/* * ===================================================================================== * * OpenMiner * * Copyright (C) 2018-2020 Unarelith, Quentin Bazin * Copyright (C) 2019-2020 the OpenMiner contributors (see CONTRIBUTORS.md) * * This file is part of OpenMiner. * * OpenMiner is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * OpenMiner is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License * along with OpenMiner; if not, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * ===================================================================================== */ #include #include #include #include #include #include #include "BlockCursor.hpp" #include "BlockCursorRaycast.hpp" #include "ClientCommandHandler.hpp" #include "ClientPlayer.hpp" #include "Config.hpp" #include "GameKey.hpp" #include "Hotbar.hpp" #include "Registry.hpp" BlockCursor::BlockCursor(ClientPlayer &player, ClientWorld &world, ClientCommandHandler &client) : m_player(player), m_world(world), m_client(client) { m_blockDestroyTexture = &gk::ResourceHandler::getInstance().get("texture-block_destroy"); } void BlockCursor::onEvent(const SDL_Event &event, const Hotbar &hotbar) { if (event.type == SDL_MOUSEBUTTONDOWN && m_selectedBlock.w != -1) { if (event.button.button == SDL_BUTTON_LEFT) { m_animationStart = gk::GameClock::getInstance().getTicks(); m_currentTool = &m_player.inventory().getStack(hotbar.cursorPos(), 0); } else if (event.button.button == SDL_BUTTON_RIGHT) { if (m_animationStart != 0) m_animationStart = 0; u32 blockId = m_world.getBlock(m_selectedBlock.x, m_selectedBlock.y, m_selectedBlock.z); const Block &block = Registry::getInstance().getBlock(blockId); const Item &item = Registry::getInstance().getItem(hotbar.currentItem()); bool blockActivationSent = false; if (block.id() && block.canBeActivated() && !gk::GamePad::isKeyPressed(GameKey::Sneak)) { m_client.sendBlockActivated(m_selectedBlock); blockActivationSent = true; } if (block.id() && !blockActivationSent && hotbar.currentItem() && item.isBlock()) { s8 face = m_selectedBlock.w; s32 x = m_selectedBlock.x; s32 y = m_selectedBlock.y; s32 z = m_selectedBlock.z; // FIXME: Document where these face numbers come from if (face == 0) ++x; if (face == 3) --x; if (face == 1) ++y; if (face == 4) --y; if (face == 2) ++z; if (face == 5) --z; // First, we check if the new block is not replacing another block u32 blockId = m_world.getBlock(x, y, z); const Block &block = Registry::getInstance().getBlock(blockId); if (!blockId || block.drawType() == BlockDrawType::Liquid) { // Second, we check if the new block is not inside the player const Block &newBlock = Registry::getInstance().getBlock(hotbar.currentItem()); gk::FloatBox boundingBox = newBlock.boundingBox() + gk::Vector3f(x - m_player.x(), y - m_player.y(), z - m_player.z()); gk::FloatBox playerBoundingBox = m_player.hitbox(); if (!boundingBox.intersects(playerBoundingBox)) { m_world.setBlock(x, y, z, hotbar.currentItem()); u32 block = hotbar.currentItem(); if (newBlock.isRotatable()) { u16 data = m_player.getOppositeDirection() & 0x3; m_world.setData(x, y, z, data); block |= data << 16; } m_client.sendPlayerPlaceBlock(x, y, z, block); const ItemStack ¤tStack = m_player.inventory().getStack(hotbar.cursorPos(), 0); m_player.inventory().setStack(hotbar.cursorPos(), 0, currentStack.amount() > 1 ? currentStack.item().stringID() : "", currentStack.amount() - 1); m_client.sendPlayerInvUpdate(); } } } } } else if (event.type == SDL_MOUSEBUTTONUP) { if (event.button.button == SDL_BUTTON_LEFT) { m_animationStart = 0; } } } void BlockCursor::update(const Hotbar &hotbar) { bool selectedBlockChanged = false; glm::ivec4 selectedBlock = findSelectedBlock(); if (selectedBlock.x != m_selectedBlock.x || selectedBlock.y != m_selectedBlock.y || selectedBlock.z != m_selectedBlock.z) selectedBlockChanged = true; m_selectedBlock = selectedBlock; m_currentBlock = &Registry::getInstance().getBlock(m_world.getBlock(m_selectedBlock.x, m_selectedBlock.y, m_selectedBlock.z)); // if (block.boundingBox().intersects(FloatBox{m_selectedBlock.x, m_selectedBlock.y, m_selectedBlock.z, 1, 1, 1})) { // selectedBlockChanged = false; // m_selectedBlock.w = -1; // } u32 ticks = gk::GameClock::getInstance().getTicks(); if (selectedBlockChanged) m_animationStart = (m_animationStart) ? ticks : 0; const ItemStack ¤tStack = m_player.inventory().getStack(hotbar.cursorPos(), 0); float timeToBreak = 0; if (m_animationStart) { if (m_currentTool->item().id() != currentStack.item().id()) { m_animationStart = ticks; m_currentTool = ¤tStack; } else { timeToBreak = m_currentBlock->timeToBreak(currentStack.item().harvestCapability(), currentStack.item().miningSpeed()); if (ticks > m_animationStart + timeToBreak * 1000) { ItemStack itemDrop = m_currentBlock->getItemDrop(); m_player.inventory().addStack(itemDrop.item().stringID(), itemDrop.amount()); m_world.setBlock(m_selectedBlock.x, m_selectedBlock.y, m_selectedBlock.z, 0); m_animationStart = ticks; m_client.sendPlayerDigBlock(m_selectedBlock); m_client.sendPlayerInvUpdate(); } } } u8f orientation = m_currentBlock->isRotatable() ? m_world.getData(selectedBlock.x, selectedBlock.y, selectedBlock.z) & 0x1F : 0; if (m_selectedBlock.w != -1) updateVertexBuffer(*m_currentBlock, orientation); else m_currentBlock = nullptr; if (m_animationStart && m_currentBlock) updateAnimationVertexBuffer(*m_currentBlock, orientation, (ticks - m_animationStart) / (timeToBreak * 100)); } using namespace BlockGeometry; void BlockCursor::updateVBOCoords(gk::Vertex vertices[nFaces][nVertsPerFace], const Block &block, float face, u8f orientation) { glm::vec3 bottomLeft{block.boundingBox().x, block.boundingBox().y, block.boundingBox().z}; glm::vec3 topRight{block.boundingBox().sizeX, block.boundingBox().sizeY, block.boundingBox().sizeZ}; topRight += bottomLeft; const glm::mat3 &orientMatrix = orientMatrices[orientation]; glm::vec3 vertexPos[nVertsPerCube]{ // Order is important. It matches the bit order defined in BlockGeometry::cubeVerts. {bottomLeft.x, bottomLeft.y, bottomLeft.z}, {topRight.x, bottomLeft.y, bottomLeft.z}, {bottomLeft.x, topRight.y, bottomLeft.z}, {topRight.x, topRight.y, bottomLeft.z}, {bottomLeft.x, bottomLeft.y, topRight.z}, {topRight.x, bottomLeft.y, topRight.z}, {bottomLeft.x, topRight.y, topRight.z}, {topRight.x, topRight.y, topRight.z}, }; if (orientation != 0) { static const glm::vec3 half{0.5, 0.5, 0.5}; // Rotate each vertex coordinate around the centre of the cube for (int i = 0; i < nVertsPerCube; ++i) { vertexPos[i] = orientMatrix * (vertexPos[i] - half) + half; } } for (u8f f = 0 ; f < nFaces; ++f) { for (u8f v = 0; v < nVertsPerFace; ++v) { vertices[f][v].coord3d[0] = vertexPos[cubeVerts[f][v]].x; vertices[f][v].coord3d[1] = vertexPos[cubeVerts[f][v]].y; vertices[f][v].coord3d[2] = vertexPos[cubeVerts[f][v]].z; vertices[f][v].coord3d[3] = face; } } } void BlockCursor::updateVertexBuffer(const Block &block, u8f orientation) { gk::Vertex vertices[nFaces][nVertsPerFace]; updateVBOCoords(vertices, block, -1, orientation); gk::VertexBuffer::bind(&m_vbo); m_vbo.setData(sizeof(vertices), vertices, GL_DYNAMIC_DRAW); gk::VertexBuffer::bind(nullptr); } void BlockCursor::updateAnimationVertexBuffer(const Block &block, u8f orientation, int animationPos) { gk::Vertex vertices[nFaces][nVertsPerFace]; updateVBOCoords(vertices, block, -2, orientation); GLfloat color[4] = {1, 1, 1, 0.5}; for (u8f f = 0; f < nFaces; ++f) for (u8f v = 0; v < nVertsPerFace; ++v) memcpy(&vertices[f][v].color, &color[0], 4 * sizeof(GLfloat)); if (animationPos != -1) { glm::vec4 blockTexCoords{0.1f * animationPos, 0.0, 0.1f + 0.1f * animationPos, 1.0}; float faceTexCoords[nVertsPerFace][nCoordsPerUV] = { {blockTexCoords.x, blockTexCoords.w}, {blockTexCoords.z, blockTexCoords.w}, {blockTexCoords.z, blockTexCoords.y}, {blockTexCoords.x, blockTexCoords.y}, }; for (u8f f = 0 ; f < nFaces ; ++f) { for(u8f v = 0 ; v < nVertsPerFace ; v++) { vertices[f][v].texCoord[0] = faceTexCoords[v][0]; vertices[f][v].texCoord[1] = faceTexCoords[v][1]; } } } gk::VertexBuffer::bind(&m_animationVBO); m_animationVBO.setData(sizeof(vertices), vertices, GL_DYNAMIC_DRAW); gk::VertexBuffer::bind(nullptr); } void BlockCursor::draw(gk::RenderTarget &target, gk::RenderStates states) const { if (m_selectedBlock.w == -1) return; glCheck(glDisable(GL_POLYGON_OFFSET_FILL)); glCheck(glDisable(GL_CULL_FACE)); // Subtract the camera position - see comment in ClientWorld::draw() gk::Vector3d cameraPosition = m_player.camera().getDPosition(); states.transform.translate(m_selectedBlock.x - cameraPosition.x, m_selectedBlock.y - cameraPosition.y, m_selectedBlock.z - cameraPosition.z); glCheck(glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)); target.draw(m_vbo, GL_QUADS, 0, nFaces * nVertsPerFace, states); glCheck(glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)); if (m_animationStart > 0) { glCheck(glEnable(GL_CULL_FACE)); glCheck(glBlendFunc(GL_DST_COLOR, GL_ZERO)); states.texture = m_blockDestroyTexture; target.draw(m_animationVBO, GL_QUADS, 0, nFaces * nVertsPerFace, states); glCheck(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); } glCheck(glEnable(GL_POLYGON_OFFSET_FILL)); } glm::ivec4 BlockCursor::findSelectedBlock() const { glm::dvec3 position{m_player.camera().getDPosition().x, m_player.camera().getDPosition().y, m_player.camera().getDPosition().z}; s32f bestX = s32f(floor(position.x)); s32f bestY = s32f(floor(position.y)); s32f bestZ = s32f(floor(position.z)); // Deal with a degenerate case: camera in the middle of a block u32f blockID = m_world.getBlock(bestX, bestY, bestZ); const Block &block = Registry::getInstance().getBlock(blockID); if (blockID && block.drawType() != BlockDrawType::Liquid) { // We're inside a node, therefore there's no face, but we still need // to return a valid block. We use face 6 for that. For rightclicks, // it should attempt to place the block on the same node clicked, and // fail because it's already occupied. For digs, it should just dig // the node. return glm::ivec4{bestX, bestY, bestZ, 6}; } // Still the degenerate case, but this time for the sub-case where // the coordinates of the player are exact integers, thus lying exactly // between two faces (or four, if it's in a corner). Deal with that case // here. NOTE: We don't deal with height because it's unlikely that the // camera ends up being at an integer position. if (double(bestX) == position.x && double(bestY) == position.y) { for (int y = -1; y <= 0; y++) { for (int x = -1; x <= 0; x++) { blockID = m_world.getBlock(bestX + x, bestY + y, bestZ); const Block &block = Registry::getInstance().getBlock(blockID); if (blockID && block.drawType() != BlockDrawType::Liquid) { return glm::ivec4{bestX + x, bestY + y, bestZ, 6}; } } } } glm::dvec3 lookAt{m_player.dirTargetedX(), m_player.dirTargetedY(), m_player.dirTargetedZ()}; // Ray casting algorithm to find out which block we are looking at const double maxReach = 10.; double bestDepth; s8f bestFace = -1; glm::dvec3 lookAtN = glm::normalize(lookAt); BlockCursorRaycast::rayCastToAxis(AXIS_X, position, lookAtN, maxReach, bestX, bestY, bestZ, bestFace, bestDepth, m_world); BlockCursorRaycast::rayCastToAxis(AXIS_Y, position, lookAtN, maxReach, bestX, bestY, bestZ, bestFace, bestDepth, m_world); BlockCursorRaycast::rayCastToAxis(AXIS_Z, position, lookAtN, maxReach, bestX, bestY, bestZ, bestFace, bestDepth, m_world); return glm::ivec4{bestX, bestY, bestZ, bestFace}; }