throwing in a pr-tree onto the project

This commit is contained in:
minjaesong
2019-07-07 22:13:37 +09:00
parent b66ca70d6c
commit 84e4c82b60
8 changed files with 241 additions and 130 deletions

View File

@@ -484,9 +484,6 @@ open class TerrarumIngame(batch: SpriteBatch) : IngameInstance(batch) {
particlesActive = 0
ingameController.update(delta)
if (!paused) {
WorldSimulator.resetForThisFrame()
@@ -496,9 +493,15 @@ open class TerrarumIngame(batch: SpriteBatch) : IngameInstance(batch) {
///////////////////////////
BlockPropUtil.dynamicLumFuncTickClock()
world.updateWorldTime(delta)
WorldSimulator.invoke(actorNowPlaying, delta)
WeatherMixer.update(delta, actorNowPlaying, world)
BlockStats.update()
AppLoader.measureDebugTime("WorldSimulator.update") {
WorldSimulator.invoke(actorNowPlaying, delta)
}
AppLoader.measureDebugTime("WeatherMixer.update") {
WeatherMixer.update(delta, actorNowPlaying, world)
}
AppLoader.measureDebugTime("BlockStats.update") {
BlockStats.update()
}
@@ -524,6 +527,12 @@ open class TerrarumIngame(batch: SpriteBatch) : IngameInstance(batch) {
WorldCamera.update(gameworld, actorNowPlaying)
}
// world click events (e.g. opening the UI that a fixture has) must go here
ingameController.update(delta)
if (!paused) {
// completely consume block change queues because why not
terrainChangeQueue.clear()

View File

@@ -11,8 +11,8 @@ import net.torvald.terrarum.worlddrawer.CreateTileAtlas
object PlayerBuilderTestSubject1 {
operator fun invoke(): IngamePlayer {
val p: IngamePlayer = IngamePlayer(
ModMgr.getPath("basegame", "sprites/furry_sprite.properties"),
ModMgr.getPath("basegame", "sprites/furry_sprite_glow.properties"),
ModMgr.getPath("basegame", "sprites/test_sprite.properties"),
null,//ModMgr.getPath("basegame", "sprites/test_sprite_glow.properties"),
-589141658L // random value thrown
)
InjectCreatureRaw(p.actorValue, "basegame", "CreatureHuman.json")
@@ -29,7 +29,7 @@ object PlayerBuilderTestSubject1 {
p.sprite!!.setRowsAndFrames(2, 4)*/
p.sprite = SpriteAnimation(p)
p.spriteGlow = SpriteAnimation(p)
//p.spriteGlow = SpriteAnimation(p)
p.reassembleSprite(p.sprite!!, p.spriteGlow)
p.setHitboxDimension(15, p.actorValue.getAsInt(AVKey.BASEHEIGHT) ?: ActorHumanoid.BASE_HEIGHT, 21, 0)

View File

@@ -1,21 +1,18 @@
package net.torvald.terrarum.modulebasegame.gameworld
import com.badlogic.gdx.Input
import com.badlogic.gdx.graphics.Color
import net.torvald.aa.KDTree
import net.torvald.terrarum.AppLoader
import net.torvald.terrarum.IngameInstance
import net.torvald.terrarum.Terrarum
import net.torvald.terrarum.*
import net.torvald.terrarum.blockproperties.Block
import net.torvald.terrarum.blockproperties.BlockCodex
import net.torvald.terrarum.blockproperties.Fluid
import net.torvald.terrarum.gameactors.ActorWBMovable
import net.torvald.terrarum.gameactors.ActorWithBody
import net.torvald.terrarum.gamecontroller.KeyToggler
import net.torvald.terrarum.gameworld.FluidType
import net.torvald.terrarum.gameworld.GameWorld
import net.torvald.terrarum.modulebasegame.gameactors.ActorHumanoid
import net.torvald.terrarum.roundInt
import net.torvald.terrarum.worlddrawer.CreateTileAtlas
import net.torvald.terrarum.worlddrawer.CreateTileAtlas.TILE_SIZE
import org.khelekore.prtree.*
/**
* Created by minjaesong on 2016-08-03.
@@ -57,25 +54,25 @@ object WorldSimulator {
/** Bottom-right point */
var updateYTo = 0
val colourNone = Color(0x808080FF.toInt())
val colourWater = Color(0x66BBFFFF.toInt())
private val ingame: IngameInstance
get() = Terrarum.ingame!!
private val world: GameWorld
get() = ingame.world
// TODO use R-Tree instead? https://stackoverflow.com/questions/10269179/find-rectangles-that-contain-point-efficient-algorithm#10269695
private var actorsKDTree: KDTree? = null
private lateinit var actorsRTree: PRTree<ActorWithBody>
fun resetForThisFrame() {
actorsKDTree = null
}
/** Must be called BEFORE the actors update -- actors depend on the R-Tree for various things */
operator fun invoke(player: ActorHumanoid?, delta: Float) {
// build the kdtree that will be used during a single frame of updating
if (actorsKDTree == null)
actorsKDTree = KDTree(ingame.actorContainerActive.filter { it is ActorWBMovable })
// build the r-tree that will be used during a single frame of updating
actorsRTree = PRTree(actorMBRConverter, 24)
actorsRTree.load(ingame.actorContainerActive.filter { it is ActorWithBody })
//printdbg(this, "============================")
@@ -85,12 +82,49 @@ object WorldSimulator {
updateXTo = updateXFrom + DOUBLE_RADIUS
updateYTo = updateYFrom + DOUBLE_RADIUS
}
moveFluids(delta)
//moveFluids(delta)
displaceFallables(delta)
//printdbg(this, "============================")
}
/**
* @return list of actors under the bounding box given, list may be empty if no actor is under the point.
*/
fun getActorsAt(startPoint: Point2d, endPoint: Point2d): List<ActorWithBody> {
val outList = ArrayList<ActorWithBody>()
actorsRTree.find(startPoint.x, startPoint.y, endPoint.x, endPoint.y, outList)
return outList
}
fun getActorsAt(worldX: Double, worldY: Double): List<ActorWithBody> {
val outList = ArrayList<ActorWithBody>()
actorsRTree.find(worldX, worldY, worldX + 1.0, worldY + 1.0, outList)
return outList
}
/** Will use centre point of the actors
* @return List of DistanceResult, list may be empty */
fun findKNearestActors(from: ActorWithBody, maxHits: Int): List<DistanceResult<ActorWithBody>> {
return actorsRTree.nearestNeighbour(actorDistanceCalculator, null, maxHits, object : PointND {
override fun getDimensions(): Int = 2
override fun getOrd(axis: Int): Double = when(axis) {
0 -> from.hitbox.centeredX
1 -> from.hitbox.centeredY
else -> throw IllegalArgumentException("nonexistent axis $axis for ${dimensions}-dimensional object")
}
})
}
/** Will use centre point of the actors
* @return Pair of: the actor, distance from the actor; null if none found */
fun findNearestActors(from: ActorWithBody): DistanceResult<ActorWithBody>? {
val t = findKNearestActors(from, 1)
return if (t.isNotEmpty())
t[0]
else
null
}
/**
* displace fluids. Note that the code assumes the gravity pulls things downward ONLY,
* which means you'll need to modify the code A LOT if you're going to implement zero- or
@@ -119,6 +153,90 @@ object WorldSimulator {
return ((fluid.type sameAs type || fluid.type sameAs Fluid.NULL) && !BlockCodex[tile].isSolid)
}
/**
* displace fallable tiles. It is scanned bottom-left first. To achieve the sens ofreal
* falling, each tiles are displaced by ONLY ONE TILE below.
*/
fun displaceFallables(delta: Float) {
/*for (y in updateYFrom..updateYTo) {
for (x in updateXFrom..updateXTo) {
val tile = world.getTileFromTerrain(x, y) ?: Block.STONE
val tileBelow = world.getTileFromTerrain(x, y + 1) ?: Block.STONE
if (tile.maxSupport()) {
// displace fluid. This statement must precede isSolid()
if (tileBelow.isFluid()) {
// remove tileThis to create air pocket
world.setTileTerrain(x, y, Block.AIR)
pour(x, y, drain(x, y, tileBelow.fluidLevel().toInt()))
// place our tile
world.setTileTerrain(x, y + 1, tile)
}
else if (!tileBelow.isSolid()) {
world.setTileTerrain(x, y, Block.AIR)
world.setTileTerrain(x, y + 1, tile)
}
}
}
}*/
// displace fallables (TODO implement blocks with fallable supports e.g. scaffolding)
// only displace SINGLE BOTTOMMOST block on single X-coord (this doesn't mean they must fall only one block)
// so that the "falling" should be visible to the end user
if (!DEBUG_STEPPING_MODE || DEBUG_STEPPING_MODE && KeyToggler.isOn (Input.Keys.PERIOD)) {
for (x in updateXFrom..updateXTo) {
var fallDownCounter = 0
var fallableStackProcessed = false
// one "stack" is a contiguous fallable blocks, regardless of the actual block number
// when you are simulating the gradual falling, it is natural to process all the "stacks" at the same run,
// otherwise you'll get an artefact.
for (y in updateYTo downTo updateYFrom) {
val currentTile = world.getTileFromTerrain(x, y)
val prop = BlockCodex[currentTile]
val isSolid = prop.isSolid
val support = prop.maxSupport
val isFallable = support != -1
// mark the beginnig of the new "stack"
if (fallableStackProcessed && !isFallable) {
fallableStackProcessed = false
} // do not chain with "else if"
// process the gradual falling of the selected "stack"
if (!fallableStackProcessed && fallDownCounter != 0 && isFallable) {
// replace blocks
world.setTileTerrain(x, y, Block.AIR)
world.setTileTerrain(x, y + fallDownCounter, currentTile)
fallableStackProcessed = true
}
else if (isSolid) {
fallDownCounter = 0
}
else if (!isSolid && !isFallable && fallDownCounter < FALLABLE_MAX_FALL_SPEED) {
fallDownCounter += 1
}
}
}
if (DEBUG_STEPPING_MODE) {
KeyToggler.forceSet(Input.Keys.PERIOD, false)
}
}
}
fun disperseHeat(delta: Float) {
}
/*
Explanation of get_stable_state_b (well, kind-of) :
@@ -259,86 +377,6 @@ object WorldSimulator {
private val FALLABLE_MAX_FALL_SPEED = 2
/**
* displace fallable tiles. It is scanned bottom-left first. To achieve the sens ofreal
* falling, each tiles are displaced by ONLY ONE TILE below.
*/
fun displaceFallables(delta: Float) {
/*for (y in updateYFrom..updateYTo) {
for (x in updateXFrom..updateXTo) {
val tile = world.getTileFromTerrain(x, y) ?: Block.STONE
val tileBelow = world.getTileFromTerrain(x, y + 1) ?: Block.STONE
if (tile.maxSupport()) {
// displace fluid. This statement must precede isSolid()
if (tileBelow.isFluid()) {
// remove tileThis to create air pocket
world.setTileTerrain(x, y, Block.AIR)
pour(x, y, drain(x, y, tileBelow.fluidLevel().toInt()))
// place our tile
world.setTileTerrain(x, y + 1, tile)
}
else if (!tileBelow.isSolid()) {
world.setTileTerrain(x, y, Block.AIR)
world.setTileTerrain(x, y + 1, tile)
}
}
}
}*/
// displace fallables (TODO implement blocks with fallable supports e.g. scaffolding)
// only displace SINGLE BOTTOMMOST block on single X-coord (this doesn't mean they must fall only one block)
// so that the "falling" should be visible to the end user
if (!DEBUG_STEPPING_MODE || DEBUG_STEPPING_MODE && KeyToggler.isOn (Input.Keys.PERIOD)) {
for (x in updateXFrom..updateXTo) {
var fallDownCounter = 0
var fallableStackProcessed = false
// one "stack" is a contiguous fallable blocks, regardless of the actual block number
// when you are simulating the gradual falling, it is natural to process all the "stacks" at the same run,
// otherwise you'll get an artefact.
for (y in updateYTo downTo updateYFrom) {
val currentTile = world.getTileFromTerrain(x, y)
val prop = BlockCodex[currentTile]
val isSolid = prop.isSolid
val support = prop.maxSupport
val isFallable = support != -1
// mark the beginnig of the new "stack"
if (fallableStackProcessed && !isFallable) {
fallableStackProcessed = false
} // do not chain with "else if"
// process the gradual falling of the selected "stack"
if (!fallableStackProcessed && fallDownCounter != 0 && isFallable) {
// replace blocks
world.setTileTerrain(x, y, Block.AIR)
world.setTileTerrain(x, y + fallDownCounter, currentTile)
fallableStackProcessed = true
}
else if (isSolid) {
fallDownCounter = 0
}
else if (!isSolid && !isFallable && fallDownCounter < FALLABLE_MAX_FALL_SPEED) {
fallDownCounter += 1
}
}
}
if (DEBUG_STEPPING_MODE) {
KeyToggler.forceSet(Input.Keys.PERIOD, false)
}
}
}
fun disperseHeat(delta: Float) {
}
private fun monitorIllegalFluidSetup() {
for (y in 0 until fluidMap.size) {
for (x in 0 until fluidMap[0].size) {
@@ -380,5 +418,32 @@ object WorldSimulator {
fun Int.isFallable() = BlockCodex[this].maxSupport
private val actorMBRConverter = object : MBRConverter<ActorWithBody> {
override fun getDimensions(): Int = 2
override fun getMin(axis: Int, t: ActorWithBody): Double =
when (axis) {
0 -> t.hitbox.startX
1 -> t.hitbox.startY
else -> throw IllegalArgumentException("nonexistent axis $axis for ${dimensions}-dimensional object")
}
override fun getMax(axis: Int, t: ActorWithBody): Double =
when (axis) {
0 -> t.hitbox.endX
1 -> t.hitbox.endY
else -> throw IllegalArgumentException("nonexistent axis $axis for ${dimensions}-dimensional object")
}
}
// simple euclidean norm, squared
private val actorDistanceCalculator = object : DistanceCalculator<ActorWithBody> {
override fun distanceTo(t: ActorWithBody, p: PointND): Double {
val dist1 = (p.getOrd(0) - t.hitbox.centeredX).sqr() + (p.getOrd(1) - t.hitbox.centeredY).sqr()
// ROUNDWORLD implementation
val dist2 = (p.getOrd(0) - (t.hitbox.centeredX - world.width * TILE_SIZE)).sqr() + (p.getOrd(1) - t.hitbox.centeredY).sqr()
val dist3 = (p.getOrd(0) - (t.hitbox.centeredX + world.width * TILE_SIZE)).sqr() + (p.getOrd(1) - t.hitbox.centeredY).sqr()
return minOf(dist1, minOf(dist2, dist3))
}
}
}