}
-void World::Generate(const glm::tvec3<int> &from, const glm::tvec3<int> &to) {
+void World::Generate(const Chunk::Pos &from, const Chunk::Pos &to) {
for (int z = from.z; z < to.z; ++z) {
for (int y = from.y; y < to.y; ++y) {
for (int x = from.x; x < to.x; ++x) {
- glm::vec3 pos{float(x), float(y), float(z)};
+ Block::Pos pos{float(x), float(y), float(z)};
if (ChunkAvailable(pos)) {
continue;
} else if (x == 0 && y == 0 && z == 0) {
void World::Generate(Chunk &chunk) {
chunk.Allocate();
- glm::vec3 pos(chunk.Position());
+ Chunk::Pos pos(chunk.Position());
+ glm::vec3 coords(pos * Chunk::Extent());
if (pos.x == 0 && pos.y == 0 && pos.z == 0) {
for (size_t i = 1; i < blockType.Size(); ++i) {
chunk.BlockAt(i) = Block(blockType[i]);
for (int z = 0; z < Chunk::Depth(); ++z) {
for (int y = 0; y < Chunk::Height(); ++y) {
for (int x = 0; x < Chunk::Width(); ++x) {
- glm::vec3 block_pos{float(x), float(y), float(z)};
- glm::vec3 gen_pos = (pos * glm::vec3(Chunk::Extent()) + block_pos) / 64.0f;
+ Block::Pos block_pos{float(x), float(y), float(z)};
+ glm::vec3 gen_pos = (coords + block_pos) / 64.0f;
float val = blockNoise(gen_pos);
if (val > 0.8f) {
int col_val = int((colorNoise(gen_pos) + 1.0f) * 2.0f) % 4;
}
-Chunk *World::ChunkLoaded(const glm::tvec3<int> &pos) {
+Chunk *World::ChunkLoaded(const Chunk::Pos &pos) {
for (Chunk &chunk : loaded) {
- if (glm::tvec3<int>(chunk.Position()) == pos) {
+ if (chunk.Position() == pos) {
return &chunk;
}
}
return nullptr;
}
-Chunk *World::ChunkQueued(const glm::tvec3<int> &pos) {
+Chunk *World::ChunkQueued(const Chunk::Pos &pos) {
for (Chunk &chunk : to_generate) {
- if (glm::tvec3<int>(chunk.Position()) == pos) {
+ if (chunk.Position() == pos) {
return &chunk;
}
}
return nullptr;
}
-Chunk *World::ChunkAvailable(const glm::tvec3<int> &pos) {
+Chunk *World::ChunkAvailable(const Chunk::Pos &pos) {
Chunk *chunk = ChunkLoaded(pos);
if (chunk) return chunk;
}
Chunk &World::Next(const Chunk &to, const glm::tvec3<int> &dir) {
- const glm::tvec3<int> tgt_pos = to.Position() + dir;
+ const Chunk::Pos tgt_pos = to.Position() + dir;
Chunk *chunk = ChunkLoaded(tgt_pos);
if (chunk) {
}
}
// add missing new chunks
- glm::tvec3<int> offset(max_dist, max_dist, max_dist);
+ const Chunk::Pos offset(max_dist, max_dist, max_dist);
Generate(player_chunk - offset, player_chunk + offset);
}