minecraft-python / subchunk.py
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SUBCHUNK_WIDTH = 4
SUBCHUNK_HEIGHT = 4
SUBCHUNK_LENGTH = 4
class Subchunk:
def __init__(self, parent, subchunk_position):
self.parent = parent
self.world = self.parent.world
self.subchunk_position = subchunk_position
self.local_position = (
self.subchunk_position[0] * SUBCHUNK_WIDTH,
self.subchunk_position[1] * SUBCHUNK_HEIGHT,
self.subchunk_position[2] * SUBCHUNK_LENGTH)
self.position = (
self.parent.position[0] + self.local_position[0],
self.parent.position[1] + self.local_position[1],
self.parent.position[2] + self.local_position[2])
# mesh variables
self.mesh_vertex_positions = []
self.mesh_tex_coords = []
self.mesh_shading_values = []
self.mesh_index_counter = 0
self.mesh_indices = []
def update_mesh(self):
self.mesh_vertex_positions = []
self.mesh_tex_coords = []
self.mesh_shading_values = []
self.mesh_index_counter = 0
self.mesh_indices = []
def add_face(face):
vertex_positions = block_type.vertex_positions[face].copy()
for i in range(4):
vertex_positions[i * 3 + 0] += x
vertex_positions[i * 3 + 1] += y
vertex_positions[i * 3 + 2] += z
self.mesh_vertex_positions.extend(vertex_positions)
indices = [0, 1, 2, 0, 2, 3]
for i in range(6):
indices[i] += self.mesh_index_counter
self.mesh_indices.extend(indices)
self.mesh_index_counter += 4
self.mesh_tex_coords.extend(block_type.tex_coords[face])
self.mesh_shading_values.extend(block_type.shading_values[face])
for local_x in range(SUBCHUNK_WIDTH):
for local_y in range(SUBCHUNK_HEIGHT):
for local_z in range(SUBCHUNK_LENGTH):
parent_lx = self.local_position[0] + local_x
parent_ly = self.local_position[1] + local_y
parent_lz = self.local_position[2] + local_z
block_number = self.parent.blocks[parent_lx][parent_ly][parent_lz]
if block_number:
block_type = self.world.block_types[block_number]
x, y, z = (
self.position[0] + local_x,
self.position[1] + local_y,
self.position[2] + local_z)
def can_render_face(position):
if not self.world.is_opaque_block(position):
if block_type.glass and self.world.get_block_number(position) == block_number:
return False
return True
return False
# if block is cube, we want it to check neighbouring blocks so that we don't uselessly render faces
# if block isn't a cube, we just want to render all faces, regardless of neighbouring blocks
# since the vast majority of blocks are probably anyway going to be cubes, this won't impact performance all that much; the amount of useless faces drawn is going to be minimal
if block_type.is_cube:
if can_render_face((x + 1, y, z)): add_face(0)
if can_render_face((x - 1, y, z)): add_face(1)
if can_render_face((x, y + 1, z)): add_face(2)
if can_render_face((x, y - 1, z)): add_face(3)
if can_render_face((x, y, z + 1)): add_face(4)
if can_render_face((x, y, z - 1)): add_face(5)
else:
for i in range(len(block_type.vertex_positions)):
add_face(i)