Move update_chunk_geometry into Chunk
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This commit is contained in:
Sijmen 2021-06-04 02:23:26 +02:00
parent 1b91fa94c0
commit 67f275b2fc
4 changed files with 395 additions and 401 deletions

View file

@ -18,7 +18,7 @@ use crate::{
time::Time, time::Time,
vertex::{BlockVertex, Vertex}, vertex::{BlockVertex, Vertex},
view::View, view::View,
world::world::World, world::World,
}; };
pub struct WorldState { pub struct WorldState {

View file

@ -3,6 +3,7 @@ use std::collections::VecDeque;
use crate::{ use crate::{
aabb::Aabb, aabb::Aabb,
geometry::{Geometry, GeometryBuffers}, geometry::{Geometry, GeometryBuffers},
render_context::RenderContext,
vertex::BlockVertex, vertex::BlockVertex,
view::View, view::View,
world::{ world::{
@ -20,6 +21,7 @@ use serde::{
ser::SerializeSeq, ser::SerializeSeq,
Deserialize, Serialize, Serializer, Deserialize, Serialize, Serializer,
}; };
use wgpu::BufferUsage;
pub const CHUNK_SIZE: usize = 32; pub const CHUNK_SIZE: usize = 32;
pub const CHUNK_ISIZE: isize = CHUNK_SIZE as isize; 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] #[rustfmt::skip]
fn check_visible_faces(&self, x: usize, y: usize, z: usize) -> FaceFlags { fn check_visible_faces(&self, x: usize, y: usize, z: usize) -> FaceFlags {
let mut visible_faces = FACE_NONE; let mut visible_faces = FACE_NONE;
@ -244,7 +262,7 @@ impl Chunk {
offset: Point3<isize>, offset: Point3<isize>,
culled: AHashMap<(usize, usize), (BlockType, FaceFlags)>, culled: AHashMap<(usize, usize), (BlockType, FaceFlags)>,
queue: &mut VecDeque<(usize, usize)>, queue: &mut VecDeque<(usize, usize)>,
highlighted: Option<&(Point3<usize>, Vector3<i32>)>, highlighted: Option<(Vector3<usize>, Vector3<i32>)>,
) -> Vec<Quad> { ) -> Vec<Quad> {
let mut quads: Vec<Quad> = Vec::new(); let mut quads: Vec<Quad> = Vec::new();
let mut visited = AHashSet::new(); let mut visited = AHashSet::new();
@ -260,7 +278,7 @@ impl Chunk {
if let Some(&(block_type, visible_faces)) = &culled.get(&(x, z)) { if let Some(&(block_type, visible_faces)) = &culled.get(&(x, z)) {
let mut quad_faces = visible_faces; 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); let mut quad = Quad::new(position, 1, 1);
quad.highlighted_normal = highlighted.unwrap().1; quad.highlighted_normal = highlighted.unwrap().1;
quad.visible_faces = quad_faces; quad.visible_faces = quad_faces;
@ -282,7 +300,7 @@ impl Chunk {
for x_ in x..CHUNK_SIZE { for x_ in x..CHUNK_SIZE {
xmax = x_ + 1; 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; break;
} }
@ -304,7 +322,7 @@ impl Chunk {
zmax = z_ + 1; zmax = z_ + 1;
for x_ in x..xmax { 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; break 'z;
} }
@ -341,20 +359,30 @@ impl Chunk {
geometry geometry
} }
pub fn to_geometry( pub fn update_geometry(
&self, &mut self,
position: Point3<isize>, render_context: &RenderContext,
highlighted: Option<&(Point3<usize>, Vector3<i32>)>, chunk_coords: Point3<isize>,
) -> Geometry<BlockVertex, u16> { 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) let quads: Vec<Quad> = (0..CHUNK_SIZE)
.into_par_iter() .into_par_iter()
.flat_map(|y| { .flat_map(|y| {
let (culled, mut queue) = self.cull_layer(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(); .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<()> { pub fn save(&self, position: Point3<isize>, store: &sled::Db) -> anyhow::Result<()> {

View file

@ -2,4 +2,358 @@ pub mod block;
pub mod chunk; pub mod chunk;
pub mod face_flags; pub mod face_flags;
pub mod quad; 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
}
}

View file

@ -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
}
}