chunkmgr: span chunk indices in a cube around the player, not a sphere

pull/10/head
EmaMaker 2023-10-03 22:41:06 +02:00
parent 60bbc85682
commit 1a50d1fb84
2 changed files with 9 additions and 37 deletions

View File

@ -13,7 +13,8 @@
#define RENDER_DISTANCE 16 #define RENDER_DISTANCE 16
extr Camera theCamera; extr Camera theCamera;
constexpr int chunks_volume = static_cast<int>(1.333333333333*M_PI*(RENDER_DISTANCE*RENDER_DISTANCE*RENDER_DISTANCE)); // the cube spans in both directions, to each axis has to be multiplied by 2. 2^3=8
constexpr int chunks_volume = 8*(RENDER_DISTANCE*RENDER_DISTANCE*RENDER_DISTANCE);
extr bool wireframe; extr bool wireframe;
extr float sines[360]; extr float sines[360];

View File

@ -37,47 +37,18 @@ namespace chunkmanager
int block_to_place{2}; int block_to_place{2};
// Init chunkmanager. Chunk indices and start threads // Init chunkmanager. Chunk indices and start threads
int chunks_volume_real;
void init(){ void init(){
int index{0}; int index{0};
int rr{RENDER_DISTANCE * RENDER_DISTANCE};
chunk_intcoord_t xp{0}, x{0}; for(chunk_intcoord_t i = -RENDER_DISTANCE; i < RENDER_DISTANCE; i++)
bool b = true; for(chunk_intcoord_t j = -RENDER_DISTANCE; j < RENDER_DISTANCE; j++)
for(chunk_intcoord_t k = -RENDER_DISTANCE; k < RENDER_DISTANCE; k++){
// Iterate over all chunks, in concentric spheres starting fron the player and going outwards. Alternate left and right chunks_indices[index][0]=i;
// Eq. of the sphere (x - a)² + (y - b)² + (z - c)² = r² chunks_indices[index][1]=j;
while (xp <= RENDER_DISTANCE) chunks_indices[index][2]=k;
{
// Alternate between left and right
if (b) x = +xp;
else x = -xp;
// Step 1. At current x, get the corresponding y values (2nd degree equation, up to 2
// possible results)
chunk_intcoord_t y1 = static_cast<chunk_intcoord_t>(sqrt((rr) - x*x));
for (chunk_intcoord_t y = -y1 + 1 ; y <= y1; y++)
{
// Step 2. At both y's, get the corresponding z values
chunk_intcoord_t z1 = static_cast<chunk_intcoord_t>(sqrt( rr - x*x - y*y));
for (chunk_intcoord_t z = -z1 + 1; z <= z1; z++){
chunks_indices[index][0] = x;
chunks_indices[index][1] = y;
chunks_indices[index][2] = z;
index++; index++;
} }
}
if (!b)
{
xp++;
b = true;
}
else b = false;
}
chunks_volume_real = index;
// Also init mesh data queue // Also init mesh data queue
for(int i = 0; i < 10; i++) for(int i = 0; i < 10; i++)
@ -124,7 +95,7 @@ namespace chunkmanager
int chunkZ=static_cast<int>(theCamera.getAtomicPosZ() / CHUNK_SIZE); int chunkZ=static_cast<int>(theCamera.getAtomicPosZ() / CHUNK_SIZE);
// Update other chunks // Update other chunks
for(int i = 0; i < chunks_volume_real; i++) { for(int i = 0; i < chunks_volume; i++) {
const chunk_intcoord_t x = chunks_indices[i][0] + chunkX; const chunk_intcoord_t x = chunks_indices[i][0] + chunkX;
const chunk_intcoord_t y = chunks_indices[i][1] + chunkY; const chunk_intcoord_t y = chunks_indices[i][1] + chunkY;
const chunk_intcoord_t z = chunks_indices[i][2] + chunkZ; const chunk_intcoord_t z = chunks_indices[i][2] + chunkZ;