Add halo ring to chunk. Remove swap_cells helper function. Use direct cell access in chunk update

This commit is contained in:
Jarrod Doyle 2024-03-11 13:19:51 +00:00
parent fb56f03a74
commit f633b3cd4a
Signed by: Jayrude
GPG Key ID: 38B57B16E7C0ADF7
1 changed files with 23 additions and 16 deletions

View File

@ -21,10 +21,17 @@ impl Chunk {
step: 0, step: 0,
width, width,
height, height,
cells: Array2::from_elem((width, height), Element::Air), cells: Array2::from_elem((width + 2, height + 2), Element::None),
dirty_rect: DirtyRect::default(), dirty_rect: DirtyRect::default(),
}; };
// Set Main area to air
for y in 0..height {
for x in 0..width {
initial.set_cell(x, y, Element::Air);
}
}
let max_y = height / rand::thread_rng().gen_range(2..10); let max_y = height / rand::thread_rng().gen_range(2..10);
for y in 0..=max_y { for y in 0..=max_y {
for x in 0..width { for x in 0..width {
@ -39,18 +46,11 @@ impl Chunk {
return; return;
} }
let x = x + 1;
let y = y + 1;
self.cells[(x, y)] = element; self.cells[(x, y)] = element;
self.dirty_rect.add_point(x, y); self.dirty_rect.add_point(x - 1, y - 1);
}
pub fn swap_cells(&mut self, x0: usize, y0: usize, x1: usize, y1: usize) {
if x0 >= self.width || y0 >= self.height || x1 >= self.width || y1 >= self.height {
return;
}
self.cells.swap((x0, y0), (x1, y1));
self.dirty_rect.add_point(x0, y0);
self.dirty_rect.add_point(x1, y1);
} }
pub fn get_cell(&self, x: usize, y: usize) -> Option<Element> { pub fn get_cell(&self, x: usize, y: usize) -> Option<Element> {
@ -58,6 +58,9 @@ impl Chunk {
return None; return None;
} }
let x = x + 1;
let y = y + 1;
Some(self.cells[(x, y)]) Some(self.cells[(x, y)])
} }
@ -69,18 +72,20 @@ impl Chunk {
self.step = (self.step + 1) % 4; self.step = (self.step + 1) % 4;
// Faster to reuse rather than keep remaking it within the loops // Faster to reuse rather than keep remaking it within the loops
// Also we directly access the cells here rather than using the helper function
// because we know the values will never be out of bounds
let mut in_elements: [Element; 4] = [Element::None; 4]; let mut in_elements: [Element; 4] = [Element::None; 4];
for block_y in 0..(self.height / 2) { for block_y in 0..(self.height / 2) {
let y = block_y * 2 + block_offset.1; let y = block_y * 2 + block_offset.1 + 1;
for block_x in 0..(self.width / 2) { for block_x in 0..(self.width / 2) {
let x = block_x * 2 + block_offset.0; let x = block_x * 2 + block_offset.0 + 1;
// Get all the cells in our block and convert them to a rule state for lookup // Get all the cells in our block and convert them to a rule state for lookup
// Because our offset can cause cell look-ups to go ourside of the grid we have // Because our offset can cause cell look-ups to go ourside of the grid we have
// a default `Element::None` // a default `Element::None`
for i in 0..offsets.len() { for i in 0..offsets.len() {
let o = offsets[i]; let o = offsets[i];
in_elements[i] = self.get_cell(x + o.0, y + o.1).unwrap_or(Element::None); in_elements[i] = self.cells[(x + o.0, y + o.1)];
} }
let out_elements = rules.get_result(&in_elements); let out_elements = rules.get_result(&in_elements);
@ -88,7 +93,9 @@ impl Chunk {
for i in 0..offsets.len() { for i in 0..offsets.len() {
let o = offsets[i]; let o = offsets[i];
if in_elements[i] != out_elements[i] { if in_elements[i] != out_elements[i] {
self.set_cell(x + o.0, y + o.1, out_elements[i]); let pos = (x + o.0, y + o.1);
self.cells[pos] = out_elements[i];
self.dirty_rect.add_point(pos.0 - 1, pos.1 - 1);
} }
} }
} }