100 lines
2.5 KiB
C++
100 lines
2.5 KiB
C++
#include "ChunksController.h"
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#include "Block.h"
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#include "Chunk.h"
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#include "Chunks.h"
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#include "ChunksStorage.h"
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#include "WorldGenerator.h"
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#include "../graphics/Mesh.h"
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#include "../lighting/Lighting.h"
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#include "../files/WorldFiles.h"
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#include "../world/Level.h"
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#include "../world/World.h"
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#include <iostream>
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#include <limits.h>
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#include <memory>
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#if defined(_WIN32) && defined(__MINGW32__)
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#define _WIN32_WINNT 0x0501
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#include <mingw.thread.h>
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#else
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#include <thread>
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#endif
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#define MIN_SURROUNDING 9
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using std::shared_ptr;
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ChunksController::ChunksController(Level* level, Chunks* chunks, Lighting* lighting) : level(level), chunks(chunks), lighting(lighting){
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}
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ChunksController::~ChunksController(){
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}
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bool ChunksController::loadVisible(WorldFiles* worldFiles){
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const int w = chunks->w;
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const int d = chunks->d;
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const int ox = chunks->ox;
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const int oz = chunks->oz;
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int nearX = 0;
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int nearZ = 0;
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int minDistance = (w/2)*(w/2);
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for (int z = 2; z < d-2; z++){
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for (int x = 2; x < w-2; x++){
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int index = z * w + x;
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shared_ptr<Chunk> chunk = chunks->chunks[index];
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if (chunk != nullptr){
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int surrounding = 0;
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for (int oz = -1; oz <= 1; oz++){
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for (int ox = -1; ox <= 1; ox++){
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Chunk* other = chunks->getChunk(chunk->x+ox, chunk->z+oz);
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if (other != nullptr) surrounding++;
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}
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}
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chunk->surrounding = surrounding;
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if (surrounding == MIN_SURROUNDING && !chunk->isLighted()) {
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lighting->buildSkyLight(chunk->x, chunk->z);
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lighting->onChunkLoaded(chunk->x, chunk->z);
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chunk->setLighted(true);
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return false;
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}
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continue;
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}
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int lx = x - w / 2;
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int lz = z - d / 2;
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int distance = (lx * lx + lz * lz);
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if (distance < minDistance){
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minDistance = distance;
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nearX = x;
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nearZ = z;
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}
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}
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}
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int index = nearZ * w + nearX;
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shared_ptr<Chunk> chunk = chunks->chunks[index];
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if (chunk != nullptr) {
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return false;
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}
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chunk = shared_ptr<Chunk>(new Chunk(nearX+ox, nearZ+oz));
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level->chunksStorage->store(chunk);
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if (worldFiles->getChunk(chunk->x, chunk->z, (ubyte*)chunk->voxels))
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chunk->setLoaded(true);
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chunks->putChunk(chunk);
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if (!chunk->isLoaded()) {
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WorldGenerator::generate(chunk->voxels, chunk->x, chunk->z, level->world->seed);
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chunk->setUnsaved(true);
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}
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for (size_t i = 0; i < CHUNK_VOL; i++) {
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if (Block::blocks[chunk->voxels[i].id] == nullptr) {
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std::cout << "corruped block detected at " << i << " of chunk " << chunk->x << "x" << chunk->z << std::endl;
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chunk->voxels[i].id = 11;
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}
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}
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lighting->prebuildSkyLight(chunk->x, chunk->z);
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return true;
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} |