Cubyz/mods/cubyz/rotation/carpet.zig
Krzysztof Wiśniewski 254546c789
Use enum instead of packed struct for *Index objects (#1640)
Resolves: #1600

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Co-authored-by: IntegratedQuantum <43880493+IntegratedQuantum@users.noreply.github.com>
2025-06-28 15:45:34 +02:00

183 lines
6.5 KiB
Zig

const std = @import("std");
const main = @import("main");
const blocks = main.blocks;
const Block = blocks.Block;
const Neighbor = main.chunk.Neighbor;
const ModelIndex = main.models.ModelIndex;
const rotation = main.rotation;
const Degrees = rotation.Degrees;
const RayIntersectionResult = rotation.RayIntersectionResult;
const RotationMode = rotation.RotationMode;
const vec = main.vec;
const Mat4f = vec.Mat4f;
const Vec3f = vec.Vec3f;
const Vec3i = vec.Vec3i;
const ZonElement = main.ZonElement;
const torch = @import("torch.zig");
pub const naturalStandard: u16 = 0b10000;
var rotatedModels: std.StringHashMap(ModelIndex) = undefined;
const CarpetData = packed struct(u6) {
negX: bool,
posX: bool,
negY: bool,
posY: bool,
negZ: bool,
posZ: bool,
};
pub fn rotateZ(data: u16, angle: Degrees) u16 {
comptime var rotationTable: [4][64]u8 = undefined;
comptime for(0..64) |i| {
rotationTable[0][i] = @intCast(i);
};
comptime for(1..4) |a| {
for(0..64) |i| {
const old: CarpetData = @bitCast(@as(u6, @intCast(rotationTable[a - 1][i])));
const new: CarpetData = .{
.posZ = old.posZ,
.negZ = old.negZ,
.posY = old.posX,
.negY = old.negX,
.negX = old.posY,
.posX = old.negY,
};
rotationTable[a][i] = @as(u6, @bitCast(new));
}
};
if(data >= 64) return 0;
return rotationTable[@intFromEnum(angle)][data];
}
pub fn init() void {
rotatedModels = .init(main.globalAllocator.allocator);
}
pub fn deinit() void {
rotatedModels.deinit();
}
pub fn reset() void {
rotatedModels.clearRetainingCapacity();
}
pub fn createBlockModel(_: Block, _: *u16, zon: ZonElement) ModelIndex {
const modelId = zon.as([]const u8, "cubyz:cube");
if(rotatedModels.get(modelId)) |modelIndex| return modelIndex;
const baseModel = main.models.getModelIndex(modelId).model();
// Rotate the model:
var negXModel: ModelIndex = undefined;
var posXModel: ModelIndex = undefined;
var negYModel: ModelIndex = undefined;
var posYModel: ModelIndex = undefined;
var negZModel: ModelIndex = undefined;
var posZModel: ModelIndex = undefined;
for(1..64) |i| {
const carpetData: CarpetData = @bitCast(@as(u6, @intCast(i)));
if(i & i - 1 == 0) {
if(carpetData.negX) negXModel = baseModel.transformModel(rotation.rotationMatrixTransform, .{Mat4f.rotationZ(-std.math.pi/2.0).mul(Mat4f.rotationX(-std.math.pi/2.0))});
if(carpetData.posX) posXModel = baseModel.transformModel(rotation.rotationMatrixTransform, .{Mat4f.rotationZ(std.math.pi/2.0).mul(Mat4f.rotationX(-std.math.pi/2.0))});
if(carpetData.negY) negYModel = baseModel.transformModel(rotation.rotationMatrixTransform, .{Mat4f.rotationX(-std.math.pi/2.0)});
if(carpetData.posY) posYModel = baseModel.transformModel(rotation.rotationMatrixTransform, .{Mat4f.rotationZ(std.math.pi).mul(Mat4f.rotationX(-std.math.pi/2.0))});
if(carpetData.negZ) negZModel = baseModel.transformModel(rotation.rotationMatrixTransform, .{Mat4f.identity()});
if(carpetData.posZ) posZModel = baseModel.transformModel(rotation.rotationMatrixTransform, .{Mat4f.rotationY(std.math.pi)});
} else {
var models: [6]ModelIndex = undefined;
var amount: usize = 0;
if(carpetData.negX) {
models[amount] = negXModel;
amount += 1;
}
if(carpetData.posX) {
models[amount] = posXModel;
amount += 1;
}
if(carpetData.negY) {
models[amount] = negYModel;
amount += 1;
}
if(carpetData.posY) {
models[amount] = posYModel;
amount += 1;
}
if(carpetData.negZ) {
models[amount] = negZModel;
amount += 1;
}
if(carpetData.posZ) {
models[amount] = posZModel;
amount += 1;
}
_ = main.models.Model.mergeModels(models[0..amount]);
}
}
const modelIndex = negXModel;
rotatedModels.put(modelId, modelIndex) catch unreachable;
return modelIndex;
}
pub fn model(block: Block) ModelIndex {
return blocks.meshes.modelIndexStart(block).add(@as(u6, @truncate(block.data)) -| 1);
}
pub fn generateData(_: *main.game.World, _: Vec3i, relativePlayerPos: Vec3f, playerDir: Vec3f, relativeDir: Vec3i, _: ?Neighbor, currentData: *Block, neighbor: Block, _: bool) bool {
if(neighbor.mode() == currentData.mode()) parallelPlacing: {
const bit = closestRay(.bit, neighbor, null, relativePlayerPos - @as(Vec3f, @floatFromInt(relativeDir)), playerDir);
const bitData: CarpetData = @bitCast(@as(u6, @truncate(bit)));
if((bitData.negX or bitData.posX) and relativeDir[0] != 0) break :parallelPlacing;
if((bitData.negY or bitData.posY) and relativeDir[1] != 0) break :parallelPlacing;
if((bitData.negZ or bitData.posZ) and relativeDir[2] != 0) break :parallelPlacing;
if(currentData.data & bit == bit) return false;
currentData.data |= bit;
return true;
}
var data: CarpetData = @bitCast(@as(u6, @truncate(currentData.data)));
if(relativeDir[0] == 1) data.posX = true;
if(relativeDir[0] == -1) data.negX = true;
if(relativeDir[1] == 1) data.posY = true;
if(relativeDir[1] == -1) data.negY = true;
if(relativeDir[2] == 1) data.posZ = true;
if(relativeDir[2] == -1) data.negZ = true;
if(@as(u6, @bitCast(data)) != currentData.data) {
currentData.data = @as(u6, @bitCast(data));
return true;
} else {
return false;
}
}
fn closestRay(comptime typ: enum {bit, intersection}, block: Block, _: ?main.items.Item, relativePlayerPos: Vec3f, playerDir: Vec3f) if(typ == .intersection) ?RayIntersectionResult else u16 {
var result: ?RayIntersectionResult = null;
var resultBit: u16 = 0;
for([_]u16{1, 2, 4, 8, 16, 32}) |bit| {
if(block.data & bit != 0) {
const modelIndex: ModelIndex = blocks.meshes.modelIndexStart(block).add(bit - 1);
if(RotationMode.DefaultFunctions.rayModelIntersection(modelIndex, relativePlayerPos, playerDir)) |intersection| {
if(result == null or result.?.distance > intersection.distance) {
result = intersection;
resultBit = bit;
}
}
}
}
if(typ == .bit) return resultBit;
return result;
}
pub fn rayIntersection(block: Block, item: ?main.items.Item, relativePlayerPos: Vec3f, playerDir: Vec3f) ?RayIntersectionResult {
return closestRay(.intersection, block, item, relativePlayerPos, playerDir);
}
pub fn onBlockBreaking(item: ?main.items.Item, relativePlayerPos: Vec3f, playerDir: Vec3f, currentData: *Block) void {
const bit = closestRay(.bit, currentData.*, item, relativePlayerPos, playerDir);
currentData.data &= ~bit;
if(currentData.data == 0) currentData.typ = 0;
}
pub fn canBeChangedInto(oldBlock: Block, newBlock: Block, item: main.items.ItemStack, shouldDropSourceBlockOnSuccess: *bool) RotationMode.CanBeChangedInto {
return torch.canBeChangedInto(oldBlock, newBlock, item, shouldDropSourceBlockOnSuccess);
}