voxelcore/src/world/Level.cpp
2024-07-11 22:45:57 +03:00

110 lines
3.5 KiB
C++

#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<World> worldPtr,
const Content* content,
EngineSettings& settings
) : world(std::move(worldPtr)),
content(content),
chunksStorage(std::make_unique<ChunksStorage>(this)),
physics(std::make_unique<PhysicsSolver>(glm::vec3(0, -22.6f, 0))),
events(std::make_unique<LevelEvents>()),
entities(std::make_unique<Entities>(this)),
settings(settings)
{
if (world->nextEntityId) {
entities->setNextID(world->nextEntityId);
}
auto inv = std::make_shared<Inventory>(
world->getNextInventoryId(), DEF_PLAYER_INVENTORY_SIZE
);
auto player = spawnObject<Player>(
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<Chunks>(
matrixSize, matrixSize, 0, 0, world->wfile.get(), this
);
lighting = std::make_unique<Lighting>(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<Inventories>(*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<Camera>();
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));
}
}