multithreaded blockpicking
parent
2f9b7cebcd
commit
6113886117
|
@ -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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
};
|
};
|
||||||
|
|
|
@ -129,13 +129,13 @@ void processInput(GLFWwindow *window)
|
||||||
glfwSetWindowShouldClose(window, true);
|
glfwSetWindowShouldClose(window, true);
|
||||||
|
|
||||||
if(glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_2) == GLFW_PRESS && !blockpick){
|
if(glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_2) == GLFW_PRESS && !blockpick){
|
||||||
//chunkmanager::blockpick(false);
|
chunkmanager::blockpick(false);
|
||||||
blockpick=true;
|
blockpick=true;
|
||||||
lastBlockPick=glfwGetTime();
|
lastBlockPick=glfwGetTime();
|
||||||
}
|
}
|
||||||
|
|
||||||
if(glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_1) == GLFW_PRESS && !blockpick){
|
if(glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_1) == GLFW_PRESS && !blockpick){
|
||||||
//chunkmanager::blockpick(true);
|
chunkmanager::blockpick(true);
|
||||||
blockpick=true;
|
blockpick=true;
|
||||||
lastBlockPick=glfwGetTime();
|
lastBlockPick=glfwGetTime();
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue