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https://github.com/Kbz-8/42_vox.git
synced 2026-01-11 14:43:34 +00:00
77 lines
2.3 KiB
C++
77 lines
2.3 KiB
C++
#include <ScopCore.h>
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#include <World.h>
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#include <Utils.h>
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World::World(Scop::Scene& scene) : m_scene(scene), m_narrator(scene.CreateNarrator()), m_previous_chunk_position(-1000, 10000)
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{
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Scop::Vec2ui32 map_size;
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Scop::MaterialTextures material_params;
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material_params.albedo = std::make_shared<Scop::Texture>(Scop::LoadBMPFile(GetResourcesPath() / "prototype.bmp", map_size), map_size.x, map_size.y);
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p_block_material = std::make_shared<Scop::Material>(material_params);
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auto narrator_update = [this](Scop::NonOwningPtr<Scop::Scene> scene, Scop::Inputs& input, float delta)
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{
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GenerateWorld();
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Upload();
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};
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m_narrator.AttachScript(std::make_shared<Scop::NativeNarratorScript>(std::function<void()>{}, narrator_update, std::function<void()>{}));
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}
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[[nodiscard]] Scop::NonOwningPtr<Chunk> World::GetChunk(Scop::Vec2i position)
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{
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auto it = m_chunks.find(position);
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if(it == m_chunks.end())
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return nullptr;
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return &it->second;
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}
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void World::GenerateWorld()
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{
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Scop::FirstPerson3D* camera = reinterpret_cast<Scop::FirstPerson3D*>(m_scene.GetCamera().get());
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std::int32_t x_chunk = static_cast<std::int32_t>(camera->GetPosition().x) / static_cast<std::int32_t>(CHUNK_SIZE.x);
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std::int32_t z_chunk = static_cast<std::int32_t>(camera->GetPosition().z) / static_cast<std::int32_t>(CHUNK_SIZE.z);
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Scop::Vec2i current_chunk_position{ x_chunk, z_chunk };
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if(current_chunk_position == m_previous_chunk_position)
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return;
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for(auto it = m_chunks.begin(); it != m_chunks.end();)
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{
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Scop::Vec3i pos = it->first;
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float x_dist = std::abs(pos.x - current_chunk_position.x);
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float z_dist = std::abs(pos.z - current_chunk_position.y);
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if(RENDER_DISTANCE < x_dist || RENDER_DISTANCE < z_dist)
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{
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if(it->second.GetActor())
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m_scene.RemoveActor(*it->second.GetActor());
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it = m_chunks.erase(it);
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}
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else
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++it;
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}
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for(std::int32_t x = x_chunk - RENDER_DISTANCE; x <= x_chunk + RENDER_DISTANCE; x++)
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{
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for(std::int32_t z = z_chunk - RENDER_DISTANCE; z <= z_chunk + RENDER_DISTANCE; z++)
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{
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auto res = m_chunks.try_emplace(Scop::Vec2i{ x, z }, *this, Scop::Vec2i{ x, z });
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if(res.second)
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res.first->second.GenerateChunk();
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}
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}
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for(auto& chunk : m_chunks)
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chunk.second.GenerateMesh();
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m_previous_chunk_position = current_chunk_position;
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}
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void World::Upload()
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{
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for(auto& chunk : m_chunks)
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chunk.second.UploadMesh();
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}
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