loading chunks in one axis at a time

This commit is contained in:
Piotrek
2021-05-16 21:34:11 +02:00
parent 0487f4acf3
commit 00d1fa427a
+29 -23
View File
@@ -51,6 +51,34 @@ impl Game {
instance instance
} }
fn load_chunks(&mut self, renderer: &mut impl RendererView, chunk_pos: Vector3<i32>) {
// Wait for previous chunks to be loaded before loading new ones
if !self.world.is_busy() {
let prev_chunk_pos = self.prev_chunk_pos.unwrap_or(chunk_pos);
let mut dir = chunk_pos - prev_chunk_pos;
// Shift max by 1, in one axis
if dir.x != 0 { dir = Vector3{x: dir.x.clamp(-1, 1), y:0, z:0 } }
else if dir.y != 0 { dir = Vector3{x:0, y:dir.y.clamp(-1, 1), z:0 } }
else if dir.z != 0 { dir = Vector3{x:0, y:0, z:dir.z.clamp(-1, 1) } }
else { }
if dir.x != 0 || dir.y != 0 || dir.z != 0 {
// Shift world
renderer.shift(dir * world::chunk::SIZE as i32);
// Load chunks at the edge
let center = chunk_pos.clone() + RENDER_DIST*dir;
let mask = Vector3{x: dir.x.abs(), y: dir.y.abs(), z: dir.z.abs()};
for a in -RENDER_DIST..RENDER_DIST+1 {
let pos = center + Vector3{x: mask.z*a, y: 0, z: mask.x*a};
self.world.load_chunk(pos);
}
}
self.prev_chunk_pos = Some(prev_chunk_pos+dir);
}
}
pub fn update(&mut self, delta: f32, renderer: &mut impl RendererView) { pub fn update(&mut self, delta: f32, renderer: &mut impl RendererView) {
// Update camera // Update camera
let camera = renderer.get_camera_transform(); let camera = renderer.get_camera_transform();
@@ -82,29 +110,7 @@ impl Game {
// Chunk position // Chunk position
if self.prev_chunk_pos == None || self.prev_chunk_pos != Some(chunk_pos) { if self.prev_chunk_pos == None || self.prev_chunk_pos != Some(chunk_pos) {
renderer.get_ui().set_text("World", 2, format!("Chunk: {}, {}, {}", chunk_pos.x, chunk_pos.y, chunk_pos.z)); renderer.get_ui().set_text("World", 2, format!("Chunk: {}, {}, {}", chunk_pos.x, chunk_pos.y, chunk_pos.z));
self.load_chunks(renderer, chunk_pos);
// Wait for previous chunks to be loaded before loading new ones
if !self.world.is_busy() {
let prev_chunk_pos = self.prev_chunk_pos.unwrap_or(chunk_pos);
let mut dir = chunk_pos - prev_chunk_pos;
dir.x = dir.x.clamp(-1, 1);
dir.y = dir.y.clamp(-1, 1);
dir.z = dir.z.clamp(-1, 1);
if dir.x != 0 || dir.y != 0 || dir.z != 0 {
// Shift world
renderer.shift(dir * world::chunk::SIZE as i32);
// Load chunks at the edge
let center = chunk_pos.clone() + RENDER_DIST*dir;
let mask = Vector3{x: dir.x.abs(), y: dir.y.abs(), z: dir.z.abs()};
for a in -RENDER_DIST..RENDER_DIST+1 {
let pos = center + Vector3{x: mask.z*a, y: 0, z: mask.x*a};
self.world.load_chunk(pos);
}
}
self.prev_chunk_pos = Some(prev_chunk_pos+dir);
}
} }
// Receives chunks from workers // Receives chunks from workers