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Univerxel/src/world/World.cpp

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2020-07-10 17:49:16 +00:00
#include "World.hpp"
#include "../contouring/FlatBox.hpp"
#include "../render/buffer/ShortIndexedBuffer.hpp"
World::World(const World::options& options) {
setOptions(options);
}
World::~World() { }
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;
// Update alive chunks
{
for(auto [chunkPos, chunk]: chunks) {
const glm::ivec3 dist = last_pos - chunkPos;
if (dist.x * dist.x + dist.y * dist.y + dist.z * dist.z > keepDistance * keepDistance
&& unloadQueue.push(chunkPos)) {
//TODO: unloadCount++;
continue;
}
if (chunk->update()) { // MAYBE: update joints
if(chunk->buffer != NULL)
delete chunk->buffer;
std::vector<VertexData> vertices;
FlatBox::render(chunk->begin(), vertices);
chunk->buffer = new ShortIndexedBuffer(GL_TRIANGLES, vertices);
}
}
}
rep.chunk_unload.push(unloadQueue.size());
// Unload dead chunks
for (size_t i = 0; i < 8 && !unloadQueue.empty(); i++) {
chunks.extract(unloadQueue.pop());
//TODO: save to file
}
// Find missing chunks (~240ms from max loadDistance)
if(chunkChange) {
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
for (size_t i = 0; i < 2 && !loadQueue.empty(); i++) {
const auto pos = loadQueue.pop();
const auto chunk = std::make_shared<Chunk>(pos, generator);
chunks.insert({pos, chunk});
}
rep.chunk_count.push(chunks.size());
}
void World::setOptions(const World::options& options) {
loadDistance = options.loadDistance;
keepDistance = options.keepDistance;
}
void World::getModels(std::vector<std::pair<glm::mat4, Buffer*>> &out, float scale) const {
const auto scaling = glm::scale(glm::mat4(1), glm::vec3(scale));
for(const auto [pos, chunk]: chunks) {
if(chunk->buffer != NULL)
out.push_back({glm::translate(scaling, glm::vec3(pos) * glm::vec3(CHUNK_LENGTH)), chunk->buffer});
}
}