This commit is contained in:
Xertis 2026-03-02 20:53:23 +03:00
commit 55f30caa35
26 changed files with 368 additions and 64 deletions

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@ -241,6 +241,15 @@ Number of block inventory slots. Default - 0 (no inventory).
Array of three integers. Default value is `[1, 1, 1]`.
### *grounding-behaviour*
Defines the behavior of the extended grounded block. Available behavior options:
- "partial" - at least one segment must be grounded (default)
- "complete" - all segments must be grounded
- "origin" - origin segment must be grounded
## Block fields
Block fields allow you to write more data unique to a specified voxel than the user bits allow.

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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)

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@ -67,7 +67,7 @@ block.get_picking_item(id: int) -> int
block.get_variant(x: int, y: int, z: int) -> int
-- Sets the block variant by index
block.set_variant(x: int, y: int, z: int, index: int) -> int
block.set_variant(x: int, y: int, z: int, index: int)
-- Checks if an block has specified tag
block.has_tag(id: int, tag: str) -> bool

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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@ -247,6 +247,14 @@
Массив из трех целых чисел. Значение по-умолчанию - `[1, 1, 1]`.
### Поведение приземленности - *grounding-behaviour*
Определяет поведение расширенного приземленного блока. Доступные варианты поведения:
- "partial" - как минимум один сегмент блока должен быть приземленным (по-умолчанию)
- "complete" - все сегменты блока должны быть приземленными
- "origin" - главный сегмент должен быть приземленным
## Поля блока
Поля блоков позволяет записывать больше уникальных для конкретного блока данных, чем это позволяют пользовательские биты.

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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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@ -46,7 +46,7 @@ block.destruct(x: int, y: int, z: int, playerid: int)
block.get_variant(x: int, y: int, z: int) -> int
-- Устанавливает вариант блока по индексу
block.set_variant(x: int, y: int, z: int, index: int) -> int
block.set_variant(x: int, y: int, z: int, index: int)
```
> [!WARNING]

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@ -1,6 +1,19 @@
#include "Assets.hpp"
Assets::~Assets() = default;
Assets::Assets(util::ObjectsKeeper* vault) : vault(vault) {
}
Assets::~Assets() {
if (vault == nullptr) {
return;
}
for (auto& [_, map] : assets) {
for (auto& [__, asset] : map) {
vault->keepAlive(std::move(asset));
}
map.clear();
}
}
const std::vector<TextureAnimation>& Assets::getAnimations() {
return animations;

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@ -12,6 +12,7 @@
#include <vector>
#include "util/stringutil.hpp"
#include "util/ObjectsKeeper.hpp"
#include "graphics/core/TextureAnimation.hpp"
class Assets;
@ -64,13 +65,14 @@ namespace assetload {
}
class Assets {
util::ObjectsKeeper* vault;
std::vector<TextureAnimation> animations;
using assets_map = std::unordered_map<std::string, std::shared_ptr<void>>;
std::unordered_map<std::type_index, assets_map> assets;
std::vector<assetload::setupfunc> setupFuncs;
public:
Assets() = default;
Assets(util::ObjectsKeeper* vault);
Assets(const Assets&) = delete;
~Assets();
@ -79,12 +81,20 @@ public:
template <class T>
void store(std::unique_ptr<T> asset, const std::string& name) {
assets[typeid(T)][name].reset(asset.release());
auto& dst = assets[typeid(T)][name];
if (vault != nullptr && dst != nullptr) {
vault->keepAlive(std::move(dst));
}
dst.reset(asset.release());
}
template <class T>
void store(std::shared_ptr<T> asset, const std::string& name) {
assets[typeid(T)][name] = std::move(asset);
auto& dst = assets[typeid(T)][name];
if (vault != nullptr && dst != nullptr) {
vault->keepAlive(std::move(dst));
}
dst = std::move(asset);
}
template <class T>

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@ -33,6 +33,8 @@ inline constexpr int CHUNK_W = 16;
inline constexpr int CHUNK_H = 256;
inline constexpr int CHUNK_D = 16;
inline constexpr int EXTENDED_BLOCK_LIMIT = CHUNK_W; // must not be greater than chunk width and depth
inline constexpr uint VOXEL_USER_BITS = 8;
inline constexpr uint VOXEL_USER_BITS_OFFSET = sizeof(blockstate_t)*8-VOXEL_USER_BITS;

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@ -12,6 +12,7 @@
#include "presets/ParticlesPreset.hpp"
#include "util/stringutil.hpp"
#include "voxels/Block.hpp"
#include "constants.hpp"
using namespace data;
@ -120,8 +121,8 @@ template<> void ContentUnitLoader<Block>::loadUnit(
}
def.variants = std::make_unique<Variants>();
def.variants->offset = 0;
def.variants->mask = 0xF;
def.variants->offset = offset;
def.variants->mask = (1ULL << bitsCount) - 1;
def.variants->variants.push_back(def.defaults);
for (int i = 0; i < variants.size(); i++) {
Variant variant = def.defaults;
@ -184,7 +185,11 @@ template<> void ContentUnitLoader<Block>::loadUnit(
if (auto found = root.at("emission")) {
const auto& emissionarr = *found;
for (size_t i = 0; i < 3; i++) {
def.emission[i] = glm::clamp(emissionarr[i].asInteger(), static_cast<integer_t>(0), static_cast<integer_t>(15));
def.emission[i] = glm::clamp(
emissionarr[i].asInteger(),
static_cast<integer_t>(0),
static_cast<integer_t>(15)
);
}
}
@ -199,13 +204,31 @@ template<> void ContentUnitLoader<Block>::loadUnit(
"block " + util::quote(def.name) + ": invalid block size"
);
}
if (def.size.x > EXTENDED_BLOCK_LIMIT ||
def.size.y > EXTENDED_BLOCK_LIMIT ||
def.size.z > EXTENDED_BLOCK_LIMIT) {
throw std::runtime_error(
"extended block " + util::quote(def.name) + " size limit " +
std::to_string(EXTENDED_BLOCK_LIMIT) + " exceeded"
);
}
// should variant modify hitbox?
if (def.defaults.model.type == BlockModelType::BLOCK &&
(def.size.x != 1 || def.size.y != 1 || def.size.z != 1)) {
def.defaults.model.type = BlockModelType::AABB;
def.hitboxes = {AABB(def.size)};
}
// grounding behaviour
if (root.has("grounding-behaviour")) {
std::string groundingBehaviourName = GroundingBehaviourMeta.getNameString(def.groundingBehaviour);
root.at("grounding-behaviour").get(groundingBehaviourName);
if (!GroundingBehaviourMeta.getItem(groundingBehaviourName, def.groundingBehaviour)) {
logger.error() << "unknown grounding behaviour: " << groundingBehaviourName;
}
}
}
// primitive properties

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@ -51,7 +51,9 @@ void AssetsManagement::loadAssets(Content* content) {
logger.info() << "loading assets";
Shader::preprocessor->setPaths(&paths.resPaths);
auto new_assets = std::make_unique<Assets>();
auto new_assets = std::make_unique<Assets>(
settings.system.preserveAssetsDuringFrame.get() ? &assetsVault : nullptr
);
AssetsLoader loader(engine, *new_assets, paths.resPaths);
AssetsLoader::addDefaults(loader, content);
@ -78,6 +80,7 @@ void AssetsManagement::loadAssets(Content* content) {
}
void AssetsManagement::update() {
assetsVault.clearKeepedObjects();
if (backgroundLoaderTask) {
backgroundLoaderTask->update();
}

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@ -1,6 +1,7 @@
#pragma once
#include "assets/Assets.hpp"
#include "util/ObjectsKeeper.hpp"
#include <memory>
@ -30,4 +31,5 @@ private:
std::unique_ptr<Assets> assets;
std::unique_ptr<AssetsLoader> backgroundLoader;
std::shared_ptr<Task> backgroundLoaderTask;
util::ObjectsKeeper assetsVault;
};

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@ -70,7 +70,7 @@ void ContentGfxCache::refresh(const Block& def, const Atlas& atlas) {
refreshVariant(def, def.defaults, 0, atlas);
if (def.variants) {
const auto& variants = def.variants->variants;
for (int i = 1; i < variants.size() - 1; i++) {
for (int i = 1; i < variants.size(); i++) {
refreshVariant(def, variants[i], i, atlas);
}
def.variants->variants.at(0) = def.defaults;

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@ -114,7 +114,7 @@ LevelScreen::~LevelScreen() {
}
scripting::on_frontend_close();
input.getBindings().enableAll();
playerController->getPlayer()->chunks->saveAndClear();
playerController->getPlayer().chunks->saveAndClear();
controller->onWorldQuit();
}
@ -168,12 +168,12 @@ void LevelScreen::saveDecorations() {
void LevelScreen::saveWorldPreview() {
try {
logger.info() << "saving world preview";
auto player = playerController->getPlayer();
auto& settings = engine.getSettings();
const Player& player = playerController->getPlayer();
const auto& settings = engine.getSettings();
int previewSize = settings.ui.worldPreviewSize.get();
// camera special copy for world preview
Camera camera = *player->fpCamera;
Camera& camera = *player.fpCamera;
camera.setFov(glm::radians(70.0f));
DrawContext pctx(nullptr, engine.getWindow(), batch.get());
@ -215,18 +215,18 @@ void LevelScreen::updateHotkeys() {
}
void LevelScreen::updateAudio() {
auto player = playerController->getPlayer();
auto camera = player->currentCamera;
Player& player = playerController->getPlayer();
Camera& camera = *player.currentCamera;
bool paused = hud->isPause();
audio::get_channel("regular")->setPaused(paused);
audio::get_channel("ambient")->setPaused(paused);
glm::vec3 velocity {};
if (auto hitbox = player->getHitbox()) {
if (auto hitbox = player.getHitbox()) {
velocity = hitbox->velocity;
}
audio::set_listener(
camera->position, velocity, camera->dir, glm::vec3(0, 1, 0)
camera.position, velocity, camera.dir, glm::vec3(0, 1, 0)
);
}
@ -257,22 +257,22 @@ void LevelScreen::update(float delta) {
hud->update(hudVisible);
const auto& weather = renderer->getWeather();
const auto& player = *playerController->getPlayer();
const auto& camera = *player.currentCamera;
const Weather& weather = renderer->getWeather();
const Player& player = playerController->getPlayer();
const Camera& camera = *player.currentCamera;
decorator->update(paused ? 0.0f : delta, camera, weather);
}
void LevelScreen::draw(float delta) {
auto camera = playerController->getPlayer()->currentCamera;
Camera& camera = *playerController->getPlayer().currentCamera;
DrawContext ctx(nullptr, engine.getWindow(), batch.get());
const DrawContext ctx(nullptr, engine.getWindow(), batch.get());
if (!hud->isPause()) {
scripting::on_entities_render(engine.getTime().getDelta());
}
renderer->update(*camera, delta * !hud->isPause());
renderer->renderFrame(ctx, *camera, hudVisible, *postProcessing);
renderer->update(camera, delta * !hud->isPause());
renderer->renderFrame(ctx, camera, hudVisible, *postProcessing);
if (!hud->isPause()) {
scripting::on_frontend_render();
}

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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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@ -92,6 +92,12 @@ void ModelsGenerator::prepareModel(
void ModelsGenerator::prepare(Content& content, Assets& assets) {
for (auto& [name, def] : content.blocks.getDefs()) {
prepareModel(assets, *def, def->defaults, 0);
if (def->variants) {
auto& variants = def->variants->variants;
for (int i = 1; i < variants.size(); i++) {
prepareModel(assets, *def, variants[i], i);
}
}
}
for (auto& [name, def] : content.items.getDefs()) {
assets.store(

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@ -100,6 +100,7 @@ SettingsHandler::SettingsHandler(EngineSettings& settings) {
builder.addSection("system");
builder.add("max-bg-asset-loaders", &settings.system.maxBgAssetLoaders);
builder.add("preserve-assets-during-frame", &settings.system.preserveAssetsDuringFrame);
}
dv::value SettingsHandler::getValue(const std::string& name) const {

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@ -111,10 +111,17 @@ void BlocksController::updateBlock(int x, int y, int z) {
if (vox == nullptr) return;
const auto& def = level.content.getIndices()->blocks.require(vox->id);
if (def.grounded) {
const auto& vec = get_ground_direction(def, vox->state.rotation);
if (!blocks_agent::is_solid_at(chunks, x + vec.x, y + vec.y, z + vec.z)) {
breakBlock(nullptr, def, x, y, z);
return;
if (def.rt.extended) {
auto origin = blocks_agent::seek_origin(chunks, {x, y, z}, def, vox->state);
if (!blocks_agent::check_grounding(chunks, def, vox->state.rotation, origin)) {
breakBlock(nullptr, def, origin.x, origin.y, origin.z);
return;
}
} else {
if (!blocks_agent::check_grounding(chunks, def, vox->state.rotation, {x, y, z})) {
breakBlock(nullptr, def, x, y, z);
return;
}
}
}
if (def.rt.funcsset.update) {

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@ -22,6 +22,7 @@
#include "scripting/scripting.hpp"
#include "settings.hpp"
#include "voxels/Block.hpp"
#include "voxels/blocks_agent.hpp"
#include "voxels/Chunks.hpp"
#include "voxels/voxel.hpp"
#include "window/Camera.hpp"
@ -252,18 +253,18 @@ void PlayerController::onFootstep(const Hitbox& hitbox) {
}
void PlayerController::updateFootsteps(float delta) {
const float pi = glm::pi<float>();
constexpr float GLM_PI = glm::pi<float>();
auto hitbox = player.getHitbox();
if (hitbox && hitbox->grounded) {
const glm::vec3& vel = hitbox->velocity;
float f = glm::length(glm::vec2(vel.x, vel.z));
stepsTimer += delta * f * STEPS_SPEED;
if (stepsTimer >= pi) {
stepsTimer = fmod(stepsTimer, pi);
if (stepsTimer >= GLM_PI) {
stepsTimer = fmod(stepsTimer, GLM_PI);
onFootstep(*hitbox);
}
} else {
stepsTimer = pi;
stepsTimer = GLM_PI;
}
}
@ -448,10 +449,7 @@ void PlayerController::processRightClick(
return;
}
if (def.grounded) {
const auto& vec = get_ground_direction(def, state.rotation);
if (!chunks.isSolidBlock(
coord.x + vec.x, coord.y + vec.y, coord.z + vec.z
)) {
if (!blocks_agent::check_grounding(chunks, def, state.rotation, coord)) {
return;
}
}
@ -556,6 +554,6 @@ void PlayerController::updateInteraction(const Input& inputEvents, float delta)
}
}
Player* PlayerController::getPlayer() {
return &player;
Player& PlayerController::getPlayer() {
return player;
}

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@ -89,5 +89,5 @@ public:
void postUpdate(
float delta, int windowHeight, const Input* inputEvents, bool pause
);
Player* getPlayer();
Player& getPlayer();
};

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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))

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@ -246,11 +246,12 @@ static int l_get_user_bits(lua::State* L) {
}
static int l_get_variant(lua::State* L) {
auto& chunks = *level->chunks;
auto x = lua::tointeger(L, 1);
auto y = lua::tointeger(L, 2);
auto z = lua::tointeger(L, 3);
auto vox = blocks_agent::get(*level->chunks, x, y, z);
auto vox = blocks_agent::get(chunks, x, y, z);
if (vox == nullptr) {
return lua::pushinteger(L, 0);
}
@ -258,6 +259,13 @@ static int l_get_variant(lua::State* L) {
if (def.variants == nullptr) {
return lua::pushinteger(L, 0);
}
if (def.rt.extended) {
auto origin = blocks_agent::seek_origin(chunks, {x, y, z}, def, vox->state);
vox = blocks_agent::get(chunks, origin.x, origin.y, origin.z);
if (vox == nullptr) {
return lua::pushinteger(L, 0);
}
}
return lua::pushinteger(
L, (vox->state.userbits >> def.variants->offset) & def.variants->mask
);
@ -290,6 +298,14 @@ static int l_set_user_bits(lua::State* L) {
if (vox == nullptr) {
return 0;
}
int ocx = floordiv<CHUNK_W>(origin.x);
int ocz = floordiv<CHUNK_D>(origin.z);
if (cx != ocx || cz != ocz) {
chunk = blocks_agent::get_chunk(chunks, ocx, ocz);
if (chunk == nullptr) {
return 0;
}
}
}
vox->state.userbits = (vox->state.userbits & (~mask)) | value;
chunk->setModifiedAndUnsaved();
@ -318,8 +334,8 @@ static int l_set_variant(lua::State* L) {
}
auto offset = def.variants->offset;
auto mask = def.variants->mask;
auto value = (lua::tointeger(L, 4) << offset) & mask;
auto mask = def.variants->mask << offset;
auto value = (lua::tointeger(L, 4) << offset);
if (def.rt.extended) {
auto origin = blocks_agent::seek_origin(chunks, {x, y, z}, def, vox->state);
@ -327,6 +343,14 @@ static int l_set_variant(lua::State* L) {
if (vox == nullptr) {
return 0;
}
int ocx = floordiv<CHUNK_W>(origin.x);
int ocz = floordiv<CHUNK_D>(origin.z);
if (cx != ocx || cz != ocz) {
chunk = blocks_agent::get_chunk(chunks, ocx, ocz);
if (chunk == nullptr) {
return 0;
}
}
}
vox->state.userbits = (vox->state.userbits & (~mask)) | value;
chunk->setModifiedAndUnsaved();

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@ -122,7 +122,10 @@ struct NetworkSettings {
};
struct SystemSettings {
/// @brief Max background assets loaders
IntegerSetting maxBgAssetLoaders {3, -4, 16};
/// @brief Preserve assets during current frame from being destroyed
FlagSetting preserveAssetsDuringFrame {true};
};
struct EngineSettings {

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@ -140,6 +140,22 @@ VC_ENUM_METADATA(CullingMode)
{"disabled", CullingMode::DISABLED},
VC_ENUM_END
/// @brief Grounding behaviour for extended blocks
enum class GroundingBehaviour : uint8_t {
/// @brief at least one segment must be grounded
PARTIAL,
/// @brief all segments must be grounded
COMPLETE,
/// @brief origin segment must be grounded
ORIGIN
};
VC_ENUM_METADATA(GroundingBehaviour)
{"partial", GroundingBehaviour::PARTIAL},
{"complete", GroundingBehaviour::COMPLETE},
{"origin", GroundingBehaviour::ORIGIN},
VC_ENUM_END
/// @brief Common kit of block properties applied to groups of blocks
struct BlockMaterial : Serializable {
std::string name;
@ -239,6 +255,9 @@ public:
/// @brief Explicitly overriding 'solid' property if true assigned
bool explictlySolid = false;
/// @brief Grounding behaviour
GroundingBehaviour groundingBehaviour = GroundingBehaviour::PARTIAL;
/// @brief Set of block physical hitboxes
std::vector<AABB> hitboxes {AABB()};

View file

@ -2,23 +2,23 @@
/// blocks_agent is set of templates but not a class to minimize OOP overhead.
#include "voxel.hpp"
#include "Block.hpp"
#include "Chunk.hpp"
#include "Chunks.hpp"
#include "VoxelsVolume.hpp"
#include "GlobalChunks.hpp"
#include "constants.hpp"
#include "typedefs.hpp"
#include "content/Content.hpp"
#include "GlobalChunks.hpp"
#include "maths/voxmaths.hpp"
#include "typedefs.hpp"
#include "voxel.hpp"
#include "VoxelsVolume.hpp"
#include <algorithm>
#include <set>
#include <algorithm>
#include <stdint.h>
#include <stdexcept>
#include <glm/glm.hpp>
#include <set>
#include <stdexcept>
#include <stdint.h>
struct AABB;
@ -96,7 +96,6 @@ inline const Block& get_block_def(const Storage& chunks, blockid_t id) {
return chunks.getContentIndices().blocks.require(id);
}
/// @brief Check if block at specified position is solid.
/// @tparam Storage chunks storage class
/// @param chunks chunks storage
@ -104,8 +103,10 @@ inline const Block& get_block_def(const Storage& chunks, blockid_t id) {
/// @param y position Y
/// @param z position Z
/// @return true if block exists and solid
template<class Storage>
inline bool is_solid_at(const Storage& chunks, int32_t x, int32_t y, int32_t z) {
template <class Storage>
inline bool is_solid_at(
const Storage& chunks, int32_t x, int32_t y, int32_t z
) {
if (auto vox = get(chunks, x, y, z)) {
return get_block_def(chunks, vox->id).rt.solid;
}
@ -119,8 +120,10 @@ inline bool is_solid_at(const Storage& chunks, int32_t x, int32_t y, int32_t z)
/// @param y position Y
/// @param z position Z
/// @return true if block exists and replaceable
template<class Storage>
inline bool is_replaceable_at(const Storage& chunks, int32_t x, int32_t y, int32_t z) {
template <class Storage>
inline bool is_replaceable_at(
const Storage& chunks, int32_t x, int32_t y, int32_t z
) {
if (auto vox = get(chunks, x, y, z)) {
return get_block_def(chunks, vox->id).replaceable;
}
@ -456,12 +459,18 @@ voxel* raycast(
bool includeNonSelectable
);
void get_voxels(const Chunks& chunks, VoxelsVolume* volume, bool backlight=false);
void get_voxels(
const Chunks& chunks, VoxelsVolume* volume, bool backlight = false
);
void get_voxels(const GlobalChunks& chunks, VoxelsVolume* volume, bool backlight=false);
void get_voxels(
const GlobalChunks& chunks, VoxelsVolume* volume, bool backlight = false
);
template <class Storage>
inline const AABB* is_obstacle_at(const Storage& chunks, float x, float y, float z) {
inline const AABB* is_obstacle_at(
const Storage& chunks, float x, float y, float z
) {
int ix = std::floor(x);
int iy = std::floor(y);
int iz = std::floor(z);
@ -494,4 +503,63 @@ inline const AABB* is_obstacle_at(const Storage& chunks, float x, float y, float
return nullptr;
}
/// @brief Check block grounding
/// @tparam Storage chunks storage class
/// @param chunks chunks storage
/// @param def block definition
/// @param rotationIndex target block rotation index
/// @param origin target block origin
/// @return true if grounded
template <class Storage>
inline bool check_grounding(
const Storage& chunks,
const Block& def,
uint8_t rotationIndex,
const glm::ivec3& origin
) {
const auto& vec = get_ground_direction(def, rotationIndex);
if (!def.rt.extended) {
return blocks_agent::is_solid_at(
chunks, origin.x + vec.x, origin.y + vec.y, origin.z + vec.z
);
}
const auto& rotation = def.rotations.variants[rotationIndex];
if (def.groundingBehaviour == GroundingBehaviour::PARTIAL) {
for (int sz = 0; sz < def.size.z; sz++) {
for (int sx = 0; sx < def.size.x; sx++) {
auto pos = origin;
pos += rotation.axes[0] * sx;
pos += rotation.axes[2] * sz;
if (blocks_agent::is_solid_at(
chunks, pos.x + vec.x, pos.y + vec.y, pos.z + vec.z
)) {
return true;
}
}
}
return false;
} else if (def.groundingBehaviour == GroundingBehaviour::COMPLETE) {
for (int sz = 0; sz < def.size.z; sz++) {
for (int sx = 0; sx < def.size.x; sx++) {
auto pos = origin;
pos += rotation.axes[0] * sx;
pos += rotation.axes[2] * sz;
if (!blocks_agent::is_solid_at(
chunks, pos.x + vec.x, pos.y + vec.y, pos.z + vec.z
)) {
return false;
}
}
}
return true;
} else {
return blocks_agent::is_solid_at(
chunks, origin.x + vec.x, origin.y + vec.y, origin.z + vec.z
);
}
}
} // blocks_agent