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WIP Chunk loading
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@ -25,6 +25,7 @@ use rendering::{Rederer, RenderTarget, BackgroundColor, clear_background};
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use player::spawn_player;
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use world::{GameWorld, loading::load_world_around_player};
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use prefabs::load_prefabs;
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use settings::GameSettings;
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#[derive(Unique)]
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pub(crate) struct DeltaTime(Duration);
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@ -64,6 +65,7 @@ fn main() {
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);
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world.add_unique(BackgroundColor(vec3(0.5, 0.5, 1.)));
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world.add_unique(DeltaTime(Duration::default()));
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world.add_unique(GameSettings::default());
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//Register workloads
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world.add_workload(startup);
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@ -3,22 +3,28 @@ use shipyard::{Component, EntitiesViewMut, ViewMut};
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use crate::transform::Transform;
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#[derive(Component)]
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pub struct LocalPlayer;
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#[derive(Component)]
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pub struct Player;
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pub fn spawn_player (
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mut entities: EntitiesViewMut,
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mut vm_player: ViewMut<Player>,
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mut vm_local_player: ViewMut<LocalPlayer>,
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mut vm_transform: ViewMut<Transform>
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) {
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log::info!("spawning player");
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entities.add_entity(
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(
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&mut vm_player,
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&mut vm_local_player,
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&mut vm_transform
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),
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(
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Player,
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LocalPlayer,
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Transform(Mat4::default())
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)
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);
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@ -3,7 +3,7 @@ use shipyard::Unique;
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#[derive(Unique)]
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pub struct GameSettings {
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//there's a 1 chunk border of loaded but invisible around this
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pub render_distance: usize,
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pub render_distance: u8,
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}
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impl Default for GameSettings {
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fn default() -> Self {
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@ -1,13 +1,52 @@
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use shipyard::{View, UniqueViewMut, NonSendSync, IntoIter};
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use crate::{player::Player, transform::Transform};
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use super::GameWorld;
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use glam::ivec3;
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use shipyard::{View, UniqueView, UniqueViewMut, NonSendSync, IntoIter, Workload, IntoWorkload};
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use crate::{player::LocalPlayer, transform::Transform, settings::GameSettings};
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use super::{GameWorld, chunk::{ChunkState, CHUNK_SIZE}};
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pub fn load_world_around_player(
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v_player: View<Player>,
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v_transform: View<Transform>,
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vm_world: NonSendSync<UniqueViewMut<GameWorld>>,
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) {
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for (player, transform) in (&v_player, v_transform.inserted_or_modified()).iter() {
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}
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pub fn load_world_around_player() -> Workload {
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(
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mark_chunks,
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).into_workload()
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}
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pub fn mark_chunks(
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v_settings: UniqueView<GameSettings>,
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v_local_player: View<LocalPlayer>,
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v_transform: View<Transform>,
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mut vm_world: NonSendSync<UniqueViewMut<GameWorld>>,
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) {
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//Read game settings
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let load_distance = (v_settings.render_distance + 1) as i32;
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//Check if a player moved
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let Some((_, transform)) = (&v_local_player, v_transform.inserted_or_modified()).iter().next() else {
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return
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};
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//If it did, get it's position and current chunk
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let position = transform.0.to_scale_rotation_translation().2;
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let at_chunk = position.as_ivec3() / CHUNK_SIZE as i32;
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//Then, mark *ALL* chunks with ToUnload
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for (_, chunk) in &mut vm_world.chunks {
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chunk.desired_state = ChunkState::ToUnload;
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}
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//Then mark chunks that are near to the player
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for x in -load_distance..=load_distance {
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for y in -load_distance..=load_distance {
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for z in -load_distance..=load_distance {
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let chunk_pos_offset = ivec3(x, y, z);
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let is_border = chunk_pos_offset.to_array()
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.iter().any(|x| x.abs() == load_distance);
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let desired = match is_border {
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true => ChunkState::Loaded,
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false => ChunkState::Rendered,
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};
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}
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}
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}
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//TODO
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todo!()
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}
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