Dynamic loading, saving, generating chunks works
This commit is contained in:
+7
-7
@@ -2,7 +2,7 @@ mod camera_controller;
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mod player;
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pub mod world;
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use crate::renderer::renderer_view::RendererView;
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use cgmath::Point3;
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use cgmath::Vector3;
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use winit::event::Event;
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use player::Player;
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use world::World;
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@@ -19,7 +19,7 @@ pub struct Game {
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#[allow(unused)]
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world: World,
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prev_pos: Option<Point3<i32>>
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prev_pos: Option<Vector3<i32>>
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}
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impl Game {
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@@ -64,16 +64,16 @@ impl Game {
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// Update chunks
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let pos = camera.get_position();
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let pos = Point3{x: pos.x as i32, y: pos.y as i32, z: pos.z as i32};
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let pos = Vector3{x: pos.x as i32, y: pos.y as i32, z: pos.z as i32};
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if self.prev_pos == None || self.prev_pos != Some(pos) {
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self.prev_pos = Some(pos);
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renderer.get_ui().set_text("World", 0, format!("Position: {}, {}, {}", pos.x, pos.y, pos.z));
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// Load sphere of chunks around player (TODO)
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let chunk_pos = Point3{x: pos.x / 32, y: pos.y / 32, z: pos.z / 32};
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// Load sphere of chunks around player
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let chunk_pos = pos / 32;//Vector3{x: pos.x / 32, y: pos.y / 32, z: pos.z / 32};
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if self.world.load_chunk(chunk_pos) {
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renderer.write(, block: &WorldBlock)
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let chunk = self.world.get_chunk(&chunk_pos).unwrap();
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chunk.write_to(renderer, chunk_pos * 32);
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}
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}
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}
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@@ -1,4 +1,4 @@
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use cgmath::Point3;
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use cgmath::Vector3;
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pub const SIZE: usize = 32;
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pub const SIZE_QB: usize = SIZE*SIZE*SIZE;
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@@ -16,7 +16,7 @@ impl WorldBlock {
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}
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}
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pub fn set(&mut self, voxel_pos: Point3<usize>, value: u8) {
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pub fn set(&mut self, voxel_pos: Vector3<usize>, value: u8) {
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self.materials[voxel_pos.x + SIZE * (voxel_pos.y + SIZE * voxel_pos.z)] = value;
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}
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}
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+15
-9
@@ -1,6 +1,7 @@
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use crate::game::RendererView;
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use byteorder::LittleEndian;
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use byteorder::ByteOrder;
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use cgmath::Point3;
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use cgmath::Vector3;
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use lzzzz::lz4;
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use crate::game::world::{WorldBlock, block};
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@@ -23,7 +24,7 @@ pub struct WorldChunk {
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impl WorldChunk {
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pub fn new() -> Self {
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Self {
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nodes: vec![0_u32; SIZE_QB as usize].into_boxed_slice(),
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nodes: vec![0_u32; SIZE_QB].into_boxed_slice(),
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blocks: Vec::new()
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}
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}
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@@ -85,7 +86,7 @@ impl WorldChunk {
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}
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#[allow(unused)]
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pub fn all_blocks(&self) -> Vec<(Point3<u32>, &WorldBlock)> {
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pub fn all_blocks(&self) -> Vec<(Vector3<i32>, &WorldBlock)> {
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self.nodes.iter().enumerate()
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.filter(|(_, n)| **n != 0)
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.map(|(index, node)| {
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@@ -96,17 +97,16 @@ impl WorldChunk {
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let y = idx / SIZE;
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let x = idx % SIZE;
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let pos = Point3{x: x as u32, y: y as u32, z: z as u32};
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let pos = Vector3{x: x as i32, y: y as i32, z: z as i32};
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let block = &self.blocks[(*node-1) as usize];
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(pos, block)
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})
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.collect()
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}
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pub fn get_block_mut(&mut self, block_pos: &Point3<u32>) -> &mut WorldBlock {
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pub fn get_block_mut(&mut self, block_pos: &Vector3<i32>) -> &mut WorldBlock {
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// Get block index
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let index = (block_pos.x + SIZE as u32 * (block_pos.y + SIZE as u32 * block_pos.z)) as usize;
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let index = (block_pos.x + SIZE as i32 * (block_pos.y + SIZE as i32 * block_pos.z)) as usize;
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let mut value = self.nodes[index];
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// Allocate new block
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if value == 0 {
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@@ -118,11 +118,17 @@ impl WorldChunk {
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&mut self.blocks[(value-1) as usize]
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}
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pub fn get_block(&self, block_pos: &Point3<u32>) -> &WorldBlock {
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pub fn get_block(&self, block_pos: &Vector3<i32>) -> &WorldBlock {
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// Get block index
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let index = (block_pos.x + SIZE as u32 * (block_pos.y + SIZE as u32 * block_pos.z)) as usize;
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let index = (block_pos.x + SIZE as i32 * (block_pos.y + SIZE as i32 * block_pos.z)) as usize;
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let value = self.nodes[index];
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// Return block reference
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&self.blocks[(value-1) as usize]
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}
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pub fn write_to(&self, renderer: &mut dyn RendererView, offset: Vector3<i32>) {
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for (blpos, block) in self.all_blocks() {
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renderer.write(&(offset + blpos), block);
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}
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}
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}
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@@ -1,4 +1,4 @@
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use cgmath::Point3;
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use cgmath::Vector3;
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use noise::{Perlin, NoiseFn};
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use rand::{Rng, prelude::ThreadRng};
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@@ -39,7 +39,7 @@ impl WorldGen {
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/*
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* Generate block
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*/
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pub fn generate(block_pos: &Point3<i32>, block: &mut WorldBlock) {
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pub fn generate(block_pos: &Vector3<i32>, block: &mut WorldBlock) {
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let mut rng = rand::thread_rng();
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let noise = Perlin::new();
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@@ -52,7 +52,7 @@ impl WorldGen {
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let h = map[x][z];
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//let h = 16; // testing
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for y in 0..h {
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block.set(Point3{x, y, z}, 2);
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block.set(Vector3{x, y, z}, 2);
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}
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}
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}
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+40
-28
@@ -1,11 +1,12 @@
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mod generator;
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pub mod chunk;
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pub mod block;
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use std::time::Instant;
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use std::path::PathBuf;
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use std::io::Write;
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use std::io::Read;
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use std::fs;
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use cgmath::Point3;
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use cgmath::{Point3, Vector3};
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use std::collections::HashMap;
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use generator::WorldGen;
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use chunk::WorldChunk;
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@@ -19,11 +20,7 @@ struct WorldData {
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pub struct World {
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data: WorldData,
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chunks: HashMap<Point3<i32>, WorldChunk>,
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}
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fn point_abs(p: &Point3<i32>) -> Point3<u32> {
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Point3 {x: p.x.abs() as u32, y: p.y.abs() as u32, z: p.z.abs() as u32 }
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chunks: HashMap<Vector3<i32>, WorldChunk>,
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}
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impl World {
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@@ -35,12 +32,12 @@ impl World {
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}
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}
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pub fn all_blocks(&self) -> Vec<(Point3<i32>, &WorldBlock)> {
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pub fn all_blocks(&self) -> Vec<(Vector3<i32>, &WorldBlock)> {
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self.chunks.iter().map(|(chunk_pos, chunk)| {
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let off = chunk_pos * chunk::SIZE as i32;
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let result: Vec<(Point3<i32>, &WorldBlock)> = chunk.all_blocks().iter().map(|(pos, block)| {
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let result: Vec<(Vector3<i32>, &WorldBlock)> = chunk.all_blocks().iter().map(|(pos, block)| {
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(
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Point3{x: off.x+pos.x as i32, y: off.y+pos.y as i32, z: off.z+pos.z as i32},
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Vector3{x: off.x+pos.x as i32, y: off.y+pos.y as i32, z: off.z+pos.z as i32},
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*block
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)
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}).collect();
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@@ -50,18 +47,14 @@ impl World {
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pub fn save(&self) {
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// Get directory
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let mut dir = dirs::data_local_dir().unwrap();
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dir.push("Voxelgame");
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let dir = dirs::data_local_dir().unwrap().join("Voxelgame");
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fs::create_dir_all(&dir).expect("Failed to create directory");
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// Save all chunks
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for (pos, chunk) in self.chunks.iter() {
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let bytes = chunk.to_bytes();
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let filename = format!("chunk_{}_{}_{}.dat", pos.x, pos.y, pos.z);
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let path: PathBuf = [dir.to_str().unwrap(), &filename].iter().collect();
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let path = dir.with_file_name(format!("chunk_{}_{}_{}.dat", pos.x, pos.y, pos.z));
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let mut file = fs::File::create(path).expect("Failed to create file");
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file.write(&bytes).unwrap();
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file.write(&chunk.to_bytes()).unwrap();
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}
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// Save metadata
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@@ -72,41 +65,56 @@ impl World {
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}
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/*
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* Loads chunk and displays it in the world.
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* Loads chunk into memory
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* It will try to load the chunk from file, and if that fails it will generate the chunk and save it.
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*/
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pub fn load_chunk(&mut self, pos: Point3<i32>) -> Option<&WorldChunk> {
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pub fn load_chunk(&mut self, pos: Vector3<i32>) ->bool {
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// Abort if chunk is already loaded
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if let Some(_) = self.chunks.get(&pos) {
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return None;
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return false;
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}
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// Try loading chunk from file
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let filename = format!("chunk_{}_{}_{}.dat", pos.x, pos.y, pos.z);
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let filepath = dirs::data_local_dir().unwrap().join("Voxelgame").with_file_name(filename);
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if filepath.is_file() {
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let timer = Instant::now();
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let mut buff = Vec::new();
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let mut file = fs::File::open(filepath).expect("Failed to open file");
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file.read_to_end(&mut buff).expect("Failed to read file");
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let chunk = WorldChunk::from_bytes(buff);
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self.chunks.insert(pos, chunk);
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println!("Chunk at {:?} loaded", pos);
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return Some(&chunk);
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println!("Chunk at {:?} loaded ({} ms)", pos, timer.elapsed().as_millis());
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return true;
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}
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// Try generating chunk
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let timer0 = Instant::now();
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let mut chunk = WorldChunk::new();
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for x in 0..32 {
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for z in 0..32 {
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let bpos = &Point3::<u32>{x,y:0,z};
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let bpos = Vector3::<i32>{x,y:0,z};
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let block = chunk.get_block_mut(&bpos);
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let wpos = &Point3::<i32>{ x: pos.x+bpos.x as i32, y: pos.y+bpos.y as i32, z: pos.z+bpos.z as i32};
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WorldGen::generate(wpos, block);
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WorldGen::generate(&(pos*32 + bpos), block);
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}
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}
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// Save
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let timer1 = Instant::now();
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let dir = dirs::data_local_dir().unwrap().join("Voxelgame");
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fs::create_dir_all(&dir).expect("Failed to create directory");
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let path = dir.with_file_name(format!("chunk_{}_{}_{}.dat", pos.x, pos.y, pos.z));
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let mut file = fs::File::create(path).expect("Failed to create file");
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file.write(&chunk.to_bytes()).unwrap();
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// Add to list
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self.chunks.insert(pos, chunk);
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println!("Chunk at {:?} generated", pos);
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Some(&chunk)
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// Stats
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let t1 = timer1.elapsed().as_millis();
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let t0 = timer0.elapsed().as_millis() - t1;
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println!("Chunk at {:?} generated ({} ms) and saved ({} ms)", pos, t0, t1);
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true
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}
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pub fn load(&mut self) -> bool {
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@@ -124,14 +132,18 @@ impl World {
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}
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#[allow(unused)]
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pub fn get_block(&mut self, block_wpos: &Point3<i32>) -> Option<&WorldBlock> {
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pub fn get_block(&mut self, block_wpos: &Vector3<i32>) -> Option<&WorldBlock> {
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// Split world space to chunk and block space
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let ch_pos = block_wpos / chunk::SIZE as i32;
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let bl_pos = point_abs(block_wpos) % chunk::SIZE as u32;
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let bl_pos = block_wpos % chunk::SIZE as i32;
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// Return block if exists
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if let Some(chunk) = self.chunks.get_mut(&ch_pos) {
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return Some(chunk.get_block(&bl_pos));
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}
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None
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}
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pub fn get_chunk(&mut self, chunk_wpos: &Vector3<i32>) -> Option<&mut WorldChunk> {
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self.chunks.get_mut(chunk_wpos)
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}
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}
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@@ -1,7 +1,7 @@
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use std::time::Instant;
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use byteorder::{ByteOrder, LittleEndian};
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use std::convert::TryInto;
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use cgmath::Point3;
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use cgmath::Vector3;
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use crate::game::world::block::WorldBlock;
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//note: remember to update in main.frag
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@@ -102,10 +102,10 @@ impl Content {
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}
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#[allow(unused)]
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pub fn write(&mut self, queue: &wgpu::Queue, block_pos: &Point3<u32>, block: &WorldBlock) {
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pub fn write(&mut self, queue: &wgpu::Queue, block_pos: &Vector3<i32>, block: &WorldBlock) {
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// Get node
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let index = (block_pos.x + NODE_TEX_SIZE as u32 * (block_pos.y + NODE_TEX_SIZE as u32 * block_pos.z)) as usize;
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let index = (block_pos.x + NODE_TEX_SIZE as i32 * (block_pos.y + NODE_TEX_SIZE as i32 * block_pos.z)) as usize;
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let mut value = self.node_buffer[index] as usize;
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// Allocate new block
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@@ -2,17 +2,17 @@ use crate::renderer::UserInterface;
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use crate::renderer::camera::CameraTransform;
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use crate::Renderer;
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use crate::game::world::block::WorldBlock;
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use cgmath::Point3;
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use cgmath::Vector3;
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pub trait RendererView {
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fn write(&mut self, block_pos: &Point3<u32>, block: &WorldBlock);
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fn write(&mut self, block_pos: &Vector3<i32>, block: &WorldBlock);
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fn get_camera_transform(&mut self) -> &mut dyn CameraTransform;
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fn get_ui(&mut self) -> &mut UserInterface;
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}
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impl RendererView for Renderer {
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fn write(&mut self, block_pos: &Point3<u32>, block: &WorldBlock) {
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fn write(&mut self, block_pos: &Vector3<i32>, block: &WorldBlock) {
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self.buffers.content.write(&self.queue, block_pos, block)
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}
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Reference in New Issue
Block a user