diff --git a/src/chunkmanager.cpp b/src/chunkmanager.cpp index 90644f0..4f9797f 100644 --- a/src/chunkmanager.cpp +++ b/src/chunkmanager.cpp @@ -136,4 +136,70 @@ namespace chunkmanager }*/ } + void blockpick(bool place){ + // cast a ray from the camera in the direction pointed by the camera itself + glm::vec3 pos = glm::vec3(theCamera.getAtomicPosX(), theCamera.getAtomicPosY(), + theCamera.getAtomicPosZ()); + for(float t = 0.0; t <= 10.0; t += 0.5){ + // traverse the ray a block at the time + pos = theCamera.getPos() + t * theCamera.getFront(); + + // get which chunk and block the ray is at + int px = ((int)(pos.x))/CHUNK_SIZE; + int py = ((int)(pos.y))/CHUNK_SIZE; + int pz = ((int)(pos.z))/CHUNK_SIZE; + int bx = pos.x - px*CHUNK_SIZE; + int by = pos.y - py*CHUNK_SIZE; + int bz = pos.z - pz*CHUNK_SIZE; + + // exit early if the position is invalid or the chunk does not exist + if(px < 0 || py < 0 || pz < 0 || px >= 1024 || py >= 1024 || pz >= 1024) return; + + ChunkTable::accessor a; + if(!chunks.find(a, calculateIndex(px, py, pz))) return; + Chunk::Chunk* c = a->second; + if(!c->getState(Chunk::CHUNK_STATE_GENERATED) || c->getState(Chunk::CHUNK_STATE_EMPTY)) continue; + + Block b = c->getBlock(bx, by, bz); + + a.release(); + // if the block is non empty + if(b != Block::AIR){ + + // if placing a new block + if(place){ + // Go half a block backwards on the ray, to check the block where the ray was + // coming from + // Doing this and not using normal adds the unexpected (and unwanted) ability to + // place blocks diagonally, without faces colliding with the block that has + // been clicked + pos -= theCamera.getFront()*0.5f; + + int px1 = ((int)(pos.x))/CHUNK_SIZE; + int py1 = ((int)(pos.y))/CHUNK_SIZE; + int pz1 = ((int)(pos.z))/CHUNK_SIZE; + int bx1 = pos.x - px1*CHUNK_SIZE; + int by1 = pos.y - py1*CHUNK_SIZE; + int bz1 = pos.z - pz1*CHUNK_SIZE; + + // exit early if the position is invalid or the chunk does not exist + if(px1 < 0 || py1 < 0 || pz1 < 0 || px1 >= 1024 || py1 >= 1024 || pz1 >= 1024) return; + ChunkTable::accessor a1; + if(!chunks.find(a1, calculateIndex(px1, py1, pz1))) return; + Chunk::Chunk* c1 = a1->second; + // place the new block (only stone for now) + c1->setBlock( Block::STONE, bx1, by1, bz1); + + // mark the mesh of the chunk the be updated + c1->setState(Chunk::CHUNK_STATE_MESHED, false); + }else{ + // replace the current block with air to remove it + c->setBlock( Block::AIR, bx, by, bz); + + c->setState(Chunk::CHUNK_STATE_MESHED, false); + } + break; + } + } + } }; diff --git a/src/main.cpp b/src/main.cpp index a8df144..90afc63 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -129,13 +129,13 @@ void processInput(GLFWwindow *window) glfwSetWindowShouldClose(window, true); if(glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_2) == GLFW_PRESS && !blockpick){ - //chunkmanager::blockpick(false); + chunkmanager::blockpick(false); blockpick=true; lastBlockPick=glfwGetTime(); } if(glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_1) == GLFW_PRESS && !blockpick){ - //chunkmanager::blockpick(true); + chunkmanager::blockpick(true); blockpick=true; lastBlockPick=glfwGetTime(); }