#include "Level.hpp" #include "World.hpp" #include "LevelEvents.hpp" #include "../settings.hpp" #include "../content/Content.hpp" #include "../lighting/Lighting.hpp" #include "../voxels/Chunk.hpp" #include "../voxels/Chunks.hpp" #include "../voxels/ChunksStorage.hpp" #include "../physics/Hitbox.hpp" #include "../physics/PhysicsSolver.hpp" #include "../objects/Player.hpp" #include "../objects/Entities.hpp" #include "../items/Inventory.hpp" #include "../items/Inventories.hpp" #include "../window/Camera.hpp" #include "../data/dynamic_util.hpp" Level::Level( std::unique_ptr worldPtr, const Content* content, EngineSettings& settings ) : world(std::move(worldPtr)), content(content), chunksStorage(std::make_unique(this)), physics(std::make_unique(glm::vec3(0, -22.6f, 0))), events(std::make_unique()), entities(std::make_unique(this)), settings(settings) { if (world->nextEntityId) { entities->setNextID(world->nextEntityId); } auto inv = std::make_shared( world->getNextInventoryId(), DEF_PLAYER_INVENTORY_SIZE ); auto player = spawnObject( this, glm::vec3(0, DEF_PLAYER_Y, 0), DEF_PLAYER_SPEED, inv, 0 ); uint matrixSize = ( settings.chunks.loadDistance.get() + settings.chunks.padding.get() ) * 2; chunks = std::make_unique( matrixSize, matrixSize, 0, 0, world->wfile.get(), this ); lighting = std::make_unique(content, chunks.get()); events->listen(EVT_CHUNK_HIDDEN, [this](lvl_event_type, Chunk* chunk) { this->chunksStorage->remove(chunk->x, chunk->z); }); inventories = std::make_unique(*this); inventories->store(player->getInventory()); auto& cameraIndices = content->getIndices(ResourceType::CAMERA); for (size_t i = 0; i < cameraIndices.size(); i++) { auto camera = std::make_shared(); if (auto map = cameraIndices.getSavedData(i)) { dynamic::get_vec(map, "pos", camera->position); dynamic::get_vec(map, "front", camera->front); dynamic::get_vec(map, "up", camera->up); map->flag("perspective", camera->perspective); map->flag("flipped", camera->flipped); map->num("zoom", camera->zoom); float fov = camera->getFov(); map->num("fov", fov); camera->setFov(fov); } cameras.push_back(std::move(camera)); } } Level::~Level(){ for(auto obj : objects) { obj.reset(); } } void Level::loadMatrix(int32_t x, int32_t z, uint32_t radius) { chunks->setCenter(x, z); uint32_t diameter = std::min( radius*2LL, (settings.chunks.loadDistance.get() + settings.chunks.padding.get()) * 2LL ); if (chunks->w != diameter) { chunks->resize(diameter, diameter); } } World* Level::getWorld() { return world.get(); } void Level::onSave() { auto& cameraIndices = content->getIndices(ResourceType::CAMERA); for (size_t i = 0; i < cameraIndices.size(); i++) { auto& camera = *cameras.at(i); auto map = dynamic::create_map(); map->put("pos", dynamic::to_value(camera.position)); map->put("front", dynamic::to_value(camera.front)); map->put("up", dynamic::to_value(camera.up)); map->put("perspective", camera.perspective); map->put("flipped", camera.flipped); map->put("zoom", camera.zoom); map->put("fov", camera.getFov()); cameraIndices.saveData(i, std::move(map)); } }