  187. int cacheIndex
  188. = ((CHUNK_SIZE - 1) * CHUNK_SIZE + y) * WORLD_HEIGHT + z;
  189. bLock.lockRead();
  190. Block* zB = blocks[cacheIndex];
  191. if (zB)
  192. {
  193. zB->setLightData(EAST, (unsigned char*)lightData, 0);
  194. }
  195. bLock.unlockRead();
  196. }
  197. else if (y == CHUNK_SIZE)
  198. {
  199. int cacheIndex
  200. = (x * CHUNK_SIZE + (CHUNK_SIZE - 1)) * WORLD_HEIGHT + z;
  201. bLock.lockRead();
  202. Block* zB = blocks[cacheIndex];
  203. if (zB)
  204. {
  205. zB->setLightData(SOUTH, (unsigned char*)lightData, 0);
  206. }
  207. bLock.unlockRead();
  208. }
  209. }
  210. else
  211. {
  212. zReader->read(lightData, 6);
  213. Framework::Vec3<int> location((index / WORLD_HEIGHT) / CHUNK_SIZE,
  214. (index / WORLD_HEIGHT) % CHUNK_SIZE,
  215. index % WORLD_HEIGHT);
  216. for (int i = 0; i < 6; i++)
  217. {
  218. Framework::Vec3<int> pos
  219. = location + getDirection(getDirectionFromIndex(i));
  220. if (pos.z >= 0 && pos.z < WORLD_HEIGHT)
  221. {
  222. if (pos.x >= 0 && pos.x < CHUNK_SIZE && pos.y >= 0
  223. && pos.y < CHUNK_SIZE)
  224. {
  225. int cacheIndex
  226. = (pos.x * CHUNK_SIZE + pos.y) * WORLD_HEIGHT
  227. + pos.z;
  228. bLock.lockRead();
  229. Block* zB = blocks[cacheIndex];
  230. if (zB)
  231. {
  232. bool visible = zB->isVisible();
  233. zB->setLightData(
  234. getOppositeDirection(getDirectionFromIndex(i)),
  235. (unsigned char*)lightData,
  236. 0);
  237. if (zB->isVisible() && !visible)
  238. {
  239. zB->tick(0);
  240. vLock.lockWrite();
  241. visibleBlocks.add(zB);
  242. vLock.unlockWrite();
  243. }
  244. }
  245. bLock.unlockRead();
  246. }
  247. else
  248. {
  249. pos.x += this->location.x - CHUNK_SIZE / 2;
  250. pos.y += this->location.y - CHUNK_SIZE / 2;
  251. World::INSTANCE->getChunkReadLock().lock();
  252. Chunk* c = World::INSTANCE->zChunk(
  253. World::INSTANCE->getChunkCenter(pos.x, pos.y));
  254. if (c)
  255. {
  256. c->getBlockReadLock().lock();
  257. Block* zB = c->zBlockAt(pos);
  258. if (zB)
  259. {
  260. bool visible = zB->isVisible();
  261. zB->setLightData(getOppositeDirection(
  262. getDirectionFromIndex(i)),
  263. (unsigned char*)lightData,
  264. c);
  265. if (zB->isVisible() && !visible)
  266. {
  267. zB->tick(0);
  268. vLock.lockWrite();
  269. c->visibleBlocks.add(zB);
  270. vLock.unlockWrite();
  271. }
  272. }
  273. c->getBlockReadLock().unlock();
  274. }
  275. World::INSTANCE->getChunkReadLock().unlock();
  276. }
  277. }
  278. }
  279. }
  280. zReader->read((char*)&index, 4);
  281. }
  282. isLoading = 0;
  283. }
  284. void Chunk::forAll(std::function<void(Model3D*)> f)
  285. {
  286. vLock.lockRead();
  287. for (Block* b : visibleBlocks)
  288. {
  289. f(b);
  290. }
  291. vLock.unlockRead();
  292. }
  293. bool Chunk::tick(std::function<void(Model3D*)> f, double time)
  294. {
  295. bool res = 0;
  296. aLock.lockRead();
  297. auto iterator = animations.begin();
  298. while (iterator)
  299. {
  300. if (iterator->tick(time))
  301. {
  302. res |= iterator->zBlock()->tick(time);
  303. if (iterator->isFinished())
  304. {
  305. aLock.lockWrite();
  306. iterator.remove();
  307. aLock.unlockWrite();
  308. continue;
  309. }
  310. }
  311. else
  312. {
  313. aLock.lockWrite();
  314. iterator.remove();
  315. aLock.unlockWrite();
  316. continue;
  317. }
  318. ++iterator;
  319. }
  320. aLock.unlockRead();
  321. vLock.lockRead();
  322. for (Block* b : visibleBlocks)
  323. {
  324. res |= b->tick(time);
  325. }
  326. vLock.unlockRead();
  327. if (lightChanged)
  328. {
  329. bLock.lockRead();
  330. dx12Data->updateLightning(this);
  331. bLock.unlockRead();
  332. lightChanged = 0;
  333. }
  334. return 1;
  335. }
  336. void Chunk::destroy() {}
  337. void Chunk::api(char* message)
  338. {
  339. switch (message[0])
  340. {
  341. case 0: // set block
  342. {
  343. unsigned short id = *(int*)(message + 1);
  344. int index = *(int*)(message + 3);
  345. char state = message[7];
  346. char flowOptions = 0;
  347. char distanceToSource = 0;
  348. int i = 8;
  349. if (state & 1)
  350. {
  351. flowOptions = message[i++];
  352. distanceToSource = message[i++];
  353. }
  354. bool passable = 0;
  355. float speedModifier = 1.f;
  356. if (state & 2)
  357. {
  358. passable = 1;
  359. speedModifier = *(float*)(message + i);
  360. i += 4;
  361. }
  362. Direction dir = blockTypes[id]->getDefaultFrontDirection();
  363. if (state & 4)
  364. {
  365. dir = (Direction)message[i++];
  366. }
  367. Framework::Vec3<int> location((index / WORLD_HEIGHT) / CHUNK_SIZE,
  368. (index / WORLD_HEIGHT) % CHUNK_SIZE,
  369. index % WORLD_HEIGHT);
  370. location.x += this->location.x - CHUNK_SIZE / 2;
  371. location.y += this->location.y - CHUNK_SIZE / 2;
  372. if (blockTypes[id]->doesNeedInstance())
  373. {
  374. Block* zB = blockTypes[id]->createBlock(
  375. location, passable, speedModifier, dir);
  376. zB->setFlow(flowOptions, distanceToSource);
  377. setBlock(zB);
  378. }
  379. else
  380. {
  381. bLock.lockRead();
  382. Block* zB = zBlockAt(location);
  383. if (zB) removeBlock(zB);
  384. bLock.unlockRead();
  385. }
  386. break;
  387. }
  388. case 1: // animate block
  389. {
  390. int index = *(int*)(message + 1);
  391. int boneId = *(int*)(message + 5);
  392. double time = *(double*)(message + 9);
  393. Framework::Vec3<float> pos;
  394. pos.x = *(float*)(message + 17);
  395. pos.y = *(float*)(message + 21);
  396. pos.z = *(float*)(message + 25);
  397. Framework::Vec3<float> rot;
  398. rot.x = *(float*)(message + 29);
  399. rot.y = *(float*)(message + 33);
  400. rot.z = *(float*)(message + 37);
  401. Framework::Vec3<int> location((index / WORLD_HEIGHT) / CHUNK_SIZE,
  402. (index / WORLD_HEIGHT) % CHUNK_SIZE,
  403. index % WORLD_HEIGHT);
  404. location.x += this->location.x - CHUNK_SIZE / 2;
  405. location.y += this->location.y - CHUNK_SIZE / 2;
  406. bLock.lockRead();
  407. Block* zB = zBlockAt(location);
  408. if (zB) appendAnimation(zB, boneId, time, pos, rot);
  409. bLock.unlockRead();
  410. break;
  411. }
  412. }
  413. }
  414. Block* Chunk::zBlockAt(Framework::Vec3<int> location)
  415. {
  416. if (location.z < 0 || location.z >= WORLD_HEIGHT) return 0;
  417. location.x = location.x % CHUNK_SIZE;
  418. location.y = location.y % CHUNK_SIZE;
  419. if (location.x < 0) location.x += CHUNK_SIZE;
  420. if (location.y < 0) location.y += CHUNK_SIZE;
  421. int index
  422. = (location.x * CHUNK_SIZE + location.y) * WORLD_HEIGHT + location.z;
  423. return blocks[index];
  424. }
  425. void Chunk::setBlock(Block* block)
  426. {
  427. Framework::Vec3<int> pos = block->getLocation();
  428. pos.x = pos.x % CHUNK_SIZE;
  429. pos.y = pos.y % CHUNK_SIZE;
  430. if (pos.x < 0) pos.x += CHUNK_SIZE;
  431. if (pos.y < 0) pos.y += CHUNK_SIZE;
  432. int index = (pos.x * CHUNK_SIZE + pos.y) * WORLD_HEIGHT + pos.z;
  433. bLock.lockWrite();
  434. if (blocks[index])
  435. {
  436. if (!dx12Data->isSimpleBlock(blocks[index]))
  437. {
  438. vLock.lockWrite();
  439. for (Framework::ArrayIterator<Block*> vi = visibleBlocks.begin();
  440. vi;
  441. vi++)
  442. {
  443. if (blocks[index] == (Block*)vi)
  444. {
  445. vi.remove();
  446. break;
  447. }
  448. }
  449. vLock.unlockWrite();
  450. }
  451. blocks[index]->copyLightTo(block);
  452. blocks[index]->release();
  453. }
  454. blocks[index] = block;
  455. bLock.unlockWrite();
  456. if (block && block->isVisible())
  457. {
  458. if (dx12Data->isSimpleBlock(block))
  459. {
  460. dx12Data->setBlock(index, block);
  461. }
  462. else
  463. {
  464. dx12Data->setBlock(index, 0);
  465. vLock.lockWrite();
  466. visibleBlocks.add(block);
  467. vLock.unlockWrite();
  468. }
  469. }
  470. else
  471. {
  472. dx12Data->setBlock(index, 0);
  473. }
  474. }
  475. void Chunk::removeBlock(Block* zBlock)
  476. {
  477. if (!dx12Data->isSimpleBlock(zBlock))
  478. {
  479. vLock.lockWrite();
  480. for (Framework::ArrayIterator<Block*> iterator = visibleBlocks.begin();
  481. iterator;
  482. iterator++)
  483. {
  484. if (zBlock == (Block*)iterator)
  485. {
  486. iterator.remove();
  487. break;
  488. }
  489. }
  490. vLock.unlockWrite();
  491. }
  492. Vec3<int> pos = zBlock->getLocation();
  493. pos.x = pos.x % CHUNK_SIZE;
  494. pos.y = pos.y % CHUNK_SIZE;
  495. if (pos.x < 0) pos.x += CHUNK_SIZE;
  496. if (pos.y < 0) pos.y += CHUNK_SIZE;
  497. int index = (pos.x * CHUNK_SIZE + pos.y) * WORLD_HEIGHT + pos.z;
  498. if (dx12Data->isSimpleBlock(zBlock))
  499. {
  500. dx12Data->setBlock(index, 0);
  501. }
  502. bLock.lockWrite();
  503. if (blocks[index])
  504. {
  505. blocks[index]->release();
  506. blocks[index] = 0;
  507. }
  508. bLock.unlockWrite();
  509. }
  510. void Chunk::blockVisibilityChanged(Block* zB)
  511. {
  512. if (zB->isVisible())
  513. {
  514. zB->tick(0);
  515. vLock.lockWrite();
  516. visibleBlocks.add(zB);
  517. vLock.unlockWrite();
  518. }
  519. else
  520. {
  521. vLock.lockWrite();
  522. for (Framework::ArrayIterator<Block*> iterator = visibleBlocks.begin();
  523. iterator;
  524. iterator++)
  525. {
  526. if (zB == (Block*)iterator)
  527. {
  528. iterator.remove();
  529. break;
  530. }
  531. }
  532. vLock.unlockWrite();
  533. }
  534. }
  535. Framework::Point Chunk::getCenter() const
  536. {
  537. return location;
  538. }
  539. Framework::Vec3<int> Chunk::getMin() const
  540. {
  541. return {location.x - CHUNK_SIZE / 2, location.y - CHUNK_SIZE / 2, 0};
  542. }
  543. Framework::Vec3<int> Chunk::getMax() const
  544. {
  545. return {
  546. location.x + CHUNK_SIZE / 2, location.y + CHUNK_SIZE / 2, WORLD_HEIGHT};
  547. }
  548. void Chunk::setLightChanged(bool changed)
  549. {
  550. lightChanged = changed;
  551. }
  552. Lock& Chunk::getBlockReadLock() const
  553. {
  554. return bLock.getReadLock();
  555. }
  556. DX12ChunkData* Chunk::zDX12Data() const
  557. {
  558. return dx12Data;
  559. }