2014-10-12 10:06:07 +03:00
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-- Buildat: builtin/voxelworld/client_lua/module.lua
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-- http://www.apache.org/licenses/LICENSE-2.0
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-- Copyright 2014 Perttu Ahola <celeron55@gmail.com>
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local log = buildat.Logger("voxelworld")
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2014-10-12 10:11:36 +03:00
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local magic = require("buildat/extension/urho3d")
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local replicate = require("buildat/extension/replicate")
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local cereal = require("buildat/extension/cereal")
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local dump = buildat.dump
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2014-10-12 10:06:07 +03:00
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local M = {}
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2014-10-12 10:11:36 +03:00
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local camera_node = nil
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2014-10-12 11:26:33 +03:00
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local update_counter = -1
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2014-10-13 01:07:09 +03:00
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local camera_last_dir = magic.Vector3(0, 0, 0)
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2014-10-13 01:32:58 +03:00
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local camera_last_p = magic.Vector3(0, 0, 0)
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2014-10-12 11:26:33 +03:00
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M.chunk_size_voxels = nil
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M.section_size_chunks = nil
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M.section_size_voxels = nil
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2014-10-12 10:11:36 +03:00
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2014-10-13 22:54:45 +03:00
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--[[
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table.binsearch( table, value [, compval [, reversed] ] )
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Searches the table through BinarySearch for the given value.
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If the value is found:
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it returns a table holding all the mathing indices (e.g. { startindice,endindice } )
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endindice may be the same as startindice if only one matching indice was found
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If compval is given:
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then it must be a function that takes one value and returns a second value2,
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to be compared with the input value, e.g.:
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compvalue = function( value ) return value[1] end
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If reversed is set to true:
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then the search assumes that the table is sorted in reverse order (largest value at position 1)
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note when reversed is given compval must be given as well, it can be nil/_ in this case
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Return value:
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on success: a table holding matching indices (e.g. { startindice,endindice } )
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on failure: nil
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]]--
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do
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-- Avoid heap allocs for performance
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local default_fcompval = function( value ) return value end
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local fcompf = function( a,b ) return a < b end
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local fcompr = function( a,b ) return a > b end
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function table_binsearch( t,value,fcompval,reversed )
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-- Initialise functions
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local fcompval = fcompval or default_fcompval
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local fcomp = reversed and fcompr or fcompf
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-- Initialise numbers
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local iStart,iEnd,iMid = 1,#t,0
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-- Binary Search
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while iStart <= iEnd do
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-- calculate middle
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iMid = math.floor( (iStart+iEnd)/2 )
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-- get compare value
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local value2 = fcompval( t[iMid] )
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-- get all values that match
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if value == value2 then
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local tfound,num = { iMid,iMid },iMid - 1
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while value == fcompval( t[num] ) do
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tfound[1],num = num,num - 1
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end
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num = iMid + 1
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while value == fcompval( t[num] ) do
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tfound[2],num = num,num + 1
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end
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return tfound
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-- keep searching
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elseif fcomp( value,value2 ) then
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iEnd = iMid - 1
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else
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iStart = iMid + 1
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end
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end
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end
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end
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--[[
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table.bininsert( table, value [, comp] )
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Inserts a given value through BinaryInsert into the table sorted by [, comp].
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If 'comp' is given, then it must be a function that receives
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two table elements, and returns true when the first is less
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than the second, e.g. comp = function(a, b) return a > b end,
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will give a sorted table, with the biggest value on position 1.
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[, comp] behaves as in table.sort(table, value [, comp])
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returns the index where 'value' was inserted
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]]--
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do
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-- Avoid heap allocs for performance
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local fcomp_default = function( a,b ) return a < b end
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function table_bininsert(t, value, fcomp)
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-- Initialise compare function
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local fcomp = fcomp or fcomp_default
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-- Initialise numbers
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local iStart,iEnd,iMid,iState = 1,#t,1,0
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-- Get insert position
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while iStart <= iEnd do
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-- calculate middle
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iMid = math.floor( (iStart+iEnd)/2 )
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-- compare
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if fcomp( value,t[iMid] ) then
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iEnd,iState = iMid - 1,0
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else
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iStart,iState = iMid + 1,1
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end
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end
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table.insert( t,(iMid+iState),value )
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return (iMid+iState)
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end
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end
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local function SpatialUpdateQueue()
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local self = {
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p = magic.Vector3(0, 0, 0),
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queue = {},
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queue_oldest_p = magic.Vector3(0, 0, 0),
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set_p = function(self, p)
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self.p = p
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-- If went too far, sort queue again
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if (p - self.queue_oldest_p):Length() > 16 then
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local old_queue = self.queue
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self.queue = {}
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for _, item in ipairs(old_queue) do
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self:put(item.p, item.value)
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end
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self.queue_oldest_p = p
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end
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end,
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put = function(self, p, value)
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local d = (p - self.p):Length()
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local function fcomp(a, b)
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return a.d > b.d
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end
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table_bininsert(self.queue, {p=p, d=d, value=value}, fcomp)
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--table.insert(self.queue, {p=p, value=value})
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end,
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get = function(self, p)
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-- TODO
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local item = table.remove(self.queue)
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if not item then return nil end
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return item.value
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end,
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}
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return self
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end
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2014-10-12 10:06:07 +03:00
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function M.init()
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log:info("voxelworld.init()")
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2014-10-12 10:11:36 +03:00
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buildat.sub_packet("voxelworld:init", function(data)
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local values = cereal.binary_input(data, {"object",
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{"chunk_size_voxels", {"object",
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{"x", "int32_t"},
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{"y", "int32_t"},
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{"z", "int32_t"},
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}},
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{"section_size_chunks", {"object",
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{"x", "int32_t"},
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{"y", "int32_t"},
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{"z", "int32_t"},
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}},
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})
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log:info(dump(values))
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2014-10-12 11:26:33 +03:00
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M.chunk_size_voxels = buildat.IntVector3(values.chunk_size_voxels)
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M.section_size_chunks = buildat.IntVector3(values.section_size_chunks)
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M.section_size_voxels =
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M.chunk_size_voxels:mul_components(M.section_size_chunks)
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2014-10-12 10:11:36 +03:00
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end)
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2014-10-13 18:56:28 +03:00
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local function update_voxel_geometry(node)
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2014-10-12 23:32:54 +03:00
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local data = node:GetVar("buildat_voxel_data"):GetBuffer()
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2014-10-13 18:56:28 +03:00
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--local registry_name = node:GetVar("buildat_voxel_registry_name"):GetBuffer()
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2014-10-12 23:32:54 +03:00
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log:info(dump(node:GetName()).." voxel data size: "..data:GetSize())
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buildat.set_voxel_geometry(node, data, registry_name)
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2014-10-13 18:56:28 +03:00
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end
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local function update_voxel_physics(node)
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local data = node:GetVar("buildat_voxel_data"):GetBuffer()
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--local registry_name = node:GetVar("buildat_voxel_registry_name"):GetBuffer()
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log:info(dump(node:GetName()).." voxel data size: "..data:GetSize())
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buildat.set_voxel_physics_boxes(node, data, registry_name)
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2014-10-12 23:32:54 +03:00
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end
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2014-10-13 22:54:45 +03:00
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local node_update_queue = SpatialUpdateQueue()
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2014-10-12 23:48:49 +03:00
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2014-10-12 10:11:36 +03:00
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magic.SubscribeToEvent("Update", function(event_type, event_data)
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2014-10-13 18:56:28 +03:00
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update_counter = update_counter + 1
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2014-10-12 13:28:24 +03:00
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if camera_node and M.section_size_voxels then
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2014-10-13 16:49:40 +03:00
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-- TODO: How should position information be sent to the server?
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2014-10-12 23:48:49 +03:00
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local p = camera_node:GetWorldPosition()
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2014-10-12 10:11:36 +03:00
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if update_counter % 60 == 0 then
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2014-10-12 11:26:33 +03:00
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local section_p = buildat.IntVector3(p):div_components(
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M.section_size_voxels):floor()
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2014-10-12 13:28:24 +03:00
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--log:info("p: "..p.x..", "..p.y..", "..p.z.." -> section_p: "..
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-- section_p.x..", "..section_p.y..", "..section_p.z)
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2014-10-12 11:26:33 +03:00
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--[[send_get_section(section_p + buildat.IntVector3( 0, 0, 0))
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send_get_section(section_p + buildat.IntVector3(-1, 0, 0))
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send_get_section(section_p + buildat.IntVector3( 1, 0, 0))
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send_get_section(section_p + buildat.IntVector3( 0, 1, 0))
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send_get_section(section_p + buildat.IntVector3( 0,-1, 0))
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send_get_section(section_p + buildat.IntVector3( 0, 0, 1))
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send_get_section(section_p + buildat.IntVector3( 0, 0,-1))]]
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2014-10-12 10:11:36 +03:00
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end
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end
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2014-10-13 18:56:28 +03:00
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2014-10-13 22:54:45 +03:00
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local camera_dir = magic.Vector3(0, 0, 0)
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local camera_p = magic.Vector3(0, 0, 0)
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if camera_node then
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camera_dir = camera_node.direction
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camera_p = camera_node:GetWorldPosition()
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end
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-- Handle one node update per frame
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node_update_queue:set_p(camera_p)
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local node_update = node_update_queue:get()
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if node_update then
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if node_update.type == "geometry" then
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update_voxel_geometry(node_update.node)
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2014-10-13 18:56:28 +03:00
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end
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2014-10-13 22:54:45 +03:00
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if node_update.type == "physics" then
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update_voxel_physics(node_update.node)
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2014-10-12 23:32:54 +03:00
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end
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2014-10-13 18:56:28 +03:00
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end
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if camera_node then
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2014-10-13 01:32:58 +03:00
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camera_last_dir = camera_dir
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camera_last_p = camera_p
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2014-10-12 23:32:54 +03:00
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end
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2014-10-12 10:11:36 +03:00
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end)
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2014-10-12 11:26:33 +03:00
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replicate.sub_sync_node_added({}, function(node)
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if not node:GetVar("buildat_voxel_data"):IsEmpty() then
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2014-10-13 22:54:45 +03:00
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node_update_queue:put(node:GetWorldPosition(), {
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type = "geometry",
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node = node,
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})
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node_update_queue:put(node:GetWorldPosition(), {
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type = "physics",
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node = node,
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})
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2014-10-12 11:26:33 +03:00
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end
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local name = node:GetName()
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end)
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2014-10-12 10:11:36 +03:00
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end
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function M.set_camera(new_camera_node)
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camera_node = new_camera_node
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2014-10-12 10:06:07 +03:00
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end
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2014-10-12 11:26:33 +03:00
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function send_get_section(p)
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local data = cereal.binary_output({
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p = {
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x = p.x,
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y = p.y,
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z = p.z,
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},
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}, {"object",
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{"p", {"object",
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{"x", "int32_t"},
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{"y", "int32_t"},
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{"z", "int32_t"},
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}},
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})
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--log:info(dump(buildat.bytes(data)))
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buildat.send_packet("voxelworld:get_section", data)
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end
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2014-10-12 10:06:07 +03:00
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return M
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-- vim: set noet ts=4 sw=4:
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