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block queue works
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parent
00f54a2f5f
commit
319cffbb4e
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@ -1,7 +1,7 @@
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use shipyard::{UniqueViewMut, UniqueView, View, IntoIter, ViewMut, EntitiesViewMut};
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use crate::{
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player::MainPlayer,
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world::{raycast::LookingAtBlock, ChunkStorage, block::Block},
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world::{raycast::LookingAtBlock, ChunkStorage, block::Block, queue::{BlockUpdateQueue, BlockUpdateEvent}},
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input::{Inputs, PrevInputs},
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events::{EventComponent, player_actions::PlayerActionEvent},
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};
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@ -11,7 +11,7 @@ pub fn block_placement_system(
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raycast: View<LookingAtBlock>,
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input: UniqueView<Inputs>,
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prev_input: UniqueView<PrevInputs>,
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mut world: UniqueViewMut<ChunkStorage>,
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mut block_event_queue: UniqueViewMut<BlockUpdateQueue>,
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mut entities: EntitiesViewMut,
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mut events: ViewMut<EventComponent>,
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mut player_events: ViewMut<PlayerActionEvent>,
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@ -21,21 +21,18 @@ pub fn block_placement_system(
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if action_place ^ action_break {
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//get raycast info
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let Some(ray) = (&main_player, &raycast).iter().next().unwrap().1/**/.0 else { return };
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//update block
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//get coord and block type
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let (place_position, place_block) = if action_place {
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let position = (ray.position - ray.direction * 0.5).floor().as_ivec3();
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let Some(block) = world.get_block_mut(position) else { return };
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*block = Block::Dirt;
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(position, *block)
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(position, Block::Dirt)
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} else {
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let Some(block) = world.get_block_mut(ray.block_position) else { return };
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*block = Block::Air;
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(ray.block_position, *block)
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(ray.block_position, Block::Air)
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};
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//mark chunk as dirty
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let (chunk_pos, _) = ChunkStorage::to_chunk_coords(place_position);
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let chunk = world.chunks.get_mut(&chunk_pos).unwrap();
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chunk.dirty = true;
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//queue place
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block_event_queue.push(BlockUpdateEvent {
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position: place_position,
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value: place_block,
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});
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//send event
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entities.add_entity(
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(&mut events, &mut player_events),
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@ -35,7 +35,7 @@ pub(crate) mod control_flow;
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use world::{
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init_game_world,
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loading::update_loaded_world_around_player,
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raycast::update_raycasts
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raycast::update_raycasts, queue::apply_queued_blocks
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};
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use player::spawn_player;
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use prefabs::load_prefabs;
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@ -84,6 +84,7 @@ fn update() -> Workload {
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update_loaded_world_around_player,
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update_raycasts,
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block_placement_system,
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apply_queued_blocks,
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update_cursor_lock_state,
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compute_cameras,
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exit_on_esc,
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@ -15,10 +15,10 @@ pub mod neighbors;
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pub mod raycast;
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pub mod queue;
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use chunk::{Chunk, ChunkMesh};
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use block::Block;
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use chunk::{Chunk, ChunkMesh, CHUNK_SIZE};
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use tasks::ChunkTaskManager;
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use self::{chunk::CHUNK_SIZE, block::Block};
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use queue::BlockUpdateQueue;
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//TODO separate world struct for render data
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// because this is not send-sync
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@ -111,4 +111,5 @@ pub fn init_game_world(
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storages.add_unique_non_send_sync(ChunkMeshStorage::new());
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storages.add_unique(ChunkStorage::new());
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storages.add_unique(ChunkTaskManager::new());
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storages.add_unique(BlockUpdateQueue::new());
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}
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@ -46,7 +46,7 @@ pub struct Chunk {
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pub mesh_index: Option<usize>,
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pub current_state: CurrentChunkState,
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pub desired_state: DesiredChunkState,
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pub dirty: bool,
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pub mesh_dirty: bool,
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}
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impl Chunk {
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pub fn new(position: IVec3) -> Self {
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@ -56,7 +56,7 @@ impl Chunk {
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mesh_index: None,
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current_state: Default::default(),
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desired_state: Default::default(),
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dirty: false,
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mesh_dirty: false,
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}
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}
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}
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@ -138,7 +138,7 @@ fn start_required_tasks(
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// ===========
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//log::trace!("Started loading chunk {position}");
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},
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DesiredChunkState::Rendered if (chunk.current_state == CurrentChunkState::Loaded || chunk.dirty) => {
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DesiredChunkState::Rendered if (chunk.current_state == CurrentChunkState::Loaded || chunk.mesh_dirty) => {
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//get needed data
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let Some(neighbors) = world.neighbors_all(position) else {
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continue
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@ -150,12 +150,12 @@ fn start_required_tasks(
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task_manager.spawn_task(ChunkTask::GenerateMesh { data, position });
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//Update chunk state
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let chunk = world.chunks.get_mut(&position).unwrap();
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if chunk.dirty {
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if chunk.mesh_dirty {
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chunk.current_state = CurrentChunkState::RecalculatingMesh;
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} else {
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chunk.current_state = CurrentChunkState::CalculatingMesh;
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}
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chunk.dirty = false;
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chunk.mesh_dirty = false;
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// ===========
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//log::trace!("Started generating mesh for chunk {position}");
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}
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@ -1,4 +1,3 @@
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use std::collections::VecDeque;
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use glam::IVec3;
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use kubi_shared::blocks::Block;
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use shipyard::{UniqueViewMut, Unique};
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@ -13,33 +12,31 @@ pub struct BlockUpdateEvent {
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#[derive(Unique, Default, Clone)]
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pub struct BlockUpdateQueue {
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queue: VecDeque<BlockUpdateEvent>
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queue: Vec<BlockUpdateEvent>
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}
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impl BlockUpdateQueue {
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pub fn new() -> Self {
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Self::default()
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}
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pub fn push(&mut self, event: BlockUpdateEvent) {
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self.queue.push_back(event)
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}
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pub fn pop(&mut self) -> Option<BlockUpdateEvent> {
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self.queue.pop_front()
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}
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pub fn clear(&mut self) {
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self.queue.clear();
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self.queue.push(event)
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}
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}
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pub fn apply_events(
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pub fn apply_queued_blocks(
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mut queue: UniqueViewMut<BlockUpdateQueue>,
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mut world: UniqueViewMut<ChunkStorage>
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) {
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while let Some(event) = queue.pop() {
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queue.queue.retain(|&event| {
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if let Some(block) = world.get_block_mut(event.position) {
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*block = event.value;
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//mark chunk as dirty
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//maybe i need to check for desired/current state here?
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let (chunk_pos, _) = ChunkStorage::to_chunk_coords(event.position);
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let chunk = world.chunks.get_mut(&chunk_pos).expect("This error should never happen, if it does then something is super fucked up and the whole project needs to be burnt down.");
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chunk.dirty = true;
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}
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chunk.mesh_dirty = true;
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return false
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}
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true
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});
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}
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