Cubyz/mods/cubyz/rotation/planar.zig
OneAvargeCoder193 4898012311
Use comptime modding for rotation loading (#1509)
Related to: #1507
closes #1533 

I'm pretty sure that the rest of the moving into a comptime mod
interface can be done in a future pr

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Co-authored-by: Krzysztof Wiśniewski <argmaster.world@gmail.com>
2025-06-17 18:13:48 +02:00

76 lines
2.4 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 vec = main.vec;
const Mat4f = vec.Mat4f;
const Vec3f = vec.Vec3f;
const Vec3i = vec.Vec3i;
const ZonElement = main.ZonElement;
var rotatedModels: std.StringHashMap(ModelIndex) = undefined;
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:
const modelIndex: ModelIndex = baseModel.transformModel(rotation.rotationMatrixTransform, .{Mat4f.rotationZ(std.math.pi/2.0)});
_ = baseModel.transformModel(rotation.rotationMatrixTransform, .{Mat4f.rotationZ(-std.math.pi/2.0)});
_ = baseModel.transformModel(rotation.rotationMatrixTransform, .{Mat4f.rotationZ(std.math.pi)});
_ = baseModel.transformModel(rotation.rotationMatrixTransform, .{Mat4f.identity()});
rotatedModels.put(modelId, modelIndex) catch unreachable;
return modelIndex;
}
pub fn model(block: Block) ModelIndex {
return .{.index = blocks.meshes.modelIndexStart(block).index + @min(block.data, 3)};
}
pub fn rotateZ(data: u16, angle: Degrees) u16 {
comptime var rotationTable: [4][4]u8 = undefined;
comptime for(0..4) |i| {
rotationTable[0][i] = i;
};
comptime for(1..4) |a| {
for(0..4) |i| {
const neighbor: Neighbor = @enumFromInt(rotationTable[a - 1][i] + 2);
rotationTable[a][i] = neighbor.rotateZ().toInt() - 2;
}
};
if(data >= 4) return 0;
return rotationTable[@intFromEnum(angle)][data];
}
pub fn generateData(_: *main.game.World, _: Vec3i, _: Vec3f, playerDir: Vec3f, _: Vec3i, _: ?Neighbor, currentData: *Block, _: Block, blockPlacing: bool) bool {
if(blockPlacing) {
if(@abs(playerDir[0]) > @abs(playerDir[1])) {
const dir: Neighbor = if(playerDir[0] < 0) .dirNegX else .dirPosX;
currentData.data = dir.toInt() - 2;
} else {
const dir: Neighbor = if(playerDir[1] < 0) .dirNegY else .dirPosY;
currentData.data = dir.toInt() - 2;
}
return true;
}
return false;
}