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3 changed files with 160 additions and 148 deletions
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use bevy::prelude::*; |
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use crate::{ |
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bloxel::{ |
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prelude::*, |
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storage::{ChunkedOctree, OctreeNode}, |
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}, |
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camera_controller::ControlledCamera, |
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}; |
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const LOAD_DISTANCE: usize = 12; |
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const UNLOAD_DISTANCE: usize = 16; |
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const CHUNKS_PER_ITERATION: usize = 12; |
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pub fn create_chunks_around_camera( |
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mut commands: Commands, |
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mut octree: ResMut<ExistingChunks>, |
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camera: Single<&Transform, With<ControlledCamera>>, |
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chunk_map: Single<Entity, With<ChunkMap>>, |
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) { |
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let block_pos = camera.translation.as_ivec3().into(); |
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let (chunk_pos, _) = ChunkPos::from_block_pos(block_pos); |
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let mut create_chunk = |octree: &mut ExistingChunks, pos: ChunkPos| { |
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commands.entity(*chunk_map).with_child((Chunk, pos)); |
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octree.update(pos, |_, children, parent| { |
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let children = children.map(|a| a.as_slice()).unwrap_or_default(); |
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*parent = if children.iter().all(|c| *c == Existing::All) { |
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Existing::All |
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} else { |
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Existing::Some |
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} |
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}); |
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}; |
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// Create chunk at camera's position, if it's not already. This is necessary because we
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// need to "seed" the octree with a region so we have something to begin the search from.
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if octree.get(chunk_pos) == Existing::None { |
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create_chunk(&mut octree, chunk_pos); |
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} |
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let sqr_load_distance = (LOAD_DISTANCE * LOAD_DISTANCE) as i32; |
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let to_create = octree |
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.find(|node, exist| { |
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(exist != Existing::All).then(|| -node.region().distance_to_squared(chunk_pos)) |
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}) |
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.take_while(|(_, _, neg_sqr_distance)| *neg_sqr_distance > -sqr_load_distance) |
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.map(|(chunk_pos, _, _)| chunk_pos) |
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.take(CHUNKS_PER_ITERATION) // Create up to this many chunks per system iteration.
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.collect::<Vec<_>>(); |
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for chunk_pos in to_create { |
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create_chunk(&mut octree, chunk_pos); |
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} |
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} |
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pub fn destroy_chunks_away_from_camera( |
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mut commands: Commands, |
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mut octree: ResMut<ExistingChunks>, |
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camera: Single<&Transform, With<ControlledCamera>>, |
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chunk_map: Single<&ChunkMap>, |
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) { |
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let block_pos = camera.translation.as_ivec3().into(); |
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let (chunk_pos, _) = ChunkPos::from_block_pos(block_pos); |
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let distance = |node: OctreeNode| -> i32 { |
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let (min, max) = node.region().into(); |
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let a = (chunk_pos - min).length_squared(); |
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let b = (chunk_pos - max).length_squared(); |
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a.max(b) |
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}; |
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let sqr_unload_distance = (UNLOAD_DISTANCE * UNLOAD_DISTANCE) as i32; |
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let to_destroy = octree |
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.find(|node, exist| (exist != Existing::None).then(|| distance(node))) |
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.take_while(|(_, _, sqr_distance)| *sqr_distance > sqr_unload_distance) |
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.map(|(chunk_pos, _, _)| chunk_pos) |
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.collect::<Vec<_>>(); |
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for chunk_pos in to_destroy { |
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let chunk = *chunk_map.get(&chunk_pos).unwrap(); |
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commands.entity(chunk).despawn(); |
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octree.update(chunk_pos, |_, children, parent| { |
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let children = children.map(|a| a.as_slice()).unwrap_or_default(); |
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*parent = if children.iter().all(|c| *c == Existing::None) { |
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Existing::None |
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} else { |
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Existing::Some |
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} |
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}); |
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} |
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} |
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#[derive(Resource, Deref, DerefMut)] |
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pub struct ExistingChunks { |
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octree: ChunkedOctree<Existing>, |
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} |
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impl Default for ExistingChunks { |
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fn default() -> Self { |
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let octree = ChunkedOctree::new(5); |
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Self { octree } |
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} |
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} |
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#[derive(Default, Clone, Copy, PartialEq, Eq, Hash, Debug)] |
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pub enum Existing { |
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#[default] |
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None, |
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Some, |
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All, |
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} |
@ -0,0 +1,40 @@ |
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use bevy::prelude::*; |
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use noise_functions::{Noise, Simplex}; |
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use crate::{bloxel::prelude::*, TerrainBlocks}; |
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pub fn generate_terrain_shape( |
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mut commands: Commands, |
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terrain_blocks: Option<Res<TerrainBlocks>>, |
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chunks_without_data: Query<(Entity, &ChunkPos), (With<Chunk>, Without<ChunkData>)>, |
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) { |
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let Some(terrain) = terrain_blocks else { |
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return; |
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}; |
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let slices = [terrain.rock, terrain.dirt, terrain.grass, terrain.sand]; |
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for (entity, chunk_pos) in chunks_without_data.iter() { |
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let mut data = ChunkData::new(terrain.air); |
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data.update(|relative, _| { |
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let block_pos = chunk_pos.to_block_pos(relative); |
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let float_pos = IVec3::from(block_pos).as_vec3(); |
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let bias = ((float_pos.y + 32.) / 64.).clamp(-0.25, 1.); |
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let sample = Simplex |
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.fbm(3, 0.65, 2.0) |
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.weighted(0.4) |
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.frequency(0.01) |
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.sample3(float_pos); |
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if sample > bias { |
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slices[relative.y as usize % slices.len()] |
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} else { |
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terrain.air |
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} |
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}); |
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commands.entity(entity).insert(data); |
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} |
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} |
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