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https://github.com/MihailRis/voxelcore.git
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Merge branch 'main' into vcm-bones
This commit is contained in:
commit
586fc8fc46
8 changed files with 52 additions and 26 deletions
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@ -56,6 +56,11 @@ Enables translucency support in block textures (examples: water, ice).
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Should only be used when needed, as it impacts performance.
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Not required for full transparency (grass, flowers).
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### *solid*
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Explicitly specifies that the block is solid - completely overlapping the blocks behind it.
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Used by blocks with the `custom` model type, which must support culling of invisible geometry, as with the `block` type. If `false` specified then ignored.
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### *rotation*
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Rotation profile (set of available block rotations and behaviour of placing block rotation) from list:
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@ -57,6 +57,11 @@
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Следует использовать только при надобности, так как влияет на производительность.
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Не требуется для полной прозрачности (трава, цветы).
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### Цельность - *solid*
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Явно указывает, что блок является цельным (полным) - полностью перекрывает блоки за собой.
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Используется блоками с типом модели `custom`, которые должны поддерживать отсечение невидимой геометрии, как у типа `block`. Свойство игнорируется при указании `false`.
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### Вращение - *rotation*
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Профиль вращения (набор положений, в которые можно установить блок) из списка:
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@ -7,7 +7,7 @@ local names = {
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"hidden", "draw-group", "picking-item", "surface-replacement", "script-name",
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"ui-layout", "inventory-size", "tick-interval", "overlay-texture",
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"translucent", "fields", "particles", "icon-type", "icon", "placing-block",
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"stack-size", "name", "script-file", "culling"
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"stack-size", "name", "script-file", "culling", "solid"
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}
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for name, _ in pairs(user_props) do
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table.insert(names, name)
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@ -34,11 +34,15 @@ std::unique_ptr<Content> ContentBuilder::build() {
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if (def.variants) {
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for (auto& variant : def.variants->variants) {
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variant.rt.solid = variant.model.type == BlockModelType::BLOCK;
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variant.rt.solid =
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variant.model.type == BlockModelType::BLOCK ||
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def.explictlySolid;
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}
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def.defaults = def.variants->variants.at(0);
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} else {
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def.defaults.rt.solid = def.defaults.model.type == BlockModelType::BLOCK;
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def.defaults.rt.solid =
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def.defaults.model.type == BlockModelType::BLOCK ||
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def.explictlySolid;
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}
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const float EPSILON = 0.01f;
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@ -227,6 +227,7 @@ template<> void ContentUnitLoader<Block>::loadUnit(
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root.at("tick-interval").get(def.tickInterval);
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root.at("overlay-texture").get(def.overlayTexture);
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root.at("translucent").get(def.translucent);
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root.at("solid").get(def.explictlySolid);
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if (root.has("fields")) {
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def.dataStruct = std::make_unique<StructLayout>();
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@ -80,7 +80,7 @@ void BlocksRenderer::face(
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const glm::vec4(&lights)[4],
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const glm::vec4& tint
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) {
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if (vertexCount + 4 >= capacity) {
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if (vertexCount + 4 >= capacity || indexCount + 6 >= capacity) {
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overflow = true;
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return;
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}
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@ -120,7 +120,7 @@ void BlocksRenderer::faceAO(
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const UVRegion& region,
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bool lights
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) {
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if (vertexCount + 4 >= capacity) {
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if (vertexCount + 4 >= capacity || indexCount + 6 >= capacity) {
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overflow = true;
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return;
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}
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@ -159,7 +159,7 @@ void BlocksRenderer::face(
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glm::vec4 tint,
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bool lights
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) {
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if (vertexCount + 4 >= capacity) {
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if (vertexCount + 4 >= capacity || indexCount + 6 >= capacity) {
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overflow = true;
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return;
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}
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@ -274,19 +274,6 @@ void BlocksRenderer::blockAABB(
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}
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}
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static bool is_aligned(const glm::vec3& v, float e = 1e-6f) {
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if (std::abs(v.y) < e && std::abs(v.z) < e && std::abs(v.x) > e) {
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return true;
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}
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if (std::abs(v.x) < e && std::abs(v.z) < e && std::abs(v.y) > e) {
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return true;
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}
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if (std::abs(v.x) < e && std::abs(v.y) < e && std::abs(v.z) > e) {
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return true;
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}
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return false;
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}
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void BlocksRenderer::blockCustomModel(
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const glm::ivec3& icoord, const Block& block, blockstate states, bool lights, bool ao
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) {
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@ -303,14 +290,34 @@ void BlocksRenderer::blockCustomModel(
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Z = orient.axes[2];
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}
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if (!block.rt.extended) {
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glm::ivec3 offsets[6] {
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{-1, 0, 0}, {0, -1, 0}, {0, 0, -1},
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{1, 0, 0}, {0, 1, 0}, {0, 0, 1},
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};
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bool culled = true;
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for (int i = 0; i < 6; i++) {
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if (isOpen(icoord + offsets[i], block, variant)) {
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culled = false;
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break;
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}
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}
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if (culled) {
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return;
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}
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}
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const auto& model = cache.getModel(block.rt.id, block.getVariantIndex(states.userbits));
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for (const auto& mesh : model.meshes) {
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if (vertexCount + mesh.vertices.size() >= capacity) {
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if (vertexCount + mesh.vertices.size() >= capacity
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|| indexCount + mesh.vertices.size() >= capacity) {
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overflow = true;
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return;
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}
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bool shading = mesh.shading && !block.shadeless;
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for (int triangle = 0; triangle < mesh.vertices.size() / 3; triangle++) {
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int trianglesCount = mesh.vertices.size() / 3;
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for (int triangle = 0; triangle < trianglesCount; triangle++) {
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auto r = mesh.vertices[triangle * 3 + (triangle % 2) * 2].coord -
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mesh.vertices[triangle * 3 + 1].coord;
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r = r.x * X + r.y * Y + r.z * Z;
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@ -327,8 +334,7 @@ void BlocksRenderer::blockCustomModel(
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vp = vp.x * X + vp.y * Y + vp.z * Z;
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if (!block.rt.extended
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&& !isOpen(glm::floor(coord + vp + 0.5f + n * 1e-3f), block, variant)
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&& is_aligned(n)) {
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&& !isOpen(glm::floor(coord + vp + 0.5f + n * 1e-3f), block, variant)) {
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continue;
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}
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@ -778,6 +784,10 @@ ChunkMesh BlocksRenderer::render(
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const Chunk* chunk, const VoxelsVolume& volume
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) {
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build(chunk, volume);
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assert(vertexCount <= capacity);
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assert(indexCount <= capacity);
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assert(denseIndexCount <= capacity);
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return ChunkMesh{std::make_unique<Mesh<ChunkVertex>>(
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vertexBuffer.get(), vertexCount,
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@ -125,9 +125,6 @@ Block::Block(std::string name, const std::string& texture)
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void Block::cloneTo(Block& dst) {
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dst.caption = caption;
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for (int i = 0; i < 6; i++) {
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dst.defaults = defaults;
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}
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dst.defaults = defaults;
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if (variants) {
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dst.variants = std::make_unique<Variants>(*variants);
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@ -155,6 +152,7 @@ void Block::cloneTo(Block& dst) {
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dst.tickInterval = tickInterval;
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dst.overlayTexture = overlayTexture;
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dst.translucent = translucent;
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dst.explictlySolid = explictlySolid;
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dst.tags = tags;
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if (particles) {
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dst.particles = std::make_unique<ParticlesPreset>(*particles);
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@ -230,6 +230,9 @@ public:
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/// @brief Block has semi-transparent texture
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bool translucent = false;
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/// @brief Explicitly overriding 'solid' property if true assigned
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bool explictlySolid = false;
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/// @brief Set of block physical hitboxes
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std::vector<AABB> hitboxes {AABB()};
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