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https://github.com/GayPizzaSpecifications/voxelotl-engine.git
synced 2025-08-03 13:11:33 +00:00
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This commit is contained in:
@ -45,6 +45,7 @@ add_executable(Voxelotl MACOSX_BUNDLE
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# Game logic classes
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Chunk.swift
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World.swift
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Raycast.swift
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Player.swift
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Game.swift
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@ -59,6 +60,7 @@ set_source_files_properties(
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target_include_directories(Voxelotl PRIVATE "${CMAKE_CURRENT_SOURCE_DIR}")
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target_link_libraries(Voxelotl PRIVATE SDLSwift)
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target_compile_definitions(Voxelotl PRIVATE $<$<CONFIG:Debug>:DEBUG>)
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set_target_properties(Voxelotl PROPERTIES
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XCODE_ATTRIBUTE_ENABLE_HARDENED_RUNTIME YES
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XCODE_ATTRIBUTE_PRODUCT_BUNDLE_IDENTIFIER "gay.pizza.voxelotl"
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@ -1,21 +1,24 @@
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public struct Chunk {
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public static let chunkSize: Int = 16
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public static let blockCount = chunkSize * chunkSize * chunkSize
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public static let shift = 4 // 16
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public static let size: Int = 1 << shift
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public static let mask: Int = size - 1
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private static let yStride = chunkSize
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private static let zStride = chunkSize * chunkSize
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public static let blockCount = size * size * size
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public let position: SIMD3<Int>
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private static let yStride = size
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private static let zStride = size * size
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public let origin: SIMD3<Int>
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private var blocks: [Block]
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init(position: SIMD3<Int>, blocks: [Block]) {
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assert(blocks.count == Self.blockCount)
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self.position = position
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self.origin = position
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self.blocks = blocks
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}
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init(position: SIMD3<Int>) {
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self.position = position
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self.origin = position
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self.blocks = Array(
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repeating: BlockType.air,
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count: Self.blockCount
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@ -23,9 +26,13 @@ public struct Chunk {
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}
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func getBlock(at position: SIMD3<Int>) -> Block {
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getBlock(internal: position &- self.origin)
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}
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func getBlock(internal position: SIMD3<Int>) -> Block {
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if position.x < 0 || position.y < 0 || position.z < 0 {
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Block(.air)
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} else if position.x >= Self.chunkSize || position.y >= Self.chunkSize || position.z >= Self.chunkSize {
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} else if position.x >= Self.size || position.y >= Self.size || position.z >= Self.size {
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Block(.air)
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} else {
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blocks[position.x + position.y * Self.yStride + position.z * Self.zStride]
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@ -33,10 +40,14 @@ public struct Chunk {
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}
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mutating func setBlock(at position: SIMD3<Int>, type: BlockType) {
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setBlock(internal: position &- self.origin, type: type)
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}
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mutating func setBlock(internal position: SIMD3<Int>, type: BlockType) {
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if position.x < 0 || position.y < 0 || position.z < 0 {
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return
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}
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if position.x >= Self.chunkSize || position.y >= Self.chunkSize || position.z >= Self.chunkSize {
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if position.x >= Self.size || position.y >= Self.size || position.z >= Self.size {
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return
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}
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@ -44,26 +55,11 @@ public struct Chunk {
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}
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mutating func fill(allBy calculation: (_ position: SIMD3<Int>) -> BlockType) {
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var i = 0
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for x in 0..<Self.chunkSize {
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for y in 0..<Self.chunkSize {
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for z in 0..<Self.chunkSize {
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blocks[i].type = calculation(SIMD3(x, y, z))
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i += 1
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}
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}
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}
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}
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func forEach(block perform: (Block, SIMD3<Int>) -> Void) {
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for x in 0..<Self.chunkSize {
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for y in 0..<Self.chunkSize {
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for z in 0..<Self.chunkSize {
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let idx = x + y * Self.yStride + z * Self.zStride
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let position = SIMD3(x, y, z)
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perform(blocks[idx], position)
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}
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}
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for i in 0..<Self.blockCount {
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let x = i & Self.mask
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let y = (i &>> Self.shift) & Self.mask
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let z = (i &>> (Self.shift + Self.shift)) & Self.mask
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blocks[i].type = calculation(self.origin &+ SIMD3(x, y, z))
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}
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}
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@ -75,12 +71,12 @@ public struct Chunk {
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var position = SIMD3<Int>()
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for i in self.blocks.indices {
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out.append(try transform(blocks[i], position))
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out.append(try transform(blocks[i], self.origin &+ position))
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position.x += 1
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if position.x == Self.chunkSize {
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if position.x == Self.size {
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position.x = 0
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position.y += 1
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if position.y == Self.chunkSize {
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if position.y == Self.size {
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position.y = 0
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position.z += 1
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}
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@ -98,14 +94,14 @@ public struct Chunk {
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var position = SIMD3<Int>()
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for i in self.blocks.indices {
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if let element = try transform(blocks[i], position) {
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if let element = try transform(blocks[i], self.origin &+ position) {
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out.append(element)
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}
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position.x += 1
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if position.x == Self.chunkSize {
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if position.x == Self.size {
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position.x = 0
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position.y += 1
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if position.y == Self.chunkSize {
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if position.y == Self.size {
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position.y = 0
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position.z += 1
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}
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@ -24,7 +24,7 @@ class Game: GameDelegate {
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var camera = Camera(fov: 60, size: .one, range: 0.06...900)
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var player = Player()
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var projection: matrix_float4x4 = .identity
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var chunk = Chunk(position: .zero)
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var world = World()
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func create(_ renderer: Renderer) {
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self.resetPlayer()
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@ -34,7 +34,7 @@ class Game: GameDelegate {
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}
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private func resetPlayer() {
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self.player.position = .init(repeating: 0.5) + .init(0, Float(Chunk.chunkSize), 0)
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self.player.position = .init(repeating: 0.5) + .init(0, Float(Chunk.size), 0)
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self.player.velocity = .zero
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self.player.rotation = .init(.pi, 0)
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}
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@ -50,20 +50,11 @@ class Game: GameDelegate {
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UInt64(Arc4Random.instance.next()) | UInt64(Arc4Random.instance.next()) << 32,
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UInt64(Arc4Random.instance.next()) | UInt64(Arc4Random.instance.next()) << 32))
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#endif
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let noise = ImprovedPerlin<Float>(random: &random)
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self.chunk.fill(allBy: { position in
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let fpos = SIMD3<Float>(position)
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return if fpos.y / Float(Chunk.chunkSize)
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+ noise.get(fpos * 0.07) * 0.7
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+ noise.get(fpos * 0.321 + 100) * 0.3 < 0.6 {
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.solid(.init(
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r: Float16(noise.get(fpos * 0.1)),
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g: Float16(noise.get(fpos * 0.1 + 10)),
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b: Float16(noise.get(fpos * 0.1 + 100))).mix(.white, 0.4).linear)
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} else {
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.air
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}
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})
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#if DEBUG
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self.world.generate(width: 2, height: 1, depth: 1, random: &random)
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#else
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self.world.generate(width: 5, height: 3, depth: 5, random: &random)
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#endif
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}
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func fixedUpdate(_ time: GameTime) {
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@ -77,27 +68,24 @@ class Game: GameDelegate {
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let deltaTime = min(Float(time.delta.asFloat), 1.0 / 15)
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var destroy = false
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var reset = false, generate = false
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if let pad = GameController.current?.state {
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if pad.pressed(.back) { reset = true }
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if pad.pressed(.start) { generate = true }
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}
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if Keyboard.pressed(.r) { reset = true }
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if Keyboard.pressed(.g) { generate = true }
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// Player reset
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if pad.pressed(.back) {
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if reset {
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self.resetPlayer()
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}
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// Regenerate
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if pad.pressed(.start) {
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self.generateWorld()
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}
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}
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if Keyboard.pressed(.r) {
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self.resetPlayer()
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}
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if Keyboard.pressed(.g) {
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if generate {
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self.generateWorld()
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}
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self.player.update(deltaTime: deltaTime, chunk: &chunk)
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self.player.update(deltaTime: deltaTime, world: world)
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self.camera.position = player.eyePosition
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self.camera.rotation = player.eyeRotation
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}
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@ -114,14 +102,7 @@ class Game: GameDelegate {
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specular: Color(rgba8888: 0x2F2F2F00).linear,
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gloss: 75)
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var instances = chunk.compactMap { block, position in
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if case let .solid(color) = block.type {
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Instance(
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position: SIMD3<Float>(chunk.position &+ position) + 0.5,
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scale: .init(repeating: 0.5),
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color: color)
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} else { nil }
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}
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var instances = world.instances
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instances.append(
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Instance(
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position: player.rayhitPos,
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@ -8,7 +8,7 @@ struct Player {
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to: .init(Self.radius, Self.height, Self.radius))
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static let eyeLevel: Float = 1.4
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static let epsilon = Float.ulpOfOne * 10
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static let epsilon = Float.ulpOfOne * 20
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static let accelerationCoeff: Float = 75
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static let airAccelCoeff: Float = 3
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@ -40,7 +40,7 @@ struct Player {
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enum JumpInput { case off, press, held }
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mutating func update(deltaTime: Float, chunk: inout Chunk) {
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mutating func update(deltaTime: Float, world: World) {
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var turning: SIMD2<Float> = .zero
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var movement: SIMD2<Float> = .zero
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var flying: Int = .zero
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@ -133,9 +133,9 @@ struct Player {
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self._velocity.y -= Self.gravityCoeff * deltaTime
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// Move & handle collision
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let checkCorner = { (chunk: Chunk, bounds: AABB, corner: SIMD3<Float>) -> Optional<AABB> in
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let checkCorner = { (world: World, bounds: AABB, corner: SIMD3<Float>) -> Optional<AABB> in
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let blockPos = SIMD3(floor(corner.x), floor(corner.y), floor(corner.z))
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if case BlockType.solid = chunk.getBlock(at: SIMD3<Int>(blockPos)).type {
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if case BlockType.solid = world.getBlock(at: SIMD3<Int>(blockPos)).type {
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let blockGeometry = AABB(from: blockPos, to: blockPos + 1)
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if bounds.touching(blockGeometry) {
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return blockGeometry
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@ -143,7 +143,7 @@ struct Player {
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}
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return nil
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}
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let checkCollision = { (chunk: Chunk, position: SIMD3<Float>) -> Optional<AABB> in
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let checkCollision = { (world: World, position: SIMD3<Float>) -> Optional<AABB> in
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let bounds = Self.bounds + position
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let corners: [SIMD3<Float>] = [
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.init(bounds.left, bounds.bottom, bounds.far),
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@ -160,14 +160,14 @@ struct Player {
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.init(bounds.right, bounds.top, bounds.near)
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]
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for corner in corners {
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if let geometry = checkCorner(chunk, bounds, corner) {
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if let geometry = checkCorner(world, bounds, corner) {
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return geometry
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}
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}
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return nil
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}
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self._position.y += self._velocity.y * deltaTime
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if let aabb = checkCollision(chunk, self._velocity.y > 0 ? self._position + .down * Self.epsilon : self.position) {
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if let aabb = checkCollision(world, self._velocity.y > 0 ? self._position + .down * Self.epsilon : self.position) {
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if self._velocity.y < 0 {
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self._position.y = aabb.top + Self.epsilon
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self._onGround = true
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@ -180,7 +180,7 @@ struct Player {
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self._onGround = false
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}
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self._position.x += self._velocity.x * deltaTime
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if let aabb = checkCollision(chunk, self._position) {
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if let aabb = checkCollision(world, self._position) {
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if self._velocity.x < 0 {
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self._position.x = aabb.right + Self.radius + Self.epsilon
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} else {
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@ -189,7 +189,7 @@ struct Player {
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self._velocity.x = 0
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}
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self._position.z += self._velocity.z * deltaTime
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if let aabb = checkCollision(chunk, self._position) {
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if let aabb = checkCollision(world, self._position) {
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if self._velocity.z < 0 {
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self._position.z = aabb.near + Self.radius + Self.epsilon
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} else {
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@ -200,16 +200,16 @@ struct Player {
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// Block picking
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if let hit = raycast(
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chunk: chunk,
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world: world,
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origin: self.eyePosition,
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direction: .forward * simd_matrix3x3(self.eyeRotation),
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maxDistance: 3.8
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) {
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self.rayhitPos = hit.position
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if destroy {
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chunk.setBlock(at: hit.map, type: .air)
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world.setBlock(at: hit.map, type: .air)
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} else if place {
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chunk.setBlock(at: hit.map.offset(by: hit.side), type: .solid(.white))
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world.setBlock(at: hit.map.offset(by: hit.side), type: .solid(.white))
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}
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}
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@ -1,7 +1,7 @@
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import simd
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public func raycast(
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chunk: Chunk,
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world: World,
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origin rayPosition: SIMD3<Float>,
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direction: SIMD3<Float>,
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maxDistance: Float
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@ -74,7 +74,7 @@ public func raycast(
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}
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// return a result if we hit something solid
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if chunk.getBlock(at: mapPosition).type != .air {
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if world.getBlock(at: mapPosition).type != .air {
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return .init(
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position: rayPosition + direction * distance,
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distance: distance,
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61
Sources/Voxelotl/World.swift
Normal file
61
Sources/Voxelotl/World.swift
Normal file
@ -0,0 +1,61 @@
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import Foundation
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public class World {
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private var _chunks: Dictionary<SIMD3<Int>, Chunk>
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public init() {
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self._chunks = [:]
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}
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func getBlock(at position: SIMD3<Int>) -> Block {
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return if let chunk = self._chunks[position &>> Chunk.shift] {
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chunk.getBlock(at: position)
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} else { Block(.air) }
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}
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func setBlock(at position: SIMD3<Int>, type: BlockType) {
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self._chunks[position &>> Chunk.shift]?.setBlock(at: position, type: type)
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}
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func generate(width: Int, height: Int, depth: Int, random: inout any RandomProvider) {
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let noise = ImprovedPerlin<Float>(random: &random)
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for x in 0..<width {
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for y in 0..<height {
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for z in 0..<depth {
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let chunkID = SIMD3(x, y, z) &- SIMD3(width, height, depth) / 2
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let chunkOrigin = chunkID &<< Chunk.shift
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var chunk = Chunk(position: chunkOrigin)
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chunk.fill(allBy: { position in
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let fpos = SIMD3<Float>(position)
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return if fpos.y / Float(Chunk.size)
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+ noise.get(fpos * 0.05) * 1.1
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+ noise.get(fpos * 0.1 + 500) * 0.5
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+ noise.get(fpos * 0.3 + 100) * 0.23 < 0.6 {
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.solid(.init(
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r: Float16(noise.get(fpos * 0.1)),
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g: Float16(noise.get(fpos * 0.1 + 10)),
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b: Float16(noise.get(fpos * 0.1 + 100))).mix(.white, 0.6).linear)
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} else {
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.air
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}
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})
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self._chunks[chunkID] = chunk
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}
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}
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}
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}
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var instances: [Instance] {
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self._chunks.values.flatMap { chunk in
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chunk.compactMap { block, position in
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if case let .solid(color) = block.type {
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Instance(
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position: SIMD3<Float>(position) + 0.5,
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scale: .init(repeating: 0.5),
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color: color)
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} else { nil }
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}
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}
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}
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}
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