Files
first-voxels/src/game/mod.rs
T

151 lines
5.2 KiB
Rust

mod camera_controller;
mod player;
pub mod world;
use std::time::Instant;
use crate::renderer::renderer_view::RendererView;
use cgmath::Vector3;
use winit::event::Event;
use player::Player;
use world::World;
const RENDER_DIST: i32 = 3;
pub enum GameState {
Paused,
Running
}
pub struct Game {
state: GameState,
player: Player,
#[allow(unused)]
world: World,
prev_pos: Option<Vector3<i32>>,
prev_chunk_pos: Option<Vector3<i32>>,
}
impl Game {
pub fn new(renderer: &mut impl RendererView) -> Self {
let mut instance = Self {
state: GameState::Paused,
player: Player::new(),
world: World::init("hello".to_string()),
prev_pos: None,
prev_chunk_pos: None,
};
// Preload chunks around player
let timer = Instant::now();
let mut count = 0;
for x in -RENDER_DIST..RENDER_DIST+1 {
for z in -RENDER_DIST..RENDER_DIST+1 {
let pos = Vector3{x, y: 0, z};
instance.world.load_chunk_async(pos);
count += 1;
//if instance.world.load_chunk(pos) {
//let chunk = instance.world.get_chunk(&pos).unwrap();
//chunk.write_to(renderer, pos * world::chunk::SIZE as i32);
//println!("Writing chunk to {:?}", pos * world::chunk::SIZE as i32);
//count += 1;
//}
}
}
println!("Preloaded {} chunks in {} ms (about {} voxels)", count, timer.elapsed().as_millis(), count * world::block::SIZE_QB);
// Return generated instance
instance
}
pub fn update(&mut self, delta: f32, renderer: &mut impl RendererView) {
// Update camera
let camera = renderer.get_camera_transform();
self.player.camera_controller.update(delta, camera);
// Get positions
let cam_pos = camera.get_position();
let cam_pos = Vector3{x: cam_pos.x as i32, y: cam_pos.y as i32, z: cam_pos.z as i32};
let mut chunk_pos = cam_pos / world::chunk::SIZE as i32;
if cam_pos.x < 0 { chunk_pos.x -= 1; }
if cam_pos.y < 0 { chunk_pos.y -= 1; }
if cam_pos.z < 0 { chunk_pos.z -= 1; }
// Update pointing direction
let yaw = self.player.camera_controller.get_yaw();
let mut yaw_str = "";
if yaw >= 315.0 || yaw <= 45.0 { yaw_str = "+z"; }
else if yaw >= 45.0 && yaw < 135.0 { yaw_str = "+x"; }
else if yaw >= 135.0 && yaw < 225.0 { yaw_str = "-z"; }
else if yaw >= 225.0 && yaw < 315.0 { yaw_str = "-x"; }
renderer.get_ui().set_text("World", 0, format!("Direction: {}", yaw_str));
// Block position
if self.prev_pos == None || self.prev_pos != Some(cam_pos) {
renderer.get_ui().set_text("World", 1, format!("Position: {}, {}, {}", cam_pos.x, cam_pos.y, cam_pos.z));
self.prev_pos = Some(cam_pos);
}
// Chunk position
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));
let dir = chunk_pos - self.prev_chunk_pos.unwrap_or(chunk_pos); //TODO: clamp to -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()};
println!("Load at {:?}", center);
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_async(pos);
// if self.world.load_chunk(pos) {
// self.world.get_chunk(&pos).unwrap().dirty = true;
// }
}
}
self.prev_chunk_pos = Some(chunk_pos);
}
// Send dirty chunks to renderer
// TODO: Only send chunks in rendering range
// TODO: Unload chunks above certain radius
self.world.update();
for (pos, chunk) in self.world.all_chunks() {
if chunk.dirty {
chunk.write_to(renderer, pos * world::chunk::SIZE as i32);
chunk.dirty = false;
}
}
}
pub fn input(&mut self, event: &Event<()>) {
// Update camera controller
self.player.camera_controller.handle_input(event);
}
pub fn update_state(&mut self, requested_state: GameState) -> &GameState {
match requested_state {
GameState::Paused => {
self.player.camera_controller.set_enabled(false);
}
GameState::Running => {
self.player.camera_controller.set_enabled(true);
}
};
// Currently we are not preventing any state changes, just return requested state
self.state = requested_state;
&self.state
}
pub fn get_state(&self) -> &GameState {
&self.state
}
}