#include "World.hpp"
#include "Event.hpp"
void World::ParseChunkData(std::shared_ptr<PacketChunkData> packet) {
StreamBuffer chunkData(packet->Data.data(), packet->Data.size());
std::bitset<16> bitmask(packet->PrimaryBitMask);
for (int i = 0; i < 16; i++) {
if (bitmask[i]) {
Vector chunkPosition = Vector(packet->ChunkX, i, packet->ChunkZ);
Section section = ParseSection(&chunkData, chunkPosition);
section.Parse();
sectionMutexes[chunkPosition].lock();
auto it = sections.find(chunkPosition);
if (it == sections.end()) {
sections.insert(std::make_pair(chunkPosition, section));
} else {
using std::swap;
swap(it->second, section);
}
sectionMutexes[chunkPosition].unlock();
EventAgregator::PushEvent(EventType::ChunkChanged, ChunkChangedData{ chunkPosition });
}
}
}
Section World::ParseSection(StreamInput *data, Vector position) {
unsigned char bitsPerBlock = data->ReadUByte();
int paletteLength = data->ReadVarInt();
std::vector<unsigned short> palette;
for (int i = 0; i < paletteLength; i++) {
palette.push_back(data->ReadVarInt());
}
int dataArrayLength = data->ReadVarInt();
auto dataArray = data->ReadByteArray(dataArrayLength * 8);
auto blockLight = data->ReadByteArray(4096 / 2);
std::vector<unsigned char> skyLight;
if (dimension == 0)
skyLight = data->ReadByteArray(4096 / 2);
return Section(position, dataArray.data(), dataArray.size(), blockLight.data(),
(skyLight.size() > 0 ? skyLight.data() : nullptr), bitsPerBlock, palette);
}
World::~World() {
}
World::World() {
}
bool World::isPlayerCollides(double X, double Y, double Z) {
Vector PlayerChunk(floor(X / 16.0), floor(Y / 16.0), floor(Z / 16.0));
std::vector<Vector> closestSectionsCoordinates = {
Vector(PlayerChunk.GetX(), PlayerChunk.GetY(), PlayerChunk.GetZ()),
Vector(PlayerChunk.GetX() + 1, PlayerChunk.GetY(), PlayerChunk.GetZ()),
Vector(PlayerChunk.GetX() - 1, PlayerChunk.GetY(), PlayerChunk.GetZ()),
Vector(PlayerChunk.GetX(), PlayerChunk.GetY() + 1, PlayerChunk.GetZ()),
Vector(PlayerChunk.GetX(), PlayerChunk.GetY() - 1, PlayerChunk.GetZ()),
Vector(PlayerChunk.GetX(), PlayerChunk.GetY(), PlayerChunk.GetZ() + 1),
Vector(PlayerChunk.GetX(), PlayerChunk.GetY(), PlayerChunk.GetZ() - 1),
};
std::vector<std::map<Vector, Section>::iterator> closestSections;
for (auto &coord:closestSectionsCoordinates) {
auto it = sections.find(coord);
if (it != sections.end())
closestSections.push_back(it);
}
if (closestSections.empty())
return false;
for (auto &it:closestSections) {
const double PlayerWidth = 0.6;
const double PlayerHeight = 1.82;
const double PlayerLength = 0.6;
AABB playerColl;
playerColl.x = X - PlayerWidth / 2.0;
playerColl.w = PlayerWidth;
playerColl.y = Y;
playerColl.h = PlayerHeight;
playerColl.z = Z - PlayerLength / 2.0;
playerColl.l = PlayerLength;
for (int x = 0; x < 16; x++) {
for (int y = 0; y < 16; y++) {
for (int z = 0; z < 16; z++) {
Block block = it->second.GetBlock(Vector(x, y, z));
if (block.id == 0 || block.id == 31)
continue;
AABB blockColl{(x + it->first.GetX() * 16.0),
(y + it->first.GetY() * 16.0),
(z + it->first.GetZ() * 16.0), 1, 1, 1};
if (TestCollision(playerColl, blockColl))
return true;
}
}
}
}
return false;
}
Block &World::GetBlock(Vector pos) {
Vector sectionPos (floor(pos.GetX() / 16.0f),floor(pos.GetY() / 16.0f),floor(pos.GetZ()/16.0f));
Vector inSectionPos = pos - (sectionPos * 16);
if (sections.find(sectionPos)==sections.end()){
static Block block(0,0);
return block;
}
sectionMutexes[sectionPos].lock();
Block& block = sections.find(sectionPos)->second.GetBlock(inSectionPos);
sectionMutexes[sectionPos].unlock();
return block;
}
std::vector<Vector> World::GetSectionsList() {
std::vector<Vector> sectionsList;
for (auto& it:sections) {
sectionsList.push_back(it.first);
}
return sectionsList;
}
Section &World::GetSection(Vector sectionPos) {
sectionMutexes[sectionPos].lock();
sectionMutexes[sectionPos].unlock();
return sections.find(sectionPos)->second;
}
glm::vec3 World::Raycast(glm::vec3 position, glm::vec3 direction, float maxLength, float minPrecision) {
return glm::vec3(position * direction / maxLength * minPrecision);
}