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Example 11 with Vector3dc

use of org.joml.Vector3dc in project chunkstories-core by Hugobros3.

the class EntityLivingImplementation method tick.

@Override
public void tick() {
    if (getWorld() == null)
        return;
    // Despawn counter is strictly a client matter
    if (getWorld() instanceof WorldMaster) {
        if (isDead()) {
            deathDespawnTimer--;
            if (deathDespawnTimer < 0) {
                world.removeEntity(this);
                return;
            }
        }
        // Fall damage
        if (isOnGround()) {
            if (!wasStandingLastTick && !Double.isNaN(lastStandingHeight)) {
                double fallDistance = lastStandingHeight - this.positionComponent.getLocation().y();
                if (fallDistance > 0) {
                    // System.out.println("Fell "+fallDistance+" meters");
                    if (fallDistance > 5) {
                        float fallDamage = (float) (fallDistance * fallDistance / 2);
                        System.out.println(this + "Took " + fallDamage + " hp of fall damage");
                        this.damage(DAMAGE_CAUSE_FALL, fallDamage);
                    }
                }
            }
            lastStandingHeight = this.positionComponent.getLocation().y();
        }
        this.wasStandingLastTick = isOnGround();
    }
    boolean shouldDoTick = false;
    if (this instanceof EntityControllable) {
        Controller controller = ((EntityControllable) this).getControllerComponent().getController();
        if (controller == null)
            shouldDoTick = (getWorld() instanceof WorldMaster);
        else if (getWorld() instanceof WorldClient && ((WorldClient) getWorld()).getClient().getPlayer().equals(controller))
            shouldDoTick = true;
    } else
        shouldDoTick = (getWorld() instanceof WorldMaster);
    if (shouldDoTick) {
        Vector3dc ogVelocity = getVelocityComponent().getVelocity();
        Vector3d velocity = new Vector3d(ogVelocity);
        Vector2f headRotationVelocity = this.getEntityRotationComponent().tickInpulse();
        getEntityRotationComponent().addRotation(headRotationVelocity.x(), headRotationVelocity.y());
        // voxelIn = VoxelsStore.get().getVoxelById(VoxelFormat.id(world.getVoxelData(positionComponent.getLocation())));
        // voxelIn.getType().isLiquid();
        boolean inWater = isInWater();
        // Gravity
        if (!(this instanceof EntityFlying && ((EntityFlying) this).getFlyingComponent().get())) {
            double terminalVelocity = inWater ? -0.05 : -0.5;
            if (velocity.y() > terminalVelocity)
                velocity.y = (velocity.y() - 0.008);
            if (velocity.y() < terminalVelocity)
                velocity.y = (terminalVelocity);
            // Water limits your overall movement
            double targetSpeedInWater = 0.02;
            if (inWater) {
                if (velocity.length() > targetSpeedInWater) {
                    double decelerationThen = Math.pow((velocity.length() - targetSpeedInWater), 1.0);
                    // System.out.println(decelerationThen);
                    double maxDeceleration = 0.006;
                    if (decelerationThen > maxDeceleration)
                        decelerationThen = maxDeceleration;
                    // System.out.println(decelerationThen);
                    acceleration.add(new Vector3d(velocity).normalize().negate().mul(decelerationThen));
                // acceleration.add(0.0, decelerationThen * (velocity.y() > 0.0 ? 1.0 : -1.0), 0.0);
                }
            }
        }
        // Acceleration
        velocity.x = (velocity.x() + acceleration.x());
        velocity.y = (velocity.y() + acceleration.y());
        velocity.z = (velocity.z() + acceleration.z());
        // TODO ugly
        if (!world.isChunkLoaded((int) (double) positionComponent.getLocation().x() / 32, (int) (double) positionComponent.getLocation().y() / 32, (int) (double) positionComponent.getLocation().z() / 32)) {
            velocity.set(0d, 0d, 0d);
        }
        // Eventually moves
        Vector3dc remainingToMove = moveWithCollisionRestrain(velocity.x(), velocity.y(), velocity.z());
        Vector2d remaining2d = new Vector2d(remainingToMove.x(), remainingToMove.z());
        // Auto-step logic
        if (remaining2d.length() > 0.001 && isOnGround()) {
            // Cap max speed we can get through the bump ?
            if (remaining2d.length() > 0.20d) {
                System.out.println("Too fast, capping");
                remaining2d.normalize();
                remaining2d.mul(0.20);
            }
            // Get whatever we are colliding with
            // Test if setting yourself on top would be ok
            // Do it if possible
            // TODO remake proper
            Vector3d blockedMomentum = new Vector3d(remaining2d.x(), 0, remaining2d.y());
            for (double d = 0.25; d < 0.5; d += 0.05) {
                // I don't want any of this to reflect on the object, because it causes ugly jumps in the animation
                Vector3dc canMoveUp = this.canMoveWithCollisionRestrain(new Vector3d(0.0, d, 0.0));
                // It can go up that bit
                if (canMoveUp.length() == 0.0f) {
                    // Would it help with being stuck ?
                    Vector3d tryFromHigher = new Vector3d(this.getLocation());
                    tryFromHigher.add(new Vector3d(0.0, d, 0.0));
                    Vector3dc blockedMomentumRemaining = this.canMoveWithCollisionRestrain(tryFromHigher, blockedMomentum);
                    // If length of remaining momentum < of what we requested it to do, that means it *did* go a bit further away
                    if (blockedMomentumRemaining.length() < blockedMomentum.length()) {
                        // Where would this land ?
                        Vector3d afterJump = new Vector3d(tryFromHigher);
                        afterJump.add(blockedMomentum);
                        afterJump.sub(blockedMomentumRemaining);
                        // land distance = whatever is left of our -0.55 delta when it hits the ground
                        Vector3dc landDistance = this.canMoveWithCollisionRestrain(afterJump, new Vector3d(0.0, -d, 0.0));
                        afterJump.add(new Vector3d(0.0, -d, 0.0));
                        afterJump.sub(landDistance);
                        this.setLocation(new Location(world, afterJump));
                        remaining2d = new Vector2d(blockedMomentumRemaining.x(), blockedMomentumRemaining.z());
                        break;
                    }
                }
            }
        }
        // Collisions, snap to axises
        if (Math.abs(remaining2d.x()) >= 0.001d)
            velocity.x = (0d);
        if (Math.abs(remaining2d.y()) >= 0.001d)
            velocity.z = (0d);
        // Stap it
        if (isOnGround() && velocity.y() < 0)
            velocity.y = (0d);
        else if (isOnGround())
            velocity.y = (0d);
        getVelocityComponent().setVelocity(velocity);
    }
}
Also used : EntityFlying(io.xol.chunkstories.api.entity.interfaces.EntityFlying) Controller(io.xol.chunkstories.api.entity.Controller) WorldClient(io.xol.chunkstories.api.world.WorldClient) Vector3dc(org.joml.Vector3dc) Vector2d(org.joml.Vector2d) Vector3d(org.joml.Vector3d) Vector2f(org.joml.Vector2f) EntityControllable(io.xol.chunkstories.api.entity.interfaces.EntityControllable) WorldMaster(io.xol.chunkstories.api.world.WorldMaster) Location(io.xol.chunkstories.api.Location)

Example 12 with Vector3dc

use of org.joml.Vector3dc in project chunkstories-core by Hugobros3.

the class EntityPlayer method onControllerInput.

@Override
public boolean onControllerInput(Input input, Controller controller) {
    // We are moving inventory bringup here !
    if (input.getName().equals("inventory") && world instanceof WorldClient) {
        if (creativeMode.get()) {
            ((WorldClient) getWorld()).getClient().openInventories(this.inventoryComponent.getInventory(), new InventoryLocalCreativeMenu(world));
        } else {
            ((WorldClient) getWorld()).getClient().openInventories(this.inventoryComponent.getInventory(), this.armor.getInventory());
        }
        return true;
    }
    Location blockLocation = this.getBlockLookingAt(true);
    double maxLen = 1024;
    if (blockLocation != null) {
        Vector3d diff = new Vector3d(blockLocation).sub(this.getLocation());
        // Vector3d dir = diff.clone().normalize();
        maxLen = diff.length();
    }
    Vector3d initialPosition = new Vector3d(getLocation());
    initialPosition.add(new Vector3d(0, eyePosition, 0));
    Vector3dc direction = getDirectionLookingAt();
    Iterator<Entity> i = world.collisionsManager().rayTraceEntities(initialPosition, direction, maxLen);
    while (i.hasNext()) {
        Entity e = i.next();
        if (e.handleInteraction(this, input))
            return true;
    }
    ItemPile itemSelected = getSelectedItemComponent().getSelectedItem();
    if (itemSelected != null) {
        // See if the item handles the interaction
        if (itemSelected.getItem().onControllerInput(this, itemSelected, input, controller))
            return true;
    }
    if (getWorld() instanceof WorldMaster) {
        // Creative mode features building and picking.
        if (this.getCreativeModeComponent().get()) {
            if (input.getName().equals("mouse.left")) {
                if (blockLocation != null) {
                    // Player events mod
                    if (controller instanceof Player) {
                        Player player = (Player) controller;
                        WorldCell cell = world.peekSafely(blockLocation);
                        FutureCell future = new FutureCell(cell);
                        future.setVoxel(this.getDefinition().store().parent().voxels().air());
                        future.setBlocklight(0);
                        future.setSunlight(0);
                        future.setMetaData(0);
                        PlayerVoxelModificationEvent event = new PlayerVoxelModificationEvent(cell, future, EntityCreative.CREATIVE_MODE, player);
                        // Anyone has objections ?
                        world.getGameContext().getPluginManager().fireEvent(event);
                        if (event.isCancelled())
                            return true;
                        Vector3d rnd = new Vector3d();
                        for (int k = 0; k < 40; k++) {
                            rnd.set(blockLocation);
                            rnd.add(Math.random() * 0.98, Math.random() * 0.98, Math.random() * 0.98);
                            world.getParticlesManager().spawnParticleAtPosition("voxel_frag", rnd);
                        }
                        world.getSoundManager().playSoundEffect("sounds/gameplay/voxel_remove.ogg", Mode.NORMAL, blockLocation, 1.0f, 1.0f);
                        try {
                            world.poke(future, this);
                        // world.poke((int)blockLocation.x, (int)blockLocation.y, (int)blockLocation.z, null, 0, 0, 0, this);
                        } catch (WorldException e) {
                        // Discard but maybe play some effect ?
                        }
                        return true;
                    }
                }
            } else if (input.getName().equals("mouse.middle")) {
                if (blockLocation != null) {
                    CellData ctx = this.getWorld().peekSafely(blockLocation);
                    if (!ctx.getVoxel().isAir()) {
                        // Spawn new itemPile in his inventory
                        ItemVoxel item = (ItemVoxel) world.getGameContext().getContent().items().getItemDefinition("item_voxel").newItem();
                        item.voxel = ctx.getVoxel();
                        item.voxelMeta = ctx.getMetaData();
                        ItemPile itemVoxel = new ItemPile(item);
                        this.getInventory().setItemPileAt(getSelectedItemComponent().getSelectedSlot(), 0, itemVoxel);
                        return true;
                    }
                }
            }
        }
    }
    // Then we check if the world minds being interacted with
    return world.handleInteraction(this, blockLocation, input);
}
Also used : Entity(io.xol.chunkstories.api.entity.Entity) Player(io.xol.chunkstories.api.player.Player) LocalPlayer(io.xol.chunkstories.api.client.LocalPlayer) ItemVoxel(io.xol.chunkstories.api.item.ItemVoxel) WorldCell(io.xol.chunkstories.api.world.World.WorldCell) WorldException(io.xol.chunkstories.api.exceptions.world.WorldException) WorldClient(io.xol.chunkstories.api.world.WorldClient) ItemPile(io.xol.chunkstories.api.item.inventory.ItemPile) CellData(io.xol.chunkstories.api.world.cell.CellData) Vector3dc(org.joml.Vector3dc) FutureCell(io.xol.chunkstories.api.world.cell.FutureCell) PlayerVoxelModificationEvent(io.xol.chunkstories.api.events.player.voxel.PlayerVoxelModificationEvent) Vector3d(org.joml.Vector3d) InventoryLocalCreativeMenu(io.xol.chunkstories.core.item.inventory.InventoryLocalCreativeMenu) WorldMaster(io.xol.chunkstories.api.world.WorldMaster) Location(io.xol.chunkstories.api.Location)

Example 13 with Vector3dc

use of org.joml.Vector3dc in project chunkstories-core by Hugobros3.

the class HitBoxImpl method lineIntersection.

/**
 * Tricky maths; transforms the inbound ray so the hitbox would be at 0.0.0 and axis-aligned
 */
public Vector3dc lineIntersection(Vector3dc lineStart, Vector3dc lineDirection) {
    Matrix4f fromAABBToWorld = new Matrix4f(entity.getAnimatedSkeleton().getBoneHierarchyTransformationMatrix(skeletonPart, System.currentTimeMillis() % 1000000));
    Matrix4f worldPositionTransformation = new Matrix4f();
    Location entityLoc = entity.getLocation();
    Vector3f pos = new Vector3f((float) entityLoc.x, (float) entityLoc.y, (float) entityLoc.z);
    worldPositionTransformation.translate(pos);
    // Creates from AABB space to worldspace
    worldPositionTransformation.mul(fromAABBToWorld, fromAABBToWorld);
    // Invert it.
    Matrix4f fromWorldToAABB = new Matrix4f();
    fromAABBToWorld.invert(fromWorldToAABB);
    // Transform line start into AABB space
    Vector4f lineStart4 = new Vector4f((float) lineStart.x(), (float) lineStart.y(), (float) lineStart.z(), 1.0f);
    Vector4f lineDirection4 = new Vector4f((float) lineDirection.x(), (float) lineDirection.y(), (float) lineDirection.z(), 0.0f);
    fromWorldToAABB.transform(lineStart4);
    fromWorldToAABB.transform(lineDirection4);
    Vector3d lineStartTransformed = new Vector3d(lineStart4.x(), lineStart4.y(), lineStart4.z());
    Vector3d lineDirectionTransformed = new Vector3d(lineDirection4.x(), lineDirection4.y(), lineDirection4.z());
    // Actual computation
    Vector3dc hitPoint = box.lineIntersection(lineStartTransformed, lineDirectionTransformed);
    if (hitPoint == null)
        return null;
    // Transform hitPoint back into world
    Vector4f hitPoint4 = new Vector4f((float) hitPoint.x(), (float) hitPoint.y(), (float) hitPoint.z(), 1.0f);
    fromAABBToWorld.transform(hitPoint4);
    return new Vector3d((double) (float) hitPoint4.x(), (double) (float) hitPoint4.y(), (double) (float) hitPoint4.z());
}
Also used : Vector3dc(org.joml.Vector3dc) Matrix4f(org.joml.Matrix4f) Vector4f(org.joml.Vector4f) Vector3d(org.joml.Vector3d) Vector3f(org.joml.Vector3f) Location(io.xol.chunkstories.api.Location)

Example 14 with Vector3dc

use of org.joml.Vector3dc in project chunkstories-core by Hugobros3.

the class EntityGroundItem method tick.

@Override
public void tick() {
    // this.moveWithCollisionRestrain(0, -0.05, 0);
    Vector3d velocity = velocityComponent.getVelocity();
    if (world instanceof WorldMaster) {
        Voxel voxelIn = world.peekSafely(positionComponent.getLocation()).getVoxel();
        boolean inWater = voxelIn.getDefinition().isLiquid();
        double terminalVelocity = inWater ? -0.25 : -0.5;
        if (velocity.y() > terminalVelocity && !this.isOnGround())
            velocity.y = (velocity.y() - 0.016);
        if (velocity.y() < terminalVelocity)
            velocity.y = (terminalVelocity);
        Vector3dc remainingToMove = moveWithCollisionRestrain(velocity.x(), velocity.y(), velocity.z());
        if (remainingToMove.y() < -0.02 && this.isOnGround()) {
            if (remainingToMove.y() < -0.01) {
                // Bounce
                double originalDownardsVelocity = velocity.y();
                double bounceFactor = 0.15;
                velocity.mul(bounceFactor);
                velocity.y = (-originalDownardsVelocity * bounceFactor);
            // world.getSoundManager().playSoundEffect("./sounds/dogez/weapon/grenades/grenade_bounce.ogg", Mode.NORMAL, getLocation(), 1, 1, 10, 35);
            } else
                velocity.mul(0d);
        }
        if (Math.abs(velocity.x()) < 0.02)
            velocity.x = (0.0);
        if (Math.abs(velocity.z()) < 0.02)
            velocity.z = (0.0);
        if (Math.abs(velocity.y()) < 0.01)
            velocity.y = (0.0);
        velocityComponent.setVelocity(velocity);
    }
    if (world instanceof WorldClient) {
        if (this.isOnGround()) {
            rotation += 1.0f;
            rotation %= 360;
        }
    }
    super.tick();
}
Also used : Vector3dc(org.joml.Vector3dc) Vector3d(org.joml.Vector3d) Voxel(io.xol.chunkstories.api.voxel.Voxel) WorldClient(io.xol.chunkstories.api.world.WorldClient) WorldMaster(io.xol.chunkstories.api.world.WorldMaster)

Example 15 with Vector3dc

use of org.joml.Vector3dc in project chunkstories-core by Hugobros3.

the class ShadowPass method render.

public void render(RenderingInterface renderingContext) {
    if (this.getShadowVisibility() == 0f)
        // No shadows at night :)
        return;
    GameWindow gameWindow = pipeline.getRenderingInterface().getWindow();
    // Resize the texture if needed
    int shadowMapTextureSize = renderingContext.getClient().getConfiguration().getIntOption("client.rendering.shadowsResolution");
    if (shadowDepthTexture.getWidth() != shadowMapTextureSize) {
        fbo.resize(shadowMapTextureSize, shadowMapTextureSize);
    }
    // The size of the shadow range depends on the shadowmap resolution
    int shadowRange = 128;
    if (shadowMapTextureSize > 1024)
        shadowRange = 192;
    else if (shadowMapTextureSize > 2048)
        shadowRange = 256;
    int shadowDepthRange = 200;
    // Builds the shadow matrix
    // MatrixHelper.getOrthographicMatrix(-shadowRange, shadowRange, -shadowRange, shadowRange, -shadowDepthRange, shadowDepthRange);
    Matrix4f depthProjectionMatrix = new Matrix4f().ortho(-shadowRange, shadowRange, -shadowRange, shadowRange, -shadowDepthRange, shadowDepthRange);
    Matrix4f depthViewMatrix = new Matrix4f().lookAt(skyRenderer.getSunPosition(), new Vector3f(0, 0, 0), new Vector3f(0, 1, 0));
    Matrix4f shadowMVP = new Matrix4f();
    depthProjectionMatrix.mul(depthViewMatrix, shadowMVP);
    // Matrix4f.mul(depthProjectionMatrix, depthViewMatrix, shadowMVP);
    shadowMatrix = new Matrix4f(shadowMVP);
    Vector3dc posd = renderingContext.getCamera().getCameraPosition();
    Vector3f pos = new Vector3f((float) posd.x(), (float) posd.y(), (float) posd.z());
    pos.negate();
    shadowMVP.translate(pos);
    // Set appropriate fixed function stuff
    renderingContext.setCullingMode(CullingMode.COUNTERCLOCKWISE);
    renderingContext.setBlendMode(BlendMode.DISABLED);
    renderingContext.setDepthTestMode(DepthTestMode.LESS_OR_EQUAL);
    // Bind relevant FBO and clear it
    renderingContext.getRenderTargetManager().setConfiguration(fbo);
    renderingContext.getRenderTargetManager().clearBoundRenderTargetZ(1.0f);
    Shader shadowsPassShader = renderingContext.useShader("shadows");
    shadowsPassShader.setUniform1f("animationTimer", worldRenderer.getAnimationTimer());
    shadowsPassShader.setUniformMatrix4f("depthMVP", shadowMVP);
    shadowsPassShader.setUniform1f("isUsingInstancedData", 0f);
    shadowsPassShader.setUniform1f("useVoxelCoordinates", 1f);
    Texture2D blocksAlbedoTexture = gameWindow.getClient().getContent().voxels().textures().getDiffuseAtlasTexture();
    renderingContext.bindAlbedoTexture(blocksAlbedoTexture);
    renderingContext.setObjectMatrix(null);
    // We render the world from that perspective
    // Hackish way of enabling the shader input for the fake "wind" effect vegetation can have
    shadowsPassShader.setUniform1f("allowForWavyStuff", 1);
    worldRenderer.getChunksRenderer().renderChunks(renderingContext);
    // In turn, disabling it while we do the entities
    shadowsPassShader.setUniform1f("allowForWavyStuff", 0);
    worldRenderer.getEntitiesRenderer().renderEntities(renderingContext);
}
Also used : GameWindow(io.xol.chunkstories.api.rendering.GameWindow) Vector3dc(org.joml.Vector3dc) Matrix4f(org.joml.Matrix4f) Texture2D(io.xol.chunkstories.api.rendering.textures.Texture2D) Vector3f(org.joml.Vector3f) Shader(io.xol.chunkstories.api.rendering.shader.Shader)

Aggregations

Vector3dc (org.joml.Vector3dc)15 Vector3d (org.joml.Vector3d)9 Location (io.xol.chunkstories.api.Location)6 WorldMaster (io.xol.chunkstories.api.world.WorldMaster)5 Entity (io.xol.chunkstories.api.entity.Entity)4 CollisionBox (io.xol.chunkstories.api.physics.CollisionBox)4 WorldClient (io.xol.chunkstories.api.world.WorldClient)4 CellData (io.xol.chunkstories.api.world.cell.CellData)4 EntityLiving (io.xol.chunkstories.api.entity.EntityLiving)3 HitBox (io.xol.chunkstories.api.entity.EntityLiving.HitBox)3 Voxel (io.xol.chunkstories.api.voxel.Voxel)3 Shader (io.xol.chunkstories.api.rendering.shader.Shader)2 Texture2D (io.xol.chunkstories.api.rendering.textures.Texture2D)2 WorldCell (io.xol.chunkstories.api.world.World.WorldCell)2 EntityPlayer (io.xol.chunkstories.core.entity.EntityPlayer)2 Matrix4f (org.joml.Matrix4f)2 Vector3f (org.joml.Vector3f)2 LocalPlayer (io.xol.chunkstories.api.client.LocalPlayer)1 ClientPacketsProcessor (io.xol.chunkstories.api.client.net.ClientPacketsProcessor)1 Controller (io.xol.chunkstories.api.entity.Controller)1