working bricks ray traversing
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@@ -2,7 +2,7 @@ use wgpu::util::DeviceExt;
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use std::convert::TryInto;
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const BRICK_SIZE : usize = 32; // 32x32x32 brick size
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const BRICK_NUM : usize = 1; // 64 bricks in texture
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const BRICK_NUM : usize = 2; // x bricks in texture
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const BRICK_LEN : usize = BRICK_SIZE*BRICK_SIZE*BRICK_SIZE;
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const DATA_LEN : usize = BRICK_LEN * BRICK_NUM;
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@@ -98,9 +98,11 @@ impl BrickBuffer {
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for y in 0..16 {
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for z in 0..32 {
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bricks.set(0, x, y, z, 1);
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bricks.set(1, y, x, z, 1);
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}
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}
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}
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bricks.set(0, 0, 0, 0, 0);
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// Done
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Self { bricks, texture, size, bind_layout, bind_group }
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@@ -116,7 +118,7 @@ impl BrickBuffer {
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let brick_offset = offset*BRICK_LEN;
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let brick_bytes : [u8;BRICK_LEN] = self.bricks.data[brick_offset..brick_offset+BRICK_LEN].try_into().unwrap();
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let brick_size = wgpu::Extent3d{ width: BRICK_SIZE as u32, height: BRICK_SIZE as u32, depth: BRICK_SIZE as u32 };
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let brick_origin = wgpu::Origin3d{ x:0, y:0, z: offset as u32 };
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let brick_origin = wgpu::Origin3d{ x:0, y:0, z: (offset*BRICK_SIZE) as u32 };
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// Write
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queue.write_texture(
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@@ -70,7 +70,7 @@ impl NodeBuffer {
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// Data
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let mut nodes : [u32; NUM_NODES] = [Default::default(); NUM_NODES];
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nodes[0] = 1;
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nodes[0] = 2;
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// Done
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Self { nodes, texture, size, bind_layout, bind_group }
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