Merge branch 'main' into physics-upgrade

This commit is contained in:
MihailRis 2026-03-01 21:14:09 +03:00
commit 30bda4bbc0
12 changed files with 224 additions and 94 deletions

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@ -21,5 +21,6 @@ Documentation for 0.31.
- [Rigging](rigging.md)
- [Scripting](scripting.md)
- [Text styles](text-styles.md)
- [VCM models format](vcm.md)
- [World generator engine](world-generator.md)
- [XML UI building](xml-ui-layouts.md)

101
doc/en/vcm.md Normal file
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@ -0,0 +1,101 @@
# VCM
A text format for describing 3D models, replacing the deprecated `model-primitives` property.
Syntax:
```
@primitive attribute (value1, value2,...) attribute2 "value3" {
@inner_primitive ...
}
```
Same structure in XML:
```xml
<primitive attribute="value1, value2,..." attribute2="value3">
<inner_primitive .../>
</primitive>
```
Unlike XML, the root can contain multiple elements.
Currently, there are three types of primitives: `tri`, `box`, `rect` and `part` (describes a part of a primitive, such as the side of a cube).
> [!NOTE]
> By default, texture coordinates are determined by the dimensions of the primitives.
> For sizes greater than 1.0, the result is undefined and may change in future updates.
> Use `region` or `region-scale` for manual adjustments.
## Primitives
### `tri` Properties
This primitive describes a triangle.
- `a` - Point A. Example: `a (0,0,0)`
- `b` - Point B. Example: `b (1,0,0)`
- `c` - Point C. Example: `c (1,1,0)`
- `uv` - Normalized texture coordinates of the points (6 numbers, 2 per point). Example: `uv (0,0,1,0,1)`
- `texture` - The texture to display. Default: `$0`. Example: `texture "blocks:sand"`
- `region` - UV region within the selected texture, defined by the positions of opposite corners of a square of normalized texture coordinates. Example: `region (0,0,1,1)`
- `region-scale` - multiplier vector for the UV region. Example: `region-scale (0.5,1)`
- `shading` - determines whether shading is enabled on the primitive. Example: `shading off`
By default, texture coordinates are not affected by shape or size, unlike other primitives.
### `rect` Properties
This primitive describes a parallelogram using the right and up vectors.
- `from` - the origin of the primitive. Example: `from (0,0.5,0.125)`
- `right` - the X vector, which also determines the width of the primitive. Example: `right (1,0,0)`
- `up` - the Y vector, which also determines the primitive's height. Example: `up (0,1,0)`
- `texture` - the texture to display. Default: `$0`. Example: `texture "blocks:sand"`
- `region` - the UV region within the selected texture, defined by the positions of opposite corners. Example: `region (0,0,1,1)`
- `region-scale` - the multiplier vector for the automatically selected UV region. Example: `region-scale (0.5,1)`
- `shading` - determines whether shading is enabled on the primitive. Example: `shading off`
- `flip` - flips the UV region horizontally or vertically. Example: `flip v`
### `box` Properties
This primitive describes a rectangular parallelepiped.
- `from` - the primitive's origin. Example: `from (0,0,0)`
- `to` - the point opposite the origin. Example: `to (1,1,1)`
- `origin` - the point relative to which the rotation will be applied. Default: the center of the primitive. Example: `origin (0.5,0.5,0.5)`
- `rotate` - rotation around the (x,y,z) axes in degrees, or a quaternion (x,y,z,w). Example: `rotate (45,0,0)` or `rotate (0.3826834, 0, 0, 0.9238795)`
- `texture` - the default texture to display for all sides.
- `shading` determines whether shading is enabled on the primitive. Example: `shading off`
- `delete` deletes sides by name (top, bottom, east, west, north, south)
### `part` properties (nested in `box`)
This primitive describes the properties of the sides of a rectangular parallelepiped with the specified tags (top/bottom/north/south/east/west).
- `tags` - determines which side the properties will be applied to. Example: `tags (top,bottom)`
- `texture` - the texture to display. Default: `$side_index`.
- `region` - the UV region within the selected texture, defined by the positions of opposite corners. Example: `region (0,0,1,1)`
- `region-scale` is a multiplier vector for the automatically selected UV region. Example: `region-scale (0.5,1)`
## Skeleton
VCM can describe the [skeleton](rigging.md) of a model. The `@bone` element is used for this.
There are two types of bones:
- unnamed - used only for transformations on inner primitives and not included in the final skeleton.
- named - will be included in the final skeleton. The name is specified via the `name` attribute.
The main bone (`root`) is created automatically for the entire model.
If bones are explicitly specified, the model will be divided into several parts named as `model_name.bone_name`.
Since the model is an asset and has no prefix, the loaded skeleton receives the model name, also without a prefix.
The loaded skeleton can be used in the [entity](entity-properties.md#skeleton-name) via the `skeleton-name` property.
In the `pack/preload.json` list, if `"squash": true` is specified, the vcm will be loaded as a single model, without a skeleton.
### `bone` Properties
- `name` - The bone name. If omitted, the bone will be "dissolved" and will not be included in the final skeleton, but transformations will be applied.
- `move` - Moves nested elements.
- `scale` - Scales nested elements. Applied before moving.
- `rotate` - Rotates nested elements around the (x, y, z) axes in degrees, or as a quaternion (x, y, z, w). Example: `rotate (45,0,0)` or `rotate (0.3826834, 0, 0, 0.9238795)`

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@ -22,5 +22,5 @@
- [Свойства сущностей](entity-properties.md)
- [Скриптинг](scripting.md)
- [Стили текста](text-styles.md)
- [Частицы](particles.md)
- [Формат моделей VCM](vcm.md)
- [Частицы](particles.md)

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@ -261,7 +261,8 @@ local function create_FFIview_class(name, typename, typesize)
return function()
i = i + 1
if i <= self.bytes.size / typesize then
return i, self.ptr[i - 1]
local ptr = FFI.cast(ptrtype, self.bytes.bytes)
return i, ptr[i - 1]
end
end
end

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@ -47,6 +47,7 @@ static LPALDELETEEFFECTS alDeleteEffects = nullptr;
static LPALISEFFECT alIsEffect = nullptr;
static LPALEFFECTI alEffecti = nullptr;
static LPALEFFECTF alEffectf = nullptr;
static LPALGETEFFECTF alGetEffectf = nullptr;
static LPALGENFILTERS alGenFilters = nullptr;
static LPALDELETEFILTERS alDeleteFilters = nullptr;
static LPALISFILTER alIsFilter = nullptr;
@ -562,6 +563,7 @@ static bool request_efx_ext_functions() {
&& get_proc_address("alIsEffect", alIsEffect)
&& get_proc_address("alEffecti", alEffecti)
&& get_proc_address("alEffectf", alEffectf)
&& get_proc_address("alGetEffectf", alGetEffectf)
&& get_proc_address("alGenFilters", alGenFilters)
&& get_proc_address("alDeleteFilters", alDeleteFilters)
&& get_proc_address("alIsFilter", alIsFilter)
@ -799,77 +801,73 @@ void ALAudio::setAcoustics(Acoustics acoustics) {
alAuxiliaryEffectSloti(effectSlots[0], AL_EFFECTSLOT_EFFECT, 0);
return;
}
auto setEffectValue = [](int effect, ALenum param, float value, float min, float max) {
const float smoothFactor = 0.5f;
value = glm::clamp(value, min, max);
float prevValue = 0.0f;
alGetEffectf(effect, param, &prevValue);
AL_CHECK(alEffectf(
effect,
param,
glm::clamp(
prevValue * (1.0f - smoothFactor) + value * smoothFactor,
min,
max
)
));
};
int reverbEffect = effects[REVERB_EFFECT];
AL_CHECK(alEffectf(
setEffectValue(
reverbEffect,
AL_REVERB_GAIN,
glm::clamp(glm::min(acoustics.reverbGain, 0.8f) *
acoustics.reverbGain *
(1.0f - glm::min(1.0f, acoustics.reverbAbsorption)),
AL_REVERB_MIN_GAIN,
AL_REVERB_MAX_GAIN)
));
AL_CHECK(alEffectf(
AL_REVERB_MIN_GAIN,
AL_REVERB_MAX_GAIN
);
setEffectValue(
reverbEffect,
AL_REVERB_REFLECTIONS_DELAY,
glm::clamp(
acoustics.reverbReflectionsDelay,
AL_REVERB_MIN_REFLECTIONS_DELAY,
AL_REVERB_MAX_REFLECTIONS_DELAY
)
));
AL_CHECK(alEffectf(
acoustics.reverbReflectionsDelay,
AL_REVERB_MIN_REFLECTIONS_DELAY,
AL_REVERB_MAX_REFLECTIONS_DELAY
);
setEffectValue(
reverbEffect,
AL_REVERB_LATE_REVERB_DELAY,
glm::clamp(
acoustics.reverbLateReflectionsDelay,
AL_REVERB_MIN_LATE_REVERB_DELAY,
AL_REVERB_MAX_LATE_REVERB_DELAY
)
));
AL_CHECK(alEffectf(
acoustics.reverbLateReflectionsDelay,
AL_REVERB_MIN_LATE_REVERB_DELAY,
AL_REVERB_MAX_LATE_REVERB_DELAY
);
setEffectValue(
reverbEffect,
AL_REVERB_DECAY_TIME,
glm::clamp(
acoustics.reverbDecayTime,
AL_REVERB_MIN_DECAY_TIME,
AL_REVERB_MAX_DECAY_TIME
)
));
AL_CHECK(alEffectf(
acoustics.reverbDecayTime,
AL_REVERB_MIN_DECAY_TIME,
AL_REVERB_MAX_DECAY_TIME
);
setEffectValue(
reverbEffect,
AL_REVERB_ROOM_ROLLOFF_FACTOR,
glm::clamp(
acoustics.reverbRoomRolloff,
AL_REVERB_MIN_ROOM_ROLLOFF_FACTOR,
AL_REVERB_MAX_ROOM_ROLLOFF_FACTOR
)
));
AL_CHECK(alEffectf(
acoustics.reverbRoomRolloff,
AL_REVERB_MIN_ROOM_ROLLOFF_FACTOR,
AL_REVERB_MAX_ROOM_ROLLOFF_FACTOR
);
setEffectValue(
reverbEffect,
AL_REVERB_REFLECTIONS_GAIN,
glm::clamp(
glm::pow(acoustics.reverbGain, 2.0f),
AL_REVERB_MIN_REFLECTIONS_GAIN,
AL_REVERB_MAX_REFLECTIONS_GAIN
)
));
AL_CHECK(alEffectf(
glm::pow(acoustics.reverbGain, 2.0f),
AL_REVERB_MIN_REFLECTIONS_GAIN,
AL_REVERB_MAX_REFLECTIONS_GAIN
);
setEffectValue(
reverbEffect,
AL_REVERB_LATE_REVERB_GAIN,
glm::clamp(
glm::pow(acoustics.reverbGain, 2.0f),
AL_REVERB_MIN_LATE_REVERB_GAIN,
AL_REVERB_MAX_LATE_REVERB_GAIN
)
));
AL_CHECK(alEffectf(
reverbEffect,
AL_REVERB_DECAY_HFRATIO,
glm::clamp(
1.0f - acoustics.reverbAbsorption,
AL_REVERB_MIN_DECAY_HFRATIO,
AL_REVERB_MAX_DECAY_HFRATIO
)
));
glm::pow(acoustics.reverbGain, 2.0f),
AL_REVERB_MIN_LATE_REVERB_GAIN,
AL_REVERB_MAX_LATE_REVERB_GAIN
);
alAuxiliaryEffectSloti(effectSlots[0], AL_EFFECTSLOT_EFFECT, reverbEffect);
}

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@ -203,7 +203,7 @@ const Mesh<ChunkVertex>* ChunksRenderer::retrieveChunk(
);
auto mesh = getOrRender(
chunk,
distance < CHUNK_W * 1.5f * 10.0f,
distance < CHUNK_W * 1.5f,
distance > CHUNK_W * settings.chunks.loadDistance.get() * 0.5
);
if (mesh == nullptr) {

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@ -1,29 +1,30 @@
#include "Decorator.hpp"
#include "ParticlesRenderer.hpp"
#include "WorldRenderer.hpp"
#include "TextsRenderer.hpp"
#include "TextNote.hpp"
#include "assets/Assets.hpp"
#include "assets/assets_util.hpp"
#include "assets/Assets.hpp"
#include "audio/audio.hpp"
#include "content/Content.hpp"
#include "voxels/Chunks.hpp"
#include "voxels/Chunk.hpp"
#include "voxels/Block.hpp"
#include "world/Level.hpp"
#include "window/Camera.hpp"
#include "objects/Player.hpp"
#include "objects/Players.hpp"
#include "objects/Entities.hpp"
#include "objects/Entity.hpp"
#include "logic/LevelController.hpp"
#include "util/stringutil.hpp"
#include "debug/Logger.hpp"
#include "engine/Engine.hpp"
#include "engine/EnginePaths.hpp"
#include "io/io.hpp"
#include "audio/audio.hpp"
#include "logic/LevelController.hpp"
#include "maths/util.hpp"
#include "debug/Logger.hpp"
#include "objects/Entities.hpp"
#include "objects/Entity.hpp"
#include "objects/Player.hpp"
#include "objects/Players.hpp"
#include "ParticlesRenderer.hpp"
#include "settings.hpp"
#include "TextNote.hpp"
#include "TextsRenderer.hpp"
#include "util/stringutil.hpp"
#include "voxels/Block.hpp"
#include "voxels/Chunk.hpp"
#include "voxels/Chunks.hpp"
#include "window/Camera.hpp"
#include "world/Level.hpp"
#include "WorldRenderer.hpp"
namespace fs = std::filesystem;
@ -48,6 +49,7 @@ Decorator::Decorator(
)
: level(*controller.getLevel()),
assets(assets),
settings(engine.getSettings()),
player(player),
renderer(renderer) {
controller.getBlocksController()->listenBlockInteraction(
@ -90,6 +92,9 @@ void Decorator::addParticles(const Block& def, const glm::ivec3& pos) {
}
void Decorator::updateAcoustics(const Camera& camera) {
if (!settings.audio.acousticEffects.get()) {
return;
}
audio::Acoustics acoustics {};
util::PseudoRandom random(34621U);

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@ -20,10 +20,12 @@ class LevelController;
class WorldRenderer;
struct Weather;
struct WeatherPreset;
struct EngineSettings;
class Decorator {
const Level& level;
const Assets& assets;
const EngineSettings& settings;
Player& player;
WorldRenderer& renderer;
std::unordered_map<glm::ivec3, uint64_t> blockEmitters;

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@ -135,7 +135,7 @@ void ModelBatch::setLightsOffset(const glm::vec3& offset) {
void ModelBatch::setTexture(const std::string& name,
const texture_names_map* varTextures) {
if (varTextures && name.at(0) == '$') {
if (varTextures && !name.empty() && name.at(0) == '$') {
const auto& found = varTextures->find(name);
if (found == varTextures->end()) {
return batch->setTexture(nullptr);

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@ -16,6 +16,11 @@
#include "world/World.hpp"
#include "objects/Player.hpp"
#include "objects/Players.hpp"
#include "util/random.hpp"
#include <random>
static inline constexpr int CHUNK_RANDOM_TICK_SEGMENTS = 4;
BlocksController::BlocksController(const Level& level, Lighting* lighting)
: level(level),
@ -143,20 +148,36 @@ void BlocksController::onBlocksTick(int tickid, int parts) {
}
void BlocksController::randomTick(
const Chunk& chunk, int segments, const ContentIndices* indices
const Chunk& chunk, const ContentIndices* indices
) {
const int segments = CHUNK_RANDOM_TICK_SEGMENTS;
const int segheight = CHUNK_H / segments;
static std::array<int, CHUNK_VOL / segments> randomPattern;
static bool randomPatternInitialized = false;
if (!randomPatternInitialized) {
randomPatternInitialized = true;
for (int i = 0; i < randomPattern.size(); i++) {
randomPattern[i] = i;
}
auto randomDevice = std::random_device{};
auto randomEngine =
util::seeded_random_engine<std::mt19937_64>(randomDevice);
std::shuffle(randomPattern.begin(), randomPattern.end(), randomEngine);
}
for (int s = 0; s < segments; s++) {
for (int i = 0; i < 4; i++) {
int repetions = 4;
for (int i = 0; i < repetions; i++) {
int segmentY = s * segheight;
if (segmentY > chunk.top) {
if (segmentY > chunk.top) {
break;
}
int bx = random.rand() % CHUNK_W;
int by = random.rand() % segheight + segmentY;
int bz = random.rand() % CHUNK_D;
const voxel& vox = chunk.voxels[vox_index(bx, by, bz)];
size_t index = randomPattern[(s * repetions + i + randomTickId) % randomPattern.size()];
int bx = index % CHUNK_W;
int bz = (index / CHUNK_W) % CHUNK_D;
int by = (index / (CHUNK_W * CHUNK_D)) + segmentY;
const voxel& vox = chunk.voxels[index + segmentY * CHUNK_W * CHUNK_D];
auto& block = indices->blocks.require(vox.id);
if (block.rt.funcsset.randupdate) {
scripting::random_update_block(
@ -177,7 +198,6 @@ void BlocksController::randomTick(int tickid, int parts, uint padding) {
const auto& chunks = *player->chunks;
int width = chunks.getWidth();
int height = chunks.getHeight();
int segments = 4;
for (uint z = padding; z < height - padding; z++) {
for (uint x = padding; x < width - padding; x++) {
@ -193,7 +213,7 @@ void BlocksController::randomTick(int tickid, int parts, uint padding) {
continue;
}
chunk->lastRandomTickId = randomTickId;
randomTick(*chunk, segments, indices);
randomTick(*chunk, indices);
}
}
}

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@ -3,7 +3,6 @@
#include <functional>
#include <glm/glm.hpp>
#include "maths/fastmaths.hpp"
#include "typedefs.hpp"
#include "util/Clock.hpp"
#include "voxels/voxel.hpp"
@ -31,7 +30,6 @@ class BlocksController {
util::Clock randTickClock;
util::Clock blocksTickClock;
util::Clock worldTickClock;
FastRandom random {};
std::vector<OnBlockInteraction> blockInteractionCallbacks;
uint64_t randomTickId = 0;
public:
@ -47,9 +45,7 @@ public:
);
void update(float delta, uint padding);
void randomTick(
const Chunk& chunk, int segments, const ContentIndices* indices
);
void randomTick(const Chunk& chunk, const ContentIndices* indices);
void randomTick(int tickid, int parts, uint padding);
void onBlocksTick(int tickid, int parts);
int64_t createBlockInventory(int x, int y, int z);

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@ -1,16 +1,17 @@
#include "api_lua.hpp"
#include "../usertypes/lua_type_canvas.hpp"
#include "assets/Assets.hpp"
#include "assets/AssetsLoader.hpp"
#include "coders/obj.hpp"
#include "coders/png.hpp"
#include "coders/vcm.hpp"
#include "debug/Logger.hpp"
#include "engine/Engine.hpp"
#include "graphics/commons/Model.hpp"
#include "graphics/core/Texture.hpp"
#include "graphics/core/Atlas.hpp"
#include "graphics/core/Texture.hpp"
#include "util/Buffer.hpp"
#include "../usertypes/lua_type_canvas.hpp"
using namespace scripting;
@ -76,6 +77,11 @@ static int l_parse_model(lua::State* L) {
skeletonName = lua::require_string(L, 4);
}
if (format == "obj") {
assets.store(obj::parse(name, string), name);
return 0;
}
if (format != "xml" && format != "vcm") {
throw std::runtime_error(
"unknown format " + util::quote(std::string(format))