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