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world.js
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world.js
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// Copyright 2011-2012 Kevin Reid under the terms of the MIT License as detailed
// in the accompanying file README.md or <http://opensource.org/licenses/MIT>.
(function () {
"use strict";
var AAB = cubes.util.AAB;
var Circuit = cubes.Circuit;
var Blockset = cubes.Blockset;
var DirtyQueue = cubes.util.DirtyQueue;
var IntVectorMap = cubes.util.IntVectorMap;
var measuring = cubes.measuring;
var mod = cubes.util.mod;
var Notifier = cubes.util.Notifier;
var Persister = cubes.storage.Persister;
var signum = cubes.util.signum;
var spontaneousBaseRate = 0.0003; // probability of block spontaneous effect call per block per second
var LIGHT_MAX = 255;
var LIGHT_SCALE = 4/LIGHT_MAX;
var LIGHT_SKY = Math.round(1/LIGHT_SCALE);
var MAX_LIGHTING_QUEUE = 3000;
// not physically based but DWIM - we want lights to have significant contribution but non-lights not to be too shadowing. TODO make it block-analysis-based?
var transparentLightSourceCoverage = 0.5;
var transparentBlockCoverage = 0.15;
var lightRays = [];
(function () {
for (var dim = 0; dim < 3; dim++)
for (var dir = -1; dir <= 1; dir += 2) {
var origin = [0.5,0.5,0.5];
origin[dim] += dir * -0.25;
var reflectFace = [0,0,0];
reflectFace[dim] = -dir;
var raysForDir = [];
for (var rayx = -1; rayx <= 1; rayx += 1)
for (var rayy = -1; rayy <= 1; rayy += 1) {
var ray = vec3.create();
ray[dim] = 0.1*dir;
ray[mod(dim + 1, 3)] = 0.1*rayx;
ray[mod(dim + 2, 3)] = 0.1*rayy;
raysForDir.push({origin: origin, direction: ray});
}
lightRays.push({reflectFace:reflectFace, rays:raysForDir});
}
}());
function isCircuitPart(type) {
return !!type.behavior;
}
function intbound(s, ds) {
// Find the smallest positive t such that s+t*ds is an integer.
if (ds < 0) {
return intbound(-s, -ds);
} else {
s = mod(s, 1);
// problem is now s+t*ds = 1
return (1-s)/ds;
}
}
function World(sizes, blockset) {
if (!blockset) {
// early catch of various mistakes that can lead to this
throw new Error("missing Blockset for new World");
}
var self = this;
var wx = sizes[0];
var wy = sizes[1];
var wz = sizes[2];
if (wx !== Math.floor(wx) || wx !== Math.floor(wx) || wx !== Math.floor(wx)) {
// early catch of various mistakes that can lead to this
throw new Error("invalid size for new World: " + vec3.str(sizes));
}
var cubeCount = wx * wy * wz;
// Persistent data arrays.
var blocks = new Uint8Array(cubeCount);
var subData = new Uint8Array(cubeCount);
var lighting = new Uint8Array(cubeCount);
// Computed data arrays.
var rotations = new Uint8Array(cubeCount);
// Maps from cube to its circuit object if any
var blockCircuits = new IntVectorMap();
// Maps from an arbitrary cube in each circuit to that circuit (no duplicates)
var circuits = new IntVectorMap();
// Blocks which are to be modified according to circuit outputs
var effects = new IntVectorMap();
// Blocks which a body is touching. Values are of the form {facevector: true}.
var contacts = new IntVectorMap();
var bodies = [];
var numToDisturbPerSec = cubeCount * spontaneousBaseRate;
var lightingUpdateQueue = new DirtyQueue(function (a,b) { return a.priority - b.priority; });
var notifier = new Notifier("World");
this.persistence = new Persister(this);
// --- Internal functions ---
function deleteCircuit(circuit) {
circuit.blocks.forEach(function (block) {
circuits.delete(block);
blockCircuits.delete(block);
});
notifier.notify("deletedCircuit", circuit);
}
function touchedCircuit(circuit) {
if (circuits.get(circuit.getOrigin()) !== circuit) {
// This is a check for trouble in the circuit fill logic
if (typeof console !== "undefined")
console.warn("Unindexed circuit at " + circuit.getOrigin() + "!");
}
circuit.compile();
circuit.refreshLocal();
notifier.notify("dirtyCircuit", circuit);
}
// Flood-fill additional circuit parts adjacent to 'start'
function floodCircuit(circuit, start) {
if (!circuit) throw new Error("floodCircuit not given a circuit");
var q = [start.slice()];
var block;
while ((block = q.pop())) {
if (isCircuitPart(gt(block[0],block[1],block[2]))) {
var existing = blockCircuits.get(block);
if (existing === circuit) {
continue; // don't add and don't traverse
} else if (existing !== circuit && existing !== undefined) {
deleteCircuit(existing);
}
circuit.add(block);
blockCircuits.set(block, circuit);
for (var dim = 0; dim < 3; dim++) {
var b2 = block.slice();
b2[dim]++;
q.push(b2);
b2 = block.slice();
b2[dim]--;
q.push(b2);
}
}
}
touchedCircuit(circuit);
}
function becomeCircuit(block) {
var x = block[0];
var y = block[1];
var z = block[2];
var adjCircuits = [blockCircuits.get([x-1,y,z]),
blockCircuits.get([x,y-1,z]),
blockCircuits.get([x,y,z-1]),
blockCircuits.get([x+1,y,z]),
blockCircuits.get([x,y+1,z]),
blockCircuits.get([x,y,z+1])];
var circuit;
adjCircuits.forEach(function (c) {
if (!c) return;
if (!circuit) {
circuit = c;
}
});
if (!circuit) {
circuit = new Circuit(self);
circuits.set(block, circuit);
}
floodCircuit(circuit, block);
}
// --- Methods ---
// Return the block ID at the given coordinates
function gv(v) { return g(v[0], v[1], v[2]); }
function g(x,y,z) {
if (x < 0 || y < 0 || z < 0 || x >= wx || y >= wy || z >= wz)
return 0;
else
return blocks[x*wy*wz + y*wz + z];
}
// Return the block type at the given coordinates
function gtv(v) { return gt(v[0], v[1], v[2]); }
function gt(x,y,z) {
return blockset.get(g(x,y,z));
}
// Return the block subdatum at the given coordinates
function gSubv(v) { return gSub(v[0], v[1], v[2]); }
function gSub(x,y,z) {
if (x < 0 || y < 0 || z < 0 || x >= wx || y >= wy || z >= wz)
return 0;
else
return subData[x*wy*wz + y*wz + z];
}
// Return the block rotation at the given coordinates
function gRotv(v) { return gRot(v[0], v[1], v[2]); }
function gRot(x,y,z) {
if (x < 0 || y < 0 || z < 0 || x >= wx || y >= wy || z >= wz)
return 0;
else
return rotations[x*wy*wz + y*wz + z];
}
// Return the block lighting value at the given coordinates
function gLightv(v) { return gLight(v[0], v[1], v[2]); }
function gLight(x,y,z) {
if (x < 0 || y < 0 || z < 0 || x >= wx || y >= wy || z >= wz)
return LIGHT_SKY;
else
return lighting[x*wy*wz + y*wz + z];
}
function sv(v,val,subdatum) { return s(v[0], v[1], v[2], val, subdatum); }
function s(x,y,z,val,subdatum) {
if (x < 0 || y < 0 || z < 0 || x >= wx || y >= wy || z >= wz)
return;
var index = (x*wy + y)*wz + z;
if (blocks[index] === val && subData[index] === +subdatum)
return;
blocks[index] = val;
subData[index] = subdatum;
handleSet([x,y,z]);
}
// Perform the side-effects of a block modification.
// This is split so that synchronized changes don't do partial updates
// vec must not be mutated
function handleSet(vec) {
var x = vec[0];
var y = vec[1];
var z = vec[2];
var val = blocks[(x*wy + y)*wz + z];
var neighbors = [[x-1,y,z], [x,y-1,z], [x,y,z-1], [x+1,y,z], [x,y+1,z], [x,y,z+1]];
var newType = blockset.get(val);
reeval(vec, newType);
queueLightAt(x,y,z);
// Update circuits
var cp = isCircuitPart(newType);
if (cp) {
var circuit = blockCircuits.get(vec);
if (circuit) {
touchedCircuit(circuit);
} else {
becomeCircuit(vec);
}
} else if (!cp && blockCircuits.has(vec)) {
// No longer a circuit part.
deleteCircuit(blockCircuits.get(vec));
neighbors.forEach(function (neighbor) {
if (isCircuitPart(gt(neighbor[0],neighbor[1],neighbor[2]))) becomeCircuit(neighbor);
});
}
// Update neighbors, which may have circuit inputs depending on this block
neighbors.forEach(function (neighbor) {
reeval(neighbor, gt(neighbor[0],neighbor[1],neighbor[2]));
queueLightAt(neighbor[0], neighbor[1], neighbor[2]);
// note: this duplicates work if the same circuit neighbors this block more than once
var circuit = blockCircuits.get(neighbor);
if (circuit) {
circuit.refreshLocal();
}
});
notifier.notify("dirtyBlock", vec);
self.persistence.dirty();
}
function sSubv(v, s) { return sSub(v[0], v[1], v[2], s); }
function sSub(x,y,z,subdatum) {
s(x,y,z,g(x,y,z),subdatum);
}
function opaquev(v) { return opaque(v[0], v[1], v[2]); }
function opaque(x,y,z) {
return gt(x,y,z).opaque;
}
function selectablev(v) { return selectable(v[0], v[1], v[2]); }
function selectable(x,y,z) {
return g(x,y,z) !== 0;
}
function inBoundsv(v) { return inBounds(v[0], v[1], v[2]); }
function inBounds(x,y,z) {
return !(x < 0 || y < 0 || z < 0 || x >= wx || y >= wy || z >= wz);
}
/**
* Call the callback with (x,y,z,value,face) of all blocks along the line
* segment from point 'origin' in vector direction 'direction' of length
* 'radius'. 'radius' may be infinite.
*
* 'face' is the normal vector of the face of that block that was entered.
* It should not be used after the callback returns.
*
* If the callback returns a true value, the traversal will be stopped.
*/
function raycast(origin, direction, radius, callback) {
// From "A Fast Voxel Traversal Algorithm for Ray Tracing"
// by John Amanatides and Andrew Woo, 1987
// <http://www.cse.yorku.ca/~amana/research/grid.pdf>
// <http://citeseer.ist.psu.edu/viewdoc/summary?doi=10.1.1.42.3443>
// Extensions to the described algorithm:
// • Imposed a distance limit.
// • The face passed through to reach the current cube is provided to
// the callback.
// The foundation of this algorithm is a parameterized representation of
// the provided ray,
// origin + t * direction,
// except that t is not actually stored; rather, at any given point in the
// traversal, we keep track of the *greater* t values which we would have
// if we took a step sufficient to cross a cube boundary along that axis
// (i.e. change the integer part of the coordinate) in the variables
// tMaxX, tMaxY, and tMaxZ.
// Cube containing origin point.
var x = Math.floor(origin[0]);
var y = Math.floor(origin[1]);
var z = Math.floor(origin[2]);
// Break out direction vector.
var dx = direction[0];
var dy = direction[1];
var dz = direction[2];
// Direction to increment x,y,z when stepping.
var stepX = signum(dx);
var stepY = signum(dy);
var stepZ = signum(dz);
// See description above. The initial values depend on the fractional
// part of the origin.
var tMaxX = intbound(origin[0], dx);
var tMaxY = intbound(origin[1], dy);
var tMaxZ = intbound(origin[2], dz);
// The change in t when taking a step (always positive).
var tDeltaX = stepX/dx;
var tDeltaY = stepY/dy;
var tDeltaZ = stepZ/dz;
// Buffer for reporting faces to the callback.
var face = vec3.create();
// Avoids an infinite loop.
if (dx === 0 && dy === 0 && dz === 0)
throw new RangeError("Raycast in zero direction!");
// Rescale from units of 1 cube-edge to units of 'direction' so we can
// compare with 't'.
radius /= Math.sqrt(dx*dx+dy*dy+dz*dz);
while (/* ray has not gone past bounds of world */
(stepX > 0 ? x < wx : x >= 0) &&
(stepY > 0 ? y < wy : y >= 0) &&
(stepZ > 0 ? z < wz : z >= 0)) {
// Invoke the callback, unless we are not *yet* within the bounds of the
// world.
if (!(x < 0 || y < 0 || z < 0 || x >= wx || y >= wy || z >= wz))
if (callback(x, y, z, blocks[x*wy*wz + y*wz + z], face))
break;
// tMaxX stores the t-value at which we cross a cube boundary along the
// X axis, and similarly for Y and Z. Therefore, choosing the least tMax
// chooses the closest cube boundary. Only the first case of the four
// has been commented in detail.
if (tMaxX < tMaxY) {
if (tMaxX < tMaxZ) {
if (tMaxX > radius) break;
// Update which cube we are now in.
x += stepX;
// Adjust tMaxX to the next X-oriented boundary crossing.
tMaxX += tDeltaX;
// Record the normal vector of the cube face we entered.
face[0] = -stepX;
face[1] = 0;
face[2] = 0;
} else {
if (tMaxZ > radius) break;
z += stepZ;
tMaxZ += tDeltaZ;
face[0] = 0;
face[1] = 0;
face[2] = -stepZ;
}
} else {
if (tMaxY < tMaxZ) {
if (tMaxY > radius) break;
y += stepY;
tMaxY += tDeltaY;
face[0] = 0;
face[1] = -stepY;
face[2] = 0;
} else {
// Identical to the second case, repeated for simplicity in
// the conditionals.
if (tMaxZ > radius) break;
z += stepZ;
tMaxZ += tDeltaZ;
face[0] = 0;
face[1] = 0;
face[2] = -stepZ;
}
}
}
}
function edit(func) {
for (var x = 0; x < wx; x++) {
var xbase = x*wy*wz;
for (var y = 0; y < wy; y++) {
var ybase = xbase + y*wz;
for (var z = 0; z < wz; z++) {
var index = ybase + z;
blocks[index] = func(x,y,z,blocks[index]);
subData[index] = 0;
}
}
}
self.notifyRawEdit();
}
// Perform actions related to block circuits immediately after a change
function reeval(cube, newType) {
var x = cube[0];
var y = cube[1];
var z = cube[2];
var index = x*wy*wz + y*wz + z;
if (newType.hasCircuits) {
queueEffects(Circuit.executeCircuitInBlock(newType.world, self, cube, subData[index], null));
} else {
rotations[index] = 0;
}
measuring.blockEvals.inc(1);
}
function queueEffects(addEffects) {
addEffects.forEach(function (record) {
var cube = record[0];
var effect = record[1];
if (!inBoundsv(cube)) return;
var list = effects.get(cube);
if (!list) effects.set(cube, list = []);
list.push(effect);
});
}
// Called by clients which modify the raw state arrays
function notifyRawEdit() {
var x, y, z, xbase, ybase;
var vec = [0,0,0];
var types = blockset.getAll();
// Rebuild world circuits and reeval block circuits
notifier.notify("dirtyAll");
self.persistence.dirty();
blockCircuits = new IntVectorMap(); // TODO clear op instead of replacing objects?
circuits = new IntVectorMap();
for (x = 0; x < wx; x++) {
vec[0] = x;
xbase = x*wy*wz;
for (y = 0; y < wy; y++) {
vec[1] = y;
ybase = xbase + y*wz;
for (z = 0; z < wz; z++) {
vec[2] = z;
reeval(vec, types[blocks[ybase + z]]);
}
}
}
// In-block circuits (handled by reeval) determine rotations, which determine in-this-world circuit connectivity, so all floodCircuit must happen after all reeval.
for (x = 0; x < wx; x++) {
vec[0] = x;
xbase = x*wy*wz;
for (y = 0; y < wy; y++) {
vec[1] = y;
ybase = xbase + y*wz;
for (z = 0; z < wz; z++) {
vec[2] = z;
var value = blocks[ybase + z];
if (isCircuitPart(types[value]) && !blockCircuits.get(vec)) {
var circuit = new Circuit(self);
circuits.set(vec, circuit);
floodCircuit(circuit, vec);
}
}
}
}
}
function step(timestep) {
// Handle delayed effects ("become") — first update everything, then
// perform reactions.
// Save current effect buffer and start new one, in case of effects caused
// by these updates.
var curEffects = effects;
effects = new IntVectorMap(); // for effects caused by these updates
// Apply effects.
curEffects.forEach(function (effectList, cube) {
var index = (cube[0]*wy + cube[1])*wz + cube[2];
var effect = effectList[0];
var newID = effect[0];
var newSubdatum = effect[1] === undefined ? subData[index] : effect[1];
var noConflict = true;
for (var i = 1; i < effectList.length; i++) {
effect = effectList[i];
if (!(newID === effect[0] && (newSubdatum === effect[1] || effect[1] === undefined))) {
noConflict = false;
break;
}
}
if (noConflict && (blocks[index] !== newID || subData[index] !== newSubdatum)) {
blocks[index] = newID;
subData[index] = newSubdatum;
transientEvent(cube, "become");
} else {
curEffects.delete(cube); // inhibit update
}
});
// Apply side-effects of effects.
curEffects.forEach(function (effect, cube) {
handleSet(cube);
});
// turn fractional part of number of iterations into randomness - 1.25 = 1 3/4 and 2 1/4 of the time
var numToDisturb = numToDisturbPerSec * timestep;
var roundedNum = Math.floor(numToDisturb) + (Math.random() < (numToDisturb % 1) ? 1 : 0);
for (var i = 0; i < roundedNum; i++) {
var x = Math.floor(Math.random() * wx);
var y = Math.floor(Math.random() * wy);
var z = Math.floor(Math.random() * wz);
// The input value given is chosen so that if you want a rate of k, you can
// multiply k*value to get the chance you should do your thing.
// TODO: Maybe k should be an input to the spontaneous-event-detector circuit block?
var type = gt(x,y,z);
if (type.hasCircuits) {
// TODO: this seems a bit overly coupled
var cube = [x,y,z];
queueEffects(Circuit.executeCircuitInBlock(type.world, self, cube, gSub(x,y,z), {
blockIn_spontaneous: 1/spontaneousBaseRate
}));
}
}
evaluateLightsInQueue();
var someBodyChanged = false;
function signal() { someBodyChanged = true; }
for (var bi = bodies.length - 1; bi >= 0; bi--) {
var body = bodies[bi];
body.step(timestep, signal);
}
if (someBodyChanged) {
self.persistence.dirty();
notifier.notify("bodiesChanged");
}
}
function polishLightInVicinity(center, radius, count) {
var lx = Math.max(center[0] - radius, 0);
var ly = Math.max(center[1] - radius, 0);
var lz = Math.max(center[2] - radius, 0);
var rx = Math.min(center[0] + radius, wx) - lx;
var ry = Math.min(center[1] + radius, wy) - ly;
var rz = Math.min(center[2] + radius, wz) - lz;
for (var i = 0; i < count; i++) {
var x = Math.round(lx + Math.random() * rx);
var y = Math.round(ly + Math.random() * ry);
var z = Math.round(lz + Math.random() * rz);
// Skip blocks which are empty and surrounded by emptiness and therefore irrelevant
if (!(g(x,y,z) ||
g(x-1,y,z) ||
g(x+1,y,z) ||
g(x,y+1,z) ||
g(x,y-1,z) ||
g(x,y,z+1) ||
g(x,y,z-1))) continue;
queueLightAt(x,y,z,LIGHT_MAX);
}
}
function queueLightAt(x, y, z, priority) {
if (lightingUpdateQueue.size() < MAX_LIGHTING_QUEUE) {
var lqe = [x,y,z];
lqe.priority = priority || 0;
lightingUpdateQueue.enqueue(lqe);
}
}
function evaluateLightsInQueue() {
measuring.lightingQueueSize.inc(lightingUpdateQueue.size());
var rayOrigin = vec3.create();
var types = blockset.getAll();
var opaques = types.map(function (t) { return t.opaque; });
var here;
// hoisted here so that it is only created once
// NOTE: uses outer variables incomingLight, rayHits, found, rayAlpha
function rayCallback(rx, ry, rz, id, face) {
if (id === 0) {
// empty air -- pass through
return false;
}
var type = types[id];
if (!opaques[id]) {
// TODO: implement blocks with some opaque faces.
var coverage = type.light > 0 ? transparentLightSourceCoverage : transparentBlockCoverage;
incomingLight += rayAlpha * coverage * type.light/LIGHT_SCALE;
rayAlpha *= 1 - coverage;
rayHits.push([rx,ry,rz]);
return false;
} else {
var emptyx = rx+face[0];
var emptyy = ry+face[1];
var emptyz = rz+face[2];
var lightFromThatBlock =
type.light/LIGHT_SCALE // Emission
+ lighting[emptyx*wy*wz + emptyy*wz + emptyz]; // Diffuse reflection
incomingLight += rayAlpha * type.reflectivity * lightFromThatBlock;
rayHits.push([emptyx,emptyy,emptyz]);
found = true;
return true;
}
}
var updateCount = 0;
var dirtied = false;
while ((here = lightingUpdateQueue.dequeue()) && updateCount++ < 120) {
var x = here[0];
var y = here[1];
var z = here[2];
if (x < 0 || y < 0 || z < 0 || x >= wx || y >= wy || z >= wz)
continue;
var index = x*wy*wz + y*wz + z;
var thisBlock = blocks[index];
var incomingLight = 0;
var rayHits = [];
var totalRays = 0;
if (opaques[thisBlock]) {
// Opaque blocks are always dark inside
totalRays = 1;
} else {
for (var raySetI = lightRays.length - 1; raySetI >= 0; raySetI--) {
var raySetData = lightRays[raySetI];
// If this is empty space, then...
if (!thisBlock) {
// Cast rays only from adjacent surfaces
var reflectFace = raySetData.reflectFace;
if (!g(x+reflectFace[0], y+reflectFace[1], z+reflectFace[2])) // TODO perhaps use reflectance or anything but "nonzero id"
continue;
}
var rays = raySetData.rays;
for (var rayi = rays.length - 1; rayi >= 0; rayi--) {
var rayData = rays[rayi];
vec3.add(here, rayData.origin, rayOrigin);
var found = false;
var rayAlpha = 1;
raycast(rayOrigin, rayData.direction, 30/*TODO magic number */, rayCallback);
if (!found) {
incomingLight += rayAlpha * LIGHT_SKY;
}
totalRays++;
}
}
}
var newSample = incomingLight / (totalRays || 1);
var oldStoredValue = lighting[index];
var newValue = newSample /* 0.75 * oldStoredValue + 0.25 * newSample -- old for softening randomization */;
var newStoredValue = Math.round(Math.min(LIGHT_MAX, newValue));
if (oldStoredValue !== newStoredValue) {
lighting[index] = newStoredValue;
dirtied = true;
notifier.notify("relitBlock", here);
if (lightingUpdateQueue.size() < MAX_LIGHTING_QUEUE) {
rayHits.push([x,y,z]);
for (var i = rayHits.length - 1; i >= 0; i--) {
var lqe = rayHits[i];
lqe.priority = Math.abs(newStoredValue - oldStoredValue); // queue priority
lightingUpdateQueue.enqueue(lqe);
}
}
}
}
measuring.lightUpdateCount.inc(updateCount);
if (dirtied) self.persistence.dirty();
}
// for use by bodies only
function setContacts(cube, faces) {
// TODO extend this to handle the existence of multiple bodies
if (faces) {
contacts.set(cube, faces);
} else {
contacts.delete(cube);
}
reeval(cube, gt(cube[0],cube[1],cube[2])); // should this be deferred?
var circuit = blockCircuits.get(cube);
if (circuit) circuit.refreshLocal();
}
function getContacts(cube) {
return contacts.get(cube);
}
function transientEvent(cube, mode) {
notifier.notify("transientEvent", cube, gt(cube[0],cube[1],cube[2]), mode);
}
function addBody(body) {
if (bodies.indexOf(body) !== -1) return;
if (body.world !== self && body.world !== null) {
throw new Error("the provided body already belongs to another world");
}
body.world = self;
bodies.push(body);
self.persistence.dirty();
}
function forEachBody(f) {
bodies.forEach(function (body) {
f(body);
});
}
function getPlayerBody() {
// TODO optimize?
var playerBody = null;
bodies.forEach(function (candidate) {
if (candidate.isPlayerBody && !playerBody) {
playerBody = candidate;
}
});
return playerBody;
}
var RLE_BASE = 0xA1;
function rleBytes(bytes) {
var ser = [];
var seen = null;
var count = 0;
var len = bytes.length;
for (var i = 0; i < len; i++) {
var value = bytes[i];
if (seen === value || seen === null) {
count++;
} else {
ser.push(String.fromCharCode(RLE_BASE + seen) + count);
count = 1;
}
seen = value;
}
if (count > 0) {
ser.push(String.fromCharCode(RLE_BASE + seen) + count);
}
return ser.join("");
}
function serialize(subSerialize) {
var json = {
wx: wx,
wy: wy,
wz: wz,
blockset: subSerialize(blockset),
blockCodeBase: RLE_BASE,
blocks: rleBytes(blocks),
subData: rleBytes(subData),
lightCache: rleBytes(lighting),
bodies: bodies.map(subSerialize)
};
subSerialize.setUnserializer(json, World);
return json;
}
// --- Final init ---
this.g = g;
this.gv = gv;
this.gt = gt;
this.gtv = gtv;
this.gRot = gRot;
this.gRotv = gRotv;
this.gLight = gLight;
this.gLightv = gLightv;
this.gSub = gSub;
this.gSubv = gSubv;
this.s = s;
this.sv = sv;
this.sSub = sSub;
this.sSubv = sSubv;
this.opaque = opaque;
this.opaquev = opaquev;
this.selectable = selectable;
this.selectablev = selectablev;
this.inBounds = inBounds;
this.inBoundsv = inBoundsv;
this.raw = blocks;
this.rawSubData = subData;
this.rawRotations = rotations;
this.rawLighting = lighting;
this.notifyRawEdit = notifyRawEdit;
this.raycast = raycast;
this.getCircuits = function () { return circuits; }; // TODO should be read-only interface
this.getCircuit = function (block) { return blockCircuits.get(block) || null; };
this.edit = edit;
this.addBody = addBody;
this.forEachBody = forEachBody;
this.getPlayerBody = getPlayerBody;
this.step = step;
this.polishLightInVicinity = polishLightInVicinity;
this.setContacts = setContacts;
this.getContacts = getContacts;
this.transientEvent = transientEvent;
this.listen = notifier.listen;
this.serialize = serialize;
this.wx = wx;
this.wy = wy;
this.wz = wz;
this.lightMax = LIGHT_MAX; // Maximum value in lighting array
this.lightScale = LIGHT_SCALE; // Value which should be a unity/"normal" light level
this.lightOutside = LIGHT_SKY; // Ambient outside-the-world light level
Object.defineProperties(this, {
blockset: {
enumerable: true,
get: function () {
return blockset;
},
set: function (v) {
if (blockset !== v) {
blockset = v;
notifier.notify("changedBlockset");
self.persistence.dirty();
}
}
}
});
Object.freeze(this);
}
Persister.types["World"] = World;
World.unserialize = function (json, unserialize) {
var base = json.blockCodeBase;
function unrleBytes(str, array) {
var pat = /(.)([0-9]+)/g;
var length = array.length;
var i, match;
for (i = 0; (match = pat.exec(str)) && i < length;) {
var blockID = match[1].charCodeAt(0) - base;
var limit = Math.min(length, i + parseInt(match[2], 10));
for (; i < limit; i++) {
array[i] = blockID;
}
}
}
var world = new World([json.wx, json.wy, json.wz], unserialize(json.blockset || json.blockSet, Blockset));
unrleBytes(json.blocks, world.raw);
unrleBytes(json.subData, world.rawSubData);
unrleBytes(json.lightCache, world.rawLighting);
world.notifyRawEdit();
(json.bodies || []).forEach(function (bodyJson) {
world.addBody(unserialize(bodyJson));
});
if (json.playerBody) { // obsolete serialization
var body = unserialize(json.playerBody);
body.isPlayerBody = true;
world.addBody(body);
}
return world;
};
World.subdatumBound = 256;
cubes.World = Object.freeze(World);
// --- Selection objects ---
function Selection(world) {
var bounds = new AAB(Infinity, -Infinity, Infinity, -Infinity, Infinity, -Infinity);
// TODO: Implement non-box selection. Bitmask array within the bounds.
Object.defineProperties(this, {
world: {
enumerable: true,
get: function () { return world; }
},
bounds: {
enumerable: true,
get: function () { return bounds; }
}
});
this.setToAAB = function (aab) {
bounds = aab;
};
}
// Invoke the callback with (cube, world) for each cube in the selection.
// Note that the cube argument is mutated and reused.
Selection.prototype.forEachCube = function (callback) {
var world = this.world;
var aab = this.bounds;
var lx = aab[0];
var hx = aab[1];
var ly = aab[2];
var hy = aab[3];
var lz = aab[4];
var hz = aab[5];
var vec = vec3.create();
for (var x = lx; x < hx; x++) {
vec[0] = x;
for (var y = ly; y < hy; y++) {
vec[1] = y;
for (var z = lz; z < hz; z++) {
vec[2] = z;
callback(vec, world);
}
}
}
};
cubes.Selection = Object.freeze(Selection);
}());