, blockNoise(0)
, colorNoise(1)
, player()
+, player_chunk(0, 0, 0)
, loaded()
, to_generate() {
blockType.Add(BlockType{ true, { 1.0f, 1.0f, 1.0f }, &blockShape }); // white block
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)};
- if (x == 0 && y == 0 && z == 0) {
+ if (ChunkAvailable(pos)) {
+ continue;
+ } else if (x == 0 && y == 0 && z == 0) {
loaded.emplace_back();
loaded.back().Position(pos);
Generate(loaded.back());
}
-Chunk &World::Next(const Chunk &to, const glm::vec3 &dir) {
- const glm::vec3 tgt_pos = to.Position() + dir;
- for (Chunk &chunk : LoadedChunks()) {
- if (chunk.Position() == tgt_pos) {
- return chunk;
+Chunk *World::ChunkLoaded(const glm::tvec3<int> &pos) {
+ for (Chunk &chunk : loaded) {
+ if (glm::tvec3<int>(chunk.Position()) == pos) {
+ return &chunk;
}
}
+ return nullptr;
+}
+
+Chunk *World::ChunkQueued(const glm::tvec3<int> &pos) {
for (Chunk &chunk : to_generate) {
- if (chunk.Position() == tgt_pos) {
- Generate(chunk);
- return chunk;
+ if (glm::tvec3<int>(chunk.Position()) == pos) {
+ return &chunk;
}
}
+ return nullptr;
+}
+
+Chunk *World::ChunkAvailable(const glm::tvec3<int> &pos) {
+ Chunk *chunk = ChunkLoaded(pos);
+ if (chunk) return chunk;
+
+ return ChunkQueued(pos);
+}
+
+Chunk &World::Next(const Chunk &to, const glm::vec3 &dir) {
+ const glm::vec3 tgt_pos = to.Position() + dir;
+
+ Chunk *chunk = ChunkLoaded(tgt_pos);
+ if (chunk) {
+ return *chunk;
+ }
+
+ chunk = ChunkQueued(tgt_pos);
+ if (chunk) {
+ Generate(*chunk);
+ return *chunk;
+ }
+
loaded.emplace_back();
loaded.back().Position(tgt_pos);
Generate(loaded.back());
void World::Update(int dt) {
player.Update(dt);
+ CheckChunkGeneration();
+}
+
+void World::CheckChunkGeneration() {
+ if (player.ChunkCoords() != player_chunk) {
+ player_chunk = player.ChunkCoords();
+
+ constexpr int max_dist = 8;
+ // unload far away chunks
+ for (auto iter(loaded.begin()), end(loaded.end()); iter != end;) {
+ if (std::abs(player_chunk.x - iter->Position().x) > max_dist
+ || std::abs(player_chunk.y - iter->Position().y) > max_dist
+ || std::abs(player_chunk.z - iter->Position().z) > max_dist) {
+ iter = loaded.erase(iter);
+ } else {
+ ++iter;
+ }
+ }
+ // abort far away queued chunks
+ for (auto iter(to_generate.begin()), end(to_generate.end()); iter != end;) {
+ if (std::abs(player_chunk.x - iter->Position().x) > max_dist
+ || std::abs(player_chunk.y - iter->Position().y) > max_dist
+ || std::abs(player_chunk.z - iter->Position().z) > max_dist) {
+ iter = to_generate.erase(iter);
+ } else {
+ ++iter;
+ }
+ }
+ // add missing new chunks
+ glm::tvec3<int> offset(max_dist, max_dist, max_dist);
+ Generate(player_chunk - offset, player_chunk + offset);
+ }
+
if (!to_generate.empty()) {
Generate(to_generate.front());
loaded.splice(loaded.end(), to_generate, to_generate.begin());