multithreaded blockpicking

pull/2/head
EmaMaker 2023-05-26 22:41:18 +02:00
parent 2f9b7cebcd
commit 6113886117
2 changed files with 68 additions and 2 deletions

View File

@ -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;
}
}
}
};

View File

@ -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();
}