mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Switched to Int32 vector from Point
This commit is contained in:
@@ -16,53 +16,7 @@ namespace Sandbox.VoxelFun
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public GeometryBinding Geometry ~ _?.ReleaseRef();
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public VoxelChunk Data;
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public Matrix Transform;
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public Point3 Position;
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}
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public struct Point3 : IHashable
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{
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public int X, Y, Z;
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public this() => this = default;
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public this(int x, int y, int z)
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{
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X = x;
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Y = y;
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Z = z;
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}
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public int GetHashCode()
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{
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return (((X * 39) ^ Y) * 39) ^ Z;
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}
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public static int DistanceSq(Point3 value1, Point3 value2)
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{
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int dstX = value1.X - value2.X;
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int dstY = value1.Y - value2.Y;
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int dstZ = value1.Z - value2.Z;
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return dstX * dstX + dstY * dstY + dstZ * dstZ;
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}
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public static Point3 operator +(Point3 left, Point3 right) => .(left.X + right.X, left.Y + right.Y, left.Z + right.Z);
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public static Point3 operator -(Point3 left, Point3 right) => .(left.X - right.X, left.Y - right.Y, left.Z - right.Z);
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public static Point3 operator *(Point3 left, Point3 right) => .(left.X * right.X, left.Y * right.Y, left.Z * right.Z);
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public static Point3 operator /(Point3 left, Point3 right) => .(left.X / right.X, left.Y / right.Y, left.Z / right.Z);
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public static Point3 operator %(Point3 left, Point3 right) => .(left.X % right.X, left.Y % right.Y, left.Z % right.Z);
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public Point3 Abs()
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{
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return .(Math.Abs(X), Math.Abs(Y), Math.Abs(Z));
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}
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public static explicit operator Vector3(Point3 point) => .(point.X, point.Y, point.Z);
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public static explicit operator Point3(Vector3 point) => .((int)point.X, (int)point.Y, (int)point.Z);
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public static bool operator ==(Point3 left, Point3 right) => left.X == right.X && left.Y == right.Y && left.Z == right.Z;
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public static bool operator !=(Point3 left, Point3 right) => left.X != right.X || left.Y != right.Y || left.Z != right.Z;
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public Int32_3 Position;
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}
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public class ChunkManager
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@@ -74,7 +28,7 @@ namespace Sandbox.VoxelFun
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private String _chunkBasePath ~ delete _;
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Dictionary<Point3, Chunk> _chunks = new .() ~ DeleteDictionaryAndValues!(_);
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Dictionary<Int32_3, Chunk> _chunks = new .() ~ DeleteDictionaryAndValues!(_);
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public Texture2D Texture ~ _?.ReleaseRef();
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public Effect TextureEffect ~ _?.ReleaseRef();
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@@ -85,8 +39,8 @@ namespace Sandbox.VoxelFun
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bool stopChunkLoader;
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Monitor chunkListLock = new Monitor() ~ delete _;
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Point3 chunkPosition;
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Point3 oldChunkPosition = .(Int.MaxValue, Int.MaxValue, Int.MaxValue);
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Int32_3 chunkPosition;
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Int32_3 oldChunkPosition = .(Int.MaxValue, Int.MaxValue, Int.MaxValue);
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Monitor chunkPosLock = new Monitor() ~ delete _;
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@@ -125,7 +79,7 @@ namespace Sandbox.VoxelFun
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* Returns whether or not the chunk with the given coordinate is currently loaded.
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*/
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[Inline]
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public bool IsChunkLoaded(Point3 chunkCoordinate)
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public bool IsChunkLoaded(Int32_3 chunkCoordinate)
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{
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using(chunkListLock.Enter())
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{
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@@ -137,7 +91,7 @@ namespace Sandbox.VoxelFun
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* Returns the chunk with the given chunk coordinate or null if the chunk isn't loaded.
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*/
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[Inline]
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public Chunk GetChunk(Point3 chunkCoordinate)
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public Chunk GetChunk(Int32_3 chunkCoordinate)
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{
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using(chunkListLock.Enter())
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{
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@@ -148,7 +102,7 @@ namespace Sandbox.VoxelFun
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/**
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* Loads and returns the chunk with the given coordinate. If the chunk doesn't exist it will be generated.
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*/
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public Chunk LoadChunk(Point3 chunkCoordinate)
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public Chunk LoadChunk(Int32_3 chunkCoordinate)
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{
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Chunk chunk = GetChunk(chunkCoordinate);
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@@ -175,7 +129,7 @@ namespace Sandbox.VoxelFun
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return chunk;
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}
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void SetChunkPos(Point3 chunkPos)
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void SetChunkPos(Int32_3 chunkPos)
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{
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chunkPosLock.Enter();
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@@ -191,7 +145,7 @@ namespace Sandbox.VoxelFun
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{
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Vector3 chunkPosition = cameraPosition / .(VoxelChunk.SizeX, VoxelChunk.SizeY, VoxelChunk.SizeZ);
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Point3 p = (Point3)chunkPosition;
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Int32_3 p = (Int32_3)chunkPosition;
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p.Y = 0;
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SetChunkPos(p);
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@@ -202,8 +156,8 @@ namespace Sandbox.VoxelFun
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*/
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void ChunkLoaderThread_Entry()
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{
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Point3 curChunkPosition = .(0, 0, 0);
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Point3 oldChunkPosition = .(Int.MaxValue, Int.MaxValue, Int.MaxValue);
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Int32_3 curChunkPosition = .(0, 0, 0);
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Int32_3 oldChunkPosition = .(Int.MaxValue, Int.MaxValue, Int.MaxValue);
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while(!stopChunkLoader)
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{
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@@ -225,11 +179,11 @@ namespace Sandbox.VoxelFun
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}
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}
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public void ChunkLoaderThread_GenerateChunks(Point3 chunkPos)
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public void ChunkLoaderThread_GenerateChunks(Int32_3 chunkPos)
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{
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for(var chunk in _chunks)
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{
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Point3 dist = (chunk.key - chunkPos).Abs();
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Int32_3 dist = (chunk.key - chunkPos).Abs();
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if(dist.X > _viewDistance || dist.Z > _viewDistance)
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{
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@@ -247,25 +201,25 @@ namespace Sandbox.VoxelFun
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{
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for(; x < r; x++)
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{
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Point3 chunkCoordinate = (Point3)chunkPos + .(x, 0, z);
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Int32_3 chunkCoordinate = (Int32_3)chunkPos + .(x, 0, z);
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LoadChunk(chunkCoordinate);
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}
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for(; z < r; z++)
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{
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Point3 chunkCoordinate = (Point3)chunkPos + .(x, 0, z);
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Int32_3 chunkCoordinate = (Int32_3)chunkPos + .(x, 0, z);
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LoadChunk(chunkCoordinate);
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}
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for(; x > -r; x--)
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{
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Point3 chunkCoordinate = (Point3)chunkPos + .(x, 0, z);
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Int32_3 chunkCoordinate = (Int32_3)chunkPos + .(x, 0, z);
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LoadChunk(chunkCoordinate);
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}
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for(; z > -r; z--)
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{
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Point3 chunkCoordinate = (Point3)chunkPos + .(x, 0, z);
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Int32_3 chunkCoordinate = (Int32_3)chunkPos + .(x, 0, z);
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LoadChunk(chunkCoordinate);
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}
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}
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@@ -276,14 +230,14 @@ namespace Sandbox.VoxelFun
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for(int z = -_viewDistance; z < _viewDistance; z++)
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{
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int y = 0;
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Point3 chunkCoordinate = (Point3)chunkPos + .(x, y, z);
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Int32_3 chunkCoordinate = (Int32_3)chunkPos + .(x, y, z);
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LoadChunk(chunkCoordinate);
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}
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*/
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}
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Result<void> LoadChunkFromFile(Point3 chunkCoordinate, Chunk outChunk)
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Result<void> LoadChunkFromFile(Int32_3 chunkCoordinate, Chunk outChunk)
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{
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String chunkFileName = scope String(_chunkBasePath);
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chunkFileName.AppendF($"{chunkCoordinate.X}_{chunkCoordinate.Y}_{chunkCoordinate.Z}.cdata");
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@@ -302,7 +256,7 @@ namespace Sandbox.VoxelFun
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return .Ok;
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}
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Result<void> SaveChunkToFile(Point3 chunkCoordinate, Chunk outChunk)
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Result<void> SaveChunkToFile(Int32_3 chunkCoordinate, Chunk outChunk)
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{
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String chunkFileName = scope String(_chunkBasePath);
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chunkFileName.AppendF($"{chunkCoordinate.X}_{chunkCoordinate.Y}_{chunkCoordinate.Z}.cdata");
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