bug fixes, faster node texture shift, loading +z not working (0,0,2 chunk loading only one line)
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+21
-24
@@ -7,6 +7,7 @@ use winit::event::Event;
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use player::Player;
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use world::World;
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const RENDER_DIST: i32 = 1;
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pub enum GameState {
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Paused,
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@@ -34,9 +35,9 @@ impl Game {
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};
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// Preload chunks around player
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for x in -2..2 {
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for z in -2..2 {
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let pos = Vector3{x, y: 00, z};
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for x in -RENDER_DIST..RENDER_DIST+1 {
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for z in -RENDER_DIST..RENDER_DIST+1 {
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let pos = Vector3{x, y: 0, z};
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if instance.world.load_chunk(pos) {
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let chunk = instance.world.get_chunk(&pos).unwrap();
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chunk.write_to(renderer, pos * world::chunk::SIZE as i32);
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@@ -81,35 +82,31 @@ impl Game {
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if self.prev_chunk_pos == None || self.prev_chunk_pos != Some(chunk_pos) {
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renderer.get_ui().set_text("World", 2, format!("Chunk: {}, {}, {}", chunk_pos.x, chunk_pos.y, chunk_pos.z));
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// Shift world
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let dir = chunk_pos - self.prev_chunk_pos.unwrap_or(chunk_pos); //TODO: clamp to -1,1
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renderer.shift(dir * world::chunk::SIZE as i32);
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if dir.x != 0 || dir.y != 0 || dir.z != 0 {
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// Load chunks at the edge
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let center = chunk_pos.clone() + 2*dir;
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let mask = Vector3{x: dir.x.abs(), y: dir.y.abs(), z: dir.z.abs()};
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println!("Load at {:?}", center);
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// Shift world
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renderer.shift(dir * world::chunk::SIZE as i32);
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for a in -2..3 {
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let pos = center + Vector3{x: mask.z*a, y: 0, z: mask.x*a};
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// Load chunks at the edge
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let center = chunk_pos.clone() + RENDER_DIST*dir;
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let mask = Vector3{x: dir.x.abs(), y: dir.y.abs(), z: dir.z.abs()};
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println!("Load at {:?}", center);
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let pos = center; //+ Vector3{x: mask.z*a, y: 0, z: mask.x*a};
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self.world.load_chunk(pos);
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let chunk = self.world.get_chunk(&pos).unwrap();
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chunk.write_to(renderer, pos * world::chunk::SIZE as i32);
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// for a in -RENDER_DIST..RENDER_DIST+1 {
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// let pos = center; //+ Vector3{x: mask.z*a, y: 0, z: mask.x*a};
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// self.world.load_chunk(pos);
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// let chunk = self.world.get_chunk(&pos).unwrap();
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// chunk.write_to(renderer, pos * world::chunk::SIZE as i32);
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// }
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}
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//println!("Writing chunk to {:?}", pos * world::chunk::SIZE as i32);
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// for i in -2..2 {
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// }
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// if self.world.load_chunk(chunk_pos) {
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// let chunk = self.world.get_chunk(&chunk_pos).unwrap();
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// chunk.write_to(renderer, chunk_pos * world::chunk::SIZE as i32);
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// println!("Writing chunk to {:?}", chunk_pos * world::chunk::SIZE as i32);
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// }
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self.prev_chunk_pos = Some(chunk_pos);
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}
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