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Univerxel/src/world/World.cpp

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#include "World.hpp"
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#include "../contouring/Dummy.hpp"
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#include <Remotery.h>
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World::World(const World::options &options): contouring(std::make_shared<contouring::Dummy>()) {
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setOptions(options);
}
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World::~World() {
contouring = NULL;
}
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void World::update(const camera_pos& pos, World::report& rep) {
const chunk_pos newPos = glm::divide(pos, chunk_voxel_pos(CHUNK_LENGTH));
const auto chunkChange = newPos != last_pos;
last_pos = newPos;
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rmt_ScopedCPUSample(World, 0);
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// Update alive chunks
{
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rmt_ScopedCPUSample(Update, 0);
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for(auto [chunkPos, chunk]: chunks) {
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if (glm::length2(last_pos - chunkPos) > keepDistance * keepDistance
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&& unloadQueue.push(chunkPos)) {
//TODO: unloadCount++;
continue;
}
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if (chunk->update()) { // MAYBE: also contour joints
contouring->onUpdate(chunkPos, chunks); //TODO: get update update_type(simple(pos), complex)
} else if (chunkChange) { //NOTE: must be solved before octrees
contouring->onNotify(chunkPos, chunks);
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}
}
}
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contouring->update(pos);
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rep.chunk_unload.push(unloadQueue.size());
// Unload dead chunks
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{
rmt_ScopedCPUSample(Unload, 0);
for (size_t i = 0; i < 8 && !unloadQueue.empty(); i++) {
chunks.extract(unloadQueue.pop());
//TODO: save to file
}
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}
// Find missing chunks (~240ms from max loadDistance)
if(chunkChange) {
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rmt_ScopedCPUSample(ToLoad, 0);
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std::vector<chunk_pos> to_load;
for (int x = -loadDistance; x <= loadDistance; x++) {
for (int y = -loadDistance; y <= loadDistance; y++) {
for (int z = -loadDistance; z <= loadDistance; z++) {
if (x * x + y * y + z * z <= loadDistance * loadDistance) {
const chunk_pos p = last_pos + glm::ivec3(x, y, z);
if (chunks.find(p) == chunks.end()) {
to_load.push_back(p);
}
}
}}}
std::sort(to_load.begin(), to_load.end(), [](const chunk_pos &a, const chunk_pos &b) {
return glm::length2(a) < glm::length2(b);
});
for(auto p: to_load) {
loadQueue.push(p);
}
}
rep.chunk_load.push(loadQueue.size());
// Load chunks
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{
rmt_ScopedCPUSample(Load, 0);
for (size_t i = 0; i < 8 && !loadQueue.empty(); i++) {
const auto pos = loadQueue.pop();
const auto chunk = std::make_shared<Chunk>(pos, generator);
chunks.insert({pos, chunk});
//trigger surronding render
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//MAYBE: contouring dependant
for (size_t i = 0; i < 6; i++) {
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const auto it = chunks.find(pos + g_face_offsets[i]);
if (it != chunks.end())
it->second->invalidate();
}
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}
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}
rep.chunk_count.push(chunks.size());
}
void World::setOptions(const World::options& options) {
loadDistance = options.loadDistance;
keepDistance = options.keepDistance;
}
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void World::setContouring(std::shared_ptr<contouring::Abstract> ct) {
contouring = ct;
last_pos = chunk_pos(INT_MAX); // trigger chunkChange on next update
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}