Move update_chunk_geometry into Chunk
All checks were successful
continuous-integration/drone/push Build is passing
All checks were successful
continuous-integration/drone/push Build is passing
This commit is contained in:
parent
1b91fa94c0
commit
67f275b2fc
4 changed files with 395 additions and 401 deletions
|
@ -18,7 +18,7 @@ use crate::{
|
|||
time::Time,
|
||||
vertex::{BlockVertex, Vertex},
|
||||
view::View,
|
||||
world::world::World,
|
||||
world::World,
|
||||
};
|
||||
|
||||
pub struct WorldState {
|
||||
|
|
|
@ -3,6 +3,7 @@ use std::collections::VecDeque;
|
|||
use crate::{
|
||||
aabb::Aabb,
|
||||
geometry::{Geometry, GeometryBuffers},
|
||||
render_context::RenderContext,
|
||||
vertex::BlockVertex,
|
||||
view::View,
|
||||
world::{
|
||||
|
@ -20,6 +21,7 @@ use serde::{
|
|||
ser::SerializeSeq,
|
||||
Deserialize, Serialize, Serializer,
|
||||
};
|
||||
use wgpu::BufferUsage;
|
||||
|
||||
pub const CHUNK_SIZE: usize = 32;
|
||||
pub const CHUNK_ISIZE: isize = CHUNK_SIZE as isize;
|
||||
|
@ -168,6 +170,22 @@ impl Chunk {
|
|||
}
|
||||
}
|
||||
|
||||
pub fn block_coords_to_local(
|
||||
chunk_coords: Point3<isize>,
|
||||
block_coords: Point3<isize>,
|
||||
) -> Option<Vector3<usize>> {
|
||||
let chunk_position = chunk_coords * CHUNK_ISIZE;
|
||||
let position = block_coords - chunk_position;
|
||||
if (0..CHUNK_ISIZE).contains(&position.x)
|
||||
&& (0..CHUNK_ISIZE).contains(&position.y)
|
||||
&& (0..CHUNK_ISIZE).contains(&position.z)
|
||||
{
|
||||
Some(position.cast().unwrap())
|
||||
} else {
|
||||
None
|
||||
}
|
||||
}
|
||||
|
||||
#[rustfmt::skip]
|
||||
fn check_visible_faces(&self, x: usize, y: usize, z: usize) -> FaceFlags {
|
||||
let mut visible_faces = FACE_NONE;
|
||||
|
@ -244,7 +262,7 @@ impl Chunk {
|
|||
offset: Point3<isize>,
|
||||
culled: AHashMap<(usize, usize), (BlockType, FaceFlags)>,
|
||||
queue: &mut VecDeque<(usize, usize)>,
|
||||
highlighted: Option<&(Point3<usize>, Vector3<i32>)>,
|
||||
highlighted: Option<(Vector3<usize>, Vector3<i32>)>,
|
||||
) -> Vec<Quad> {
|
||||
let mut quads: Vec<Quad> = Vec::new();
|
||||
let mut visited = AHashSet::new();
|
||||
|
@ -260,7 +278,7 @@ impl Chunk {
|
|||
if let Some(&(block_type, visible_faces)) = &culled.get(&(x, z)) {
|
||||
let mut quad_faces = visible_faces;
|
||||
|
||||
if hl == Some(Point3::new(x, y, z)) {
|
||||
if hl == Some(Vector3::new(x, y, z)) {
|
||||
let mut quad = Quad::new(position, 1, 1);
|
||||
quad.highlighted_normal = highlighted.unwrap().1;
|
||||
quad.visible_faces = quad_faces;
|
||||
|
@ -282,7 +300,7 @@ impl Chunk {
|
|||
for x_ in x..CHUNK_SIZE {
|
||||
xmax = x_ + 1;
|
||||
|
||||
if visited.contains(&(xmax, z)) || hl == Some(Point3::new(xmax, y, z)) {
|
||||
if visited.contains(&(xmax, z)) || hl == Some(Vector3::new(xmax, y, z)) {
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -304,7 +322,7 @@ impl Chunk {
|
|||
zmax = z_ + 1;
|
||||
|
||||
for x_ in x..xmax {
|
||||
if visited.contains(&(x_, zmax)) || hl == Some(Point3::new(x_, y, zmax)) {
|
||||
if visited.contains(&(x_, zmax)) || hl == Some(Vector3::new(x_, y, zmax)) {
|
||||
break 'z;
|
||||
}
|
||||
|
||||
|
@ -341,20 +359,30 @@ impl Chunk {
|
|||
geometry
|
||||
}
|
||||
|
||||
pub fn to_geometry(
|
||||
&self,
|
||||
position: Point3<isize>,
|
||||
highlighted: Option<&(Point3<usize>, Vector3<i32>)>,
|
||||
) -> Geometry<BlockVertex, u16> {
|
||||
pub fn update_geometry(
|
||||
&mut self,
|
||||
render_context: &RenderContext,
|
||||
chunk_coords: Point3<isize>,
|
||||
highlighted: Option<(Point3<isize>, Vector3<i32>)>,
|
||||
) {
|
||||
let highlighted = highlighted.and_then(|(position, normal)| {
|
||||
Self::block_coords_to_local(chunk_coords, position).map(|x| (x, normal))
|
||||
});
|
||||
|
||||
let offset = chunk_coords * CHUNK_ISIZE;
|
||||
let quads: Vec<Quad> = (0..CHUNK_SIZE)
|
||||
.into_par_iter()
|
||||
.flat_map(|y| {
|
||||
let (culled, mut queue) = self.cull_layer(y);
|
||||
self.layer_to_quads(y, position, culled, &mut queue, highlighted)
|
||||
self.layer_to_quads(y, offset, culled, &mut queue, highlighted)
|
||||
})
|
||||
.collect();
|
||||
|
||||
Self::quads_to_geometry(quads)
|
||||
self.buffers = Some(GeometryBuffers::from_geometry(
|
||||
render_context,
|
||||
&Self::quads_to_geometry(quads),
|
||||
BufferUsage::empty(),
|
||||
));
|
||||
}
|
||||
|
||||
pub fn save(&self, position: Point3<isize>, store: &sled::Db) -> anyhow::Result<()> {
|
||||
|
|
356
src/world/mod.rs
356
src/world/mod.rs
|
@ -2,4 +2,358 @@ pub mod block;
|
|||
pub mod chunk;
|
||||
pub mod face_flags;
|
||||
pub mod quad;
|
||||
pub mod world;
|
||||
|
||||
use std::{collections::VecDeque, time::Duration};
|
||||
|
||||
use crate::{
|
||||
camera::Camera,
|
||||
npc::Npc,
|
||||
render_context::RenderContext,
|
||||
renderable::Renderable,
|
||||
view::View,
|
||||
world::{
|
||||
block::{Block, BlockType},
|
||||
chunk::{Chunk, CHUNK_ISIZE},
|
||||
},
|
||||
};
|
||||
use ahash::AHashMap;
|
||||
use cgmath::{EuclideanSpace, InnerSpace, Point3, Vector3};
|
||||
use wgpu::RenderPass;
|
||||
|
||||
pub struct World {
|
||||
pub npc: Npc,
|
||||
|
||||
pub chunks: AHashMap<Point3<isize>, Chunk>,
|
||||
pub chunk_database: sled::Db,
|
||||
pub chunk_save_queue: VecDeque<(Point3<isize>, bool)>,
|
||||
pub chunk_load_queue: VecDeque<Point3<isize>>,
|
||||
pub chunk_generate_queue: VecDeque<Point3<isize>>,
|
||||
|
||||
pub highlighted: Option<(Point3<isize>, Vector3<i32>)>,
|
||||
|
||||
pub unload_timer: Duration,
|
||||
}
|
||||
|
||||
pub const RENDER_DISTANCE: isize = 8;
|
||||
pub const WORLD_HEIGHT: isize = 16 * 16 / CHUNK_ISIZE;
|
||||
|
||||
const DEBUG_IO: bool = false;
|
||||
|
||||
impl Renderable for World {
|
||||
fn update(&mut self, render_context: &RenderContext, dt: Duration, camera: &Camera) {
|
||||
if let Some(position) = self.chunk_load_queue.pop_front() {
|
||||
let chunk = self.chunks.entry(position).or_default();
|
||||
match chunk.load(position, &self.chunk_database) {
|
||||
Err(error) => {
|
||||
eprintln!("Failed to load/generate chunk {:?}: {:?}", position, error)
|
||||
}
|
||||
Ok(true) => {
|
||||
chunk.update_geometry(render_context, position, self.highlighted);
|
||||
self.enqueue_chunk_save(position, false);
|
||||
if DEBUG_IO {
|
||||
println!("Generated chunk {:?}", position);
|
||||
}
|
||||
}
|
||||
Ok(false) => {
|
||||
chunk.update_geometry(render_context, position, self.highlighted);
|
||||
if DEBUG_IO {
|
||||
println!("Loaded chunk {:?}", position);
|
||||
}
|
||||
}
|
||||
}
|
||||
} else if let Some((position, unload)) = self.chunk_save_queue.pop_front() {
|
||||
if let Some(chunk) = self.chunks.get(&position) {
|
||||
if let Err(err) = chunk.save(position, &self.chunk_database) {
|
||||
eprintln!("Failed to save chunk {:?}: {:?}", position, err);
|
||||
} else if unload {
|
||||
self.chunks.remove(&position);
|
||||
|
||||
if DEBUG_IO {
|
||||
println!("Saved and unloaded chunk {:?}", position);
|
||||
}
|
||||
} else if DEBUG_IO {
|
||||
println!("Saved chunk {:?}", position);
|
||||
}
|
||||
} else {
|
||||
eprintln!("Tried to save unloaded chunk {:?}", position);
|
||||
}
|
||||
}
|
||||
|
||||
self.update_highlight(render_context, camera);
|
||||
|
||||
// Queue up new chunks for loading, if necessary
|
||||
let camera_pos: Point3<isize> = camera.position.cast().unwrap();
|
||||
let camera_chunk: Point3<isize> = camera_pos.map(|n| n.div_euclid(CHUNK_ISIZE));
|
||||
let mut load_queue = Vec::new();
|
||||
for (x, y, z) in itertools::iproduct!(
|
||||
-RENDER_DISTANCE..RENDER_DISTANCE,
|
||||
0..WORLD_HEIGHT,
|
||||
-RENDER_DISTANCE..RENDER_DISTANCE
|
||||
) {
|
||||
let point: Point3<isize> = Point3::new(x + camera_chunk.x, y, z + camera_chunk.z);
|
||||
if !self.chunks.contains_key(&point) && !self.chunk_load_queue.contains(&point) {
|
||||
load_queue.push(point);
|
||||
}
|
||||
}
|
||||
|
||||
// TODO Sort based on where camera is looking
|
||||
load_queue.sort_unstable_by_key(|f| {
|
||||
(f.x * CHUNK_ISIZE - camera_pos.x).abs() + (f.y * CHUNK_ISIZE - camera_pos.y).abs()
|
||||
});
|
||||
|
||||
self.chunk_load_queue.extend(load_queue);
|
||||
|
||||
// Unload chunks that are far away
|
||||
self.unload_timer += dt;
|
||||
if self.unload_timer.as_secs() >= 10 {
|
||||
self.unload_timer = Duration::new(0, 0);
|
||||
|
||||
let camera_pos = camera.position.to_vec();
|
||||
let unload_distance = (RENDER_DISTANCE * CHUNK_ISIZE) as f32 * 1.5;
|
||||
|
||||
let mut unload_chunks = Vec::new();
|
||||
for point in self.chunks.keys() {
|
||||
let pos: Point3<f32> = (point * CHUNK_ISIZE).cast().unwrap();
|
||||
if (pos.x - camera_pos.x).abs() > unload_distance
|
||||
|| (pos.z - camera_pos.z).abs() > unload_distance
|
||||
{
|
||||
unload_chunks.push(*point);
|
||||
}
|
||||
}
|
||||
for point in unload_chunks {
|
||||
self.enqueue_chunk_save(point, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn render<'a>(&'a self, render_pass: &mut RenderPass<'a>, view: &View) -> usize {
|
||||
let mut triangle_count = 0;
|
||||
|
||||
for (position, chunk) in &self.chunks {
|
||||
if !chunk.is_visible(position * CHUNK_ISIZE, &view) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if let Some(buffers) = chunk.buffers.as_ref() {
|
||||
buffers.apply_buffers(render_pass);
|
||||
triangle_count += buffers.draw_indexed(render_pass);
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
let buffers = self.npc.geometry_buffers.as_ref().unwrap();
|
||||
buffers.set_buffers(render_pass);
|
||||
triangle_count += buffers.draw_indexed(render_pass);
|
||||
}
|
||||
|
||||
triangle_count
|
||||
}
|
||||
}
|
||||
|
||||
impl World {
|
||||
pub fn new() -> Self {
|
||||
let chunks = AHashMap::new();
|
||||
let npc = Npc::load();
|
||||
|
||||
let chunk_database = sled::Config::new()
|
||||
.path("chunks")
|
||||
.mode(sled::Mode::HighThroughput)
|
||||
.use_compression(true)
|
||||
.open()
|
||||
.unwrap();
|
||||
|
||||
Self {
|
||||
chunks,
|
||||
npc,
|
||||
|
||||
chunk_database,
|
||||
chunk_load_queue: VecDeque::new(),
|
||||
chunk_save_queue: VecDeque::new(),
|
||||
chunk_generate_queue: VecDeque::new(),
|
||||
|
||||
highlighted: None,
|
||||
|
||||
unload_timer: Duration::new(0, 0),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn enqueue_chunk_save(&mut self, position: Point3<isize>, unload: bool) {
|
||||
if let Some((_, unload_)) = self
|
||||
.chunk_save_queue
|
||||
.iter_mut()
|
||||
.find(|(pos, _)| pos == &position)
|
||||
{
|
||||
*unload_ = *unload_ || unload;
|
||||
} else {
|
||||
self.chunk_save_queue.push_back((position, unload));
|
||||
}
|
||||
}
|
||||
|
||||
pub fn update_chunk_geometry(
|
||||
&mut self,
|
||||
render_context: &RenderContext,
|
||||
chunk_position: Point3<isize>,
|
||||
) {
|
||||
let chunk = self.chunks.get_mut(&chunk_position).unwrap();
|
||||
chunk.update_geometry(render_context, chunk_position, self.highlighted);
|
||||
}
|
||||
|
||||
fn update_highlight(&mut self, render_context: &RenderContext, camera: &Camera) {
|
||||
let old = self.highlighted;
|
||||
let new = self.raycast(camera.position, camera.direction());
|
||||
|
||||
let old_chunk = old.map(|(pos, _)| pos.map(|n| n.div_euclid(CHUNK_ISIZE)));
|
||||
let new_chunk = new.map(|(pos, _)| pos.map(|n| n.div_euclid(CHUNK_ISIZE)));
|
||||
|
||||
if old != new {
|
||||
self.highlighted = new;
|
||||
|
||||
if let Some(old_chunk_) = old_chunk {
|
||||
self.update_chunk_geometry(render_context, old_chunk_);
|
||||
}
|
||||
|
||||
if let Some(new_chunk_) = new_chunk {
|
||||
// Don't update the same chunk twice
|
||||
if old_chunk != new_chunk {
|
||||
self.update_chunk_geometry(render_context, new_chunk_);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn break_at_crosshair(&mut self, render_context: &RenderContext, camera: &Camera) {
|
||||
if let Some((pos, _)) = self.raycast(camera.position, camera.direction()) {
|
||||
self.set_block(pos.x as isize, pos.y as isize, pos.z as isize, None);
|
||||
self.update_chunk_geometry(render_context, pos / CHUNK_ISIZE);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn place_at_crosshair(&mut self, render_context: &RenderContext, camera: &Camera) {
|
||||
if let Some((pos, face_normal)) = self.raycast(camera.position, camera.direction()) {
|
||||
let new_pos = pos.cast().unwrap() + face_normal;
|
||||
|
||||
self.set_block(
|
||||
new_pos.x as isize,
|
||||
new_pos.y as isize,
|
||||
new_pos.z as isize,
|
||||
Some(Block {
|
||||
block_type: BlockType::Cobblestone,
|
||||
}),
|
||||
);
|
||||
|
||||
self.update_chunk_geometry(render_context, pos / CHUNK_ISIZE);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn get_block(&self, x: isize, y: isize, z: isize) -> Option<&Block> {
|
||||
let chunk = match self.chunks.get(&Point3::new(
|
||||
x.div_euclid(CHUNK_ISIZE),
|
||||
y.div_euclid(CHUNK_ISIZE),
|
||||
z.div_euclid(CHUNK_ISIZE),
|
||||
)) {
|
||||
Some(chunk) => chunk,
|
||||
None => return None,
|
||||
};
|
||||
|
||||
let bx = x.rem_euclid(CHUNK_ISIZE) as usize;
|
||||
let by = y.rem_euclid(CHUNK_ISIZE) as usize;
|
||||
let bz = z.rem_euclid(CHUNK_ISIZE) as usize;
|
||||
chunk.blocks[by][bz][bx].as_ref()
|
||||
}
|
||||
|
||||
pub fn set_block(&mut self, x: isize, y: isize, z: isize, block: Option<Block>) {
|
||||
let chunk_position = Point3::new(
|
||||
x.div_euclid(CHUNK_ISIZE),
|
||||
y.div_euclid(CHUNK_ISIZE),
|
||||
z.div_euclid(CHUNK_ISIZE),
|
||||
);
|
||||
|
||||
if let Some(chunk) = self.chunks.get_mut(&chunk_position) {
|
||||
let bx = x.rem_euclid(CHUNK_ISIZE) as usize;
|
||||
let by = y.rem_euclid(CHUNK_ISIZE) as usize;
|
||||
let bz = z.rem_euclid(CHUNK_ISIZE) as usize;
|
||||
chunk.blocks[by][bz][bx] = block;
|
||||
}
|
||||
|
||||
self.chunk_save_queue
|
||||
.push_back((chunk_position / CHUNK_ISIZE, false));
|
||||
}
|
||||
|
||||
fn calc_scale(vector: Vector3<f32>, scalar: f32) -> f32 {
|
||||
if scalar == 0.0 {
|
||||
f32::INFINITY
|
||||
} else {
|
||||
(vector / scalar).magnitude()
|
||||
}
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
pub fn raycast(
|
||||
&self,
|
||||
origin: Point3<f32>,
|
||||
direction: Vector3<f32>,
|
||||
) -> Option<(Point3<isize>, Vector3<i32>)> {
|
||||
let direction = direction.normalize();
|
||||
let scale = Vector3::new(
|
||||
Self::calc_scale(direction, direction.x),
|
||||
Self::calc_scale(direction, direction.y),
|
||||
Self::calc_scale(direction, direction.z),
|
||||
);
|
||||
|
||||
let mut position: Point3<i32> = origin.map(|x| x.floor() as i32);
|
||||
let step = direction.map(|x| x.signum() as i32);
|
||||
|
||||
// Truncate the origin
|
||||
let mut lengths = Vector3 {
|
||||
x: if direction.x < 0.0 {
|
||||
(origin.x - position.x as f32) * scale.x
|
||||
} else {
|
||||
(position.x as f32 + 1.0 - origin.x) * scale.x
|
||||
},
|
||||
y: if direction.y < 0.0 {
|
||||
(origin.y - position.y as f32) * scale.y
|
||||
} else {
|
||||
(position.y as f32 + 1.0 - origin.y) * scale.y
|
||||
},
|
||||
z: if direction.z < 0.0 {
|
||||
(origin.z - position.z as f32) * scale.z
|
||||
} else {
|
||||
(position.z as f32 + 1.0 - origin.z) * scale.z
|
||||
},
|
||||
};
|
||||
|
||||
let mut face;
|
||||
|
||||
while lengths.magnitude() < 100.0 {
|
||||
if lengths.x < lengths.y && lengths.x < lengths.z {
|
||||
lengths.x += scale.x;
|
||||
position.x += step.x;
|
||||
face = Vector3::unit_x() * -step.x;
|
||||
} else if lengths.y < lengths.x && lengths.y < lengths.z {
|
||||
lengths.y += scale.y;
|
||||
position.y += step.y;
|
||||
face = Vector3::unit_y() * -step.y;
|
||||
} else if lengths.z < lengths.x && lengths.z < lengths.y {
|
||||
lengths.z += scale.z;
|
||||
position.z += step.z;
|
||||
face = Vector3::unit_z() * -step.z;
|
||||
} else {
|
||||
return None;
|
||||
}
|
||||
|
||||
if self
|
||||
.get_block(
|
||||
position.x as isize,
|
||||
position.y as isize,
|
||||
position.z as isize,
|
||||
)
|
||||
.is_some()
|
||||
{
|
||||
// Intersection occurred
|
||||
return Some((position.cast().unwrap(), face));
|
||||
}
|
||||
}
|
||||
|
||||
None
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,388 +0,0 @@
|
|||
use std::{collections::VecDeque, time::Duration};
|
||||
|
||||
use crate::{
|
||||
camera::Camera,
|
||||
geometry::GeometryBuffers,
|
||||
npc::Npc,
|
||||
render_context::RenderContext,
|
||||
renderable::Renderable,
|
||||
view::View,
|
||||
world::{
|
||||
block::{Block, BlockType},
|
||||
chunk::{Chunk, CHUNK_ISIZE},
|
||||
},
|
||||
};
|
||||
use ahash::AHashMap;
|
||||
use cgmath::{EuclideanSpace, InnerSpace, Point3, Vector3};
|
||||
use wgpu::{BufferUsage, RenderPass};
|
||||
|
||||
pub struct World {
|
||||
pub npc: Npc,
|
||||
|
||||
pub chunks: AHashMap<Point3<isize>, Chunk>,
|
||||
pub chunk_database: sled::Db,
|
||||
pub chunk_save_queue: VecDeque<(Point3<isize>, bool)>,
|
||||
pub chunk_load_queue: VecDeque<Point3<isize>>,
|
||||
pub chunk_generate_queue: VecDeque<Point3<isize>>,
|
||||
|
||||
pub highlighted: Option<(Point3<isize>, Vector3<i32>)>,
|
||||
|
||||
pub unload_timer: Duration,
|
||||
}
|
||||
|
||||
pub const RENDER_DISTANCE: isize = 8;
|
||||
pub const WORLD_HEIGHT: isize = 16 * 16 / CHUNK_ISIZE;
|
||||
|
||||
const DEBUG_IO: bool = false;
|
||||
|
||||
impl Renderable for World {
|
||||
fn update(&mut self, render_context: &RenderContext, dt: Duration, camera: &Camera) {
|
||||
if let Some(position) = self.chunk_load_queue.pop_front() {
|
||||
let chunk = self.chunks.entry(position).or_default();
|
||||
match chunk.load(position, &self.chunk_database) {
|
||||
Err(error) => {
|
||||
eprintln!("Failed to load/generate chunk {:?}: {:?}", position, error)
|
||||
}
|
||||
Ok(true) => {
|
||||
self.update_chunk_geometry(render_context, position);
|
||||
self.enqueue_chunk_save(position, false);
|
||||
if DEBUG_IO {
|
||||
println!("Generated chunk {:?}", position);
|
||||
}
|
||||
}
|
||||
Ok(false) => {
|
||||
self.update_chunk_geometry(render_context, position);
|
||||
if DEBUG_IO {
|
||||
println!("Loaded chunk {:?}", position);
|
||||
}
|
||||
}
|
||||
}
|
||||
} else if let Some((position, unload)) = self.chunk_save_queue.pop_front() {
|
||||
if let Some(chunk) = self.chunks.get(&position) {
|
||||
if let Err(err) = chunk.save(position, &self.chunk_database) {
|
||||
eprintln!("Failed to save chunk {:?}: {:?}", position, err);
|
||||
} else if unload {
|
||||
self.chunks.remove(&position);
|
||||
|
||||
if DEBUG_IO {
|
||||
println!("Saved and unloaded chunk {:?}", position);
|
||||
}
|
||||
} else if DEBUG_IO {
|
||||
println!("Saved chunk {:?}", position);
|
||||
}
|
||||
} else {
|
||||
eprintln!("Tried to save unloaded chunk {:?}", position);
|
||||
}
|
||||
}
|
||||
|
||||
self.update_highlight(render_context, camera);
|
||||
|
||||
// Queue up new chunks for loading, if necessary
|
||||
let camera_pos: Point3<isize> = camera.position.cast().unwrap();
|
||||
let camera_chunk: Point3<isize> = camera_pos.map(|n| n.div_euclid(CHUNK_ISIZE));
|
||||
let mut load_queue = Vec::new();
|
||||
for (x, y, z) in itertools::iproduct!(
|
||||
-RENDER_DISTANCE..RENDER_DISTANCE,
|
||||
0..WORLD_HEIGHT,
|
||||
-RENDER_DISTANCE..RENDER_DISTANCE
|
||||
) {
|
||||
let point: Point3<isize> = Point3::new(x + camera_chunk.x, y, z + camera_chunk.z);
|
||||
if !self.chunks.contains_key(&point) && !self.chunk_load_queue.contains(&point) {
|
||||
load_queue.push(point);
|
||||
}
|
||||
}
|
||||
|
||||
// TODO Sort based on where camera is looking
|
||||
load_queue.sort_unstable_by_key(|f| {
|
||||
(f.x * CHUNK_ISIZE - camera_pos.x).abs() + (f.y * CHUNK_ISIZE - camera_pos.y).abs()
|
||||
});
|
||||
|
||||
self.chunk_load_queue.extend(load_queue);
|
||||
|
||||
// Unload chunks that are far away
|
||||
self.unload_timer += dt;
|
||||
if self.unload_timer.as_secs() >= 10 {
|
||||
self.unload_timer = Duration::new(0, 0);
|
||||
|
||||
let camera_pos = camera.position.to_vec();
|
||||
let unload_distance = (RENDER_DISTANCE * CHUNK_ISIZE) as f32 * 1.5;
|
||||
|
||||
let mut unload_chunks = Vec::new();
|
||||
for point in self.chunks.keys() {
|
||||
let pos: Point3<f32> = (point * CHUNK_ISIZE).cast().unwrap();
|
||||
if (pos.x - camera_pos.x).abs() > unload_distance
|
||||
|| (pos.z - camera_pos.z).abs() > unload_distance
|
||||
{
|
||||
unload_chunks.push(*point);
|
||||
}
|
||||
}
|
||||
for point in unload_chunks {
|
||||
self.enqueue_chunk_save(point, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn render<'a>(&'a self, render_pass: &mut RenderPass<'a>, view: &View) -> usize {
|
||||
let mut triangle_count = 0;
|
||||
|
||||
for (position, chunk) in &self.chunks {
|
||||
if !chunk.is_visible(position * CHUNK_ISIZE, &view) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if let Some(buffers) = chunk.buffers.as_ref() {
|
||||
buffers.apply_buffers(render_pass);
|
||||
triangle_count += buffers.draw_indexed(render_pass);
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
let buffers = self.npc.geometry_buffers.as_ref().unwrap();
|
||||
buffers.set_buffers(render_pass);
|
||||
triangle_count += buffers.draw_indexed(render_pass);
|
||||
}
|
||||
|
||||
triangle_count
|
||||
}
|
||||
}
|
||||
|
||||
impl World {
|
||||
pub fn new() -> Self {
|
||||
let chunks = AHashMap::new();
|
||||
let npc = Npc::load();
|
||||
|
||||
let chunk_database = sled::Config::new()
|
||||
.path("chunks")
|
||||
.mode(sled::Mode::HighThroughput)
|
||||
.use_compression(true)
|
||||
.open()
|
||||
.unwrap();
|
||||
|
||||
Self {
|
||||
chunks,
|
||||
npc,
|
||||
|
||||
chunk_database,
|
||||
chunk_load_queue: VecDeque::new(),
|
||||
chunk_save_queue: VecDeque::new(),
|
||||
chunk_generate_queue: VecDeque::new(),
|
||||
|
||||
highlighted: None,
|
||||
|
||||
unload_timer: Duration::new(0, 0),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn enqueue_chunk_save(&mut self, position: Point3<isize>, unload: bool) {
|
||||
if let Some((_, unload_)) = self
|
||||
.chunk_save_queue
|
||||
.iter_mut()
|
||||
.find(|(pos, _)| pos == &position)
|
||||
{
|
||||
*unload_ = *unload_ || unload;
|
||||
} else {
|
||||
self.chunk_save_queue.push_back((position, unload));
|
||||
}
|
||||
}
|
||||
|
||||
pub fn update_chunk_geometry(
|
||||
&mut self,
|
||||
render_context: &RenderContext,
|
||||
chunk_position: Point3<isize>,
|
||||
) {
|
||||
let chunk = self.chunks.get_mut(&chunk_position).unwrap();
|
||||
let offset = chunk_position * CHUNK_ISIZE;
|
||||
let geometry = chunk.to_geometry(
|
||||
offset,
|
||||
World::highlighted_for_chunk(self.highlighted, &chunk_position).as_ref(),
|
||||
);
|
||||
|
||||
chunk.buffers = Some(GeometryBuffers::from_geometry(
|
||||
render_context,
|
||||
&geometry,
|
||||
BufferUsage::empty(),
|
||||
));
|
||||
}
|
||||
|
||||
fn update_highlight(&mut self, render_context: &RenderContext, camera: &Camera) {
|
||||
let old = self.highlighted;
|
||||
let new = self.raycast(camera.position, camera.direction());
|
||||
|
||||
let old_chunk = old.map(|(pos, _)| pos.map(|n| n.div_euclid(CHUNK_ISIZE)));
|
||||
let new_chunk = new.map(|(pos, _)| pos.map(|n| n.div_euclid(CHUNK_ISIZE)));
|
||||
|
||||
if old != new {
|
||||
self.highlighted = new;
|
||||
|
||||
if let Some(old_chunk_) = old_chunk {
|
||||
self.update_chunk_geometry(render_context, old_chunk_);
|
||||
}
|
||||
|
||||
if let Some(new_chunk_) = new_chunk {
|
||||
// Don't update the same chunk twice
|
||||
if old_chunk != new_chunk {
|
||||
self.update_chunk_geometry(render_context, new_chunk_);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn break_at_crosshair(&mut self, render_context: &RenderContext, camera: &Camera) {
|
||||
if let Some((pos, _)) = self.raycast(camera.position, camera.direction()) {
|
||||
self.set_block(pos.x as isize, pos.y as isize, pos.z as isize, None);
|
||||
self.update_chunk_geometry(render_context, pos / CHUNK_ISIZE);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn place_at_crosshair(&mut self, render_context: &RenderContext, camera: &Camera) {
|
||||
if let Some((pos, face_normal)) = self.raycast(camera.position, camera.direction()) {
|
||||
let new_pos = pos.cast().unwrap() + face_normal;
|
||||
|
||||
self.set_block(
|
||||
new_pos.x as isize,
|
||||
new_pos.y as isize,
|
||||
new_pos.z as isize,
|
||||
Some(Block {
|
||||
block_type: BlockType::Cobblestone,
|
||||
}),
|
||||
);
|
||||
|
||||
self.update_chunk_geometry(render_context, pos / CHUNK_ISIZE);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn highlighted_for_chunk(
|
||||
highlighted: Option<(Point3<isize>, Vector3<i32>)>,
|
||||
chunk_position: &Point3<isize>,
|
||||
) -> Option<(Point3<usize>, Vector3<i32>)> {
|
||||
let position = chunk_position * CHUNK_ISIZE;
|
||||
if let Some((pos, face)) = highlighted {
|
||||
if pos.x >= position.x
|
||||
&& pos.x < position.x + CHUNK_ISIZE
|
||||
&& pos.y >= position.y
|
||||
&& pos.y < position.y + CHUNK_ISIZE
|
||||
&& pos.z >= position.z
|
||||
&& pos.z < position.z + CHUNK_ISIZE
|
||||
{
|
||||
let point: Point3<isize> = EuclideanSpace::from_vec(pos - position);
|
||||
Some((point.cast().unwrap(), face))
|
||||
} else {
|
||||
None
|
||||
}
|
||||
} else {
|
||||
None
|
||||
}
|
||||
}
|
||||
|
||||
pub fn get_block(&self, x: isize, y: isize, z: isize) -> Option<&Block> {
|
||||
let chunk = match self.chunks.get(&Point3::new(
|
||||
x.div_euclid(CHUNK_ISIZE),
|
||||
y.div_euclid(CHUNK_ISIZE),
|
||||
z.div_euclid(CHUNK_ISIZE),
|
||||
)) {
|
||||
Some(chunk) => chunk,
|
||||
None => return None,
|
||||
};
|
||||
|
||||
let bx = x.rem_euclid(CHUNK_ISIZE) as usize;
|
||||
let by = y.rem_euclid(CHUNK_ISIZE) as usize;
|
||||
let bz = z.rem_euclid(CHUNK_ISIZE) as usize;
|
||||
chunk.blocks[by][bz][bx].as_ref()
|
||||
}
|
||||
|
||||
pub fn set_block(&mut self, x: isize, y: isize, z: isize, block: Option<Block>) {
|
||||
let chunk_position = Point3::new(
|
||||
x.div_euclid(CHUNK_ISIZE),
|
||||
y.div_euclid(CHUNK_ISIZE),
|
||||
z.div_euclid(CHUNK_ISIZE),
|
||||
);
|
||||
|
||||
if let Some(chunk) = self.chunks.get_mut(&chunk_position) {
|
||||
let bx = x.rem_euclid(CHUNK_ISIZE) as usize;
|
||||
let by = y.rem_euclid(CHUNK_ISIZE) as usize;
|
||||
let bz = z.rem_euclid(CHUNK_ISIZE) as usize;
|
||||
chunk.blocks[by][bz][bx] = block;
|
||||
}
|
||||
|
||||
self.chunk_save_queue
|
||||
.push_back((chunk_position / CHUNK_ISIZE, false));
|
||||
}
|
||||
|
||||
fn calc_scale(vector: Vector3<f32>, scalar: f32) -> f32 {
|
||||
if scalar == 0.0 {
|
||||
f32::INFINITY
|
||||
} else {
|
||||
(vector / scalar).magnitude()
|
||||
}
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
pub fn raycast(
|
||||
&self,
|
||||
origin: Point3<f32>,
|
||||
direction: Vector3<f32>,
|
||||
) -> Option<(Point3<isize>, Vector3<i32>)> {
|
||||
let direction = direction.normalize();
|
||||
let scale = Vector3::new(
|
||||
Self::calc_scale(direction, direction.x),
|
||||
Self::calc_scale(direction, direction.y),
|
||||
Self::calc_scale(direction, direction.z),
|
||||
);
|
||||
|
||||
let mut position: Point3<i32> = origin.map(|x| x.floor() as i32);
|
||||
let step = direction.map(|x| x.signum() as i32);
|
||||
|
||||
// Truncate the origin
|
||||
let mut lengths = Vector3 {
|
||||
x: if direction.x < 0.0 {
|
||||
(origin.x - position.x as f32) * scale.x
|
||||
} else {
|
||||
(position.x as f32 + 1.0 - origin.x) * scale.x
|
||||
},
|
||||
y: if direction.y < 0.0 {
|
||||
(origin.y - position.y as f32) * scale.y
|
||||
} else {
|
||||
(position.y as f32 + 1.0 - origin.y) * scale.y
|
||||
},
|
||||
z: if direction.z < 0.0 {
|
||||
(origin.z - position.z as f32) * scale.z
|
||||
} else {
|
||||
(position.z as f32 + 1.0 - origin.z) * scale.z
|
||||
},
|
||||
};
|
||||
|
||||
let mut face;
|
||||
|
||||
while lengths.magnitude() < 100.0 {
|
||||
if lengths.x < lengths.y && lengths.x < lengths.z {
|
||||
lengths.x += scale.x;
|
||||
position.x += step.x;
|
||||
face = Vector3::unit_x() * -step.x;
|
||||
} else if lengths.y < lengths.x && lengths.y < lengths.z {
|
||||
lengths.y += scale.y;
|
||||
position.y += step.y;
|
||||
face = Vector3::unit_y() * -step.y;
|
||||
} else if lengths.z < lengths.x && lengths.z < lengths.y {
|
||||
lengths.z += scale.z;
|
||||
position.z += step.z;
|
||||
face = Vector3::unit_z() * -step.z;
|
||||
} else {
|
||||
return None;
|
||||
}
|
||||
|
||||
if self
|
||||
.get_block(
|
||||
position.x as isize,
|
||||
position.y as isize,
|
||||
position.z as isize,
|
||||
)
|
||||
.is_some()
|
||||
{
|
||||
// Intersection occurred
|
||||
return Some((position.cast().unwrap(), face));
|
||||
}
|
||||
}
|
||||
|
||||
None
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue