Add halo ring to chunk. Remove swap_cells helper function. Use direct cell access in chunk update
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				|  | @ -21,10 +21,17 @@ impl Chunk { | |||
|             step: 0, | ||||
|             width, | ||||
|             height, | ||||
|             cells: Array2::from_elem((width, height), Element::Air), | ||||
|             cells: Array2::from_elem((width + 2, height + 2), Element::None), | ||||
|             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); | ||||
|         for y in 0..=max_y { | ||||
|             for x in 0..width { | ||||
|  | @ -39,18 +46,11 @@ impl Chunk { | |||
|             return; | ||||
|         } | ||||
| 
 | ||||
|         let x = x + 1; | ||||
|         let y = y + 1; | ||||
| 
 | ||||
|         self.cells[(x, y)] = element; | ||||
|         self.dirty_rect.add_point(x, y); | ||||
|     } | ||||
| 
 | ||||
|     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); | ||||
|         self.dirty_rect.add_point(x - 1, y - 1); | ||||
|     } | ||||
| 
 | ||||
|     pub fn get_cell(&self, x: usize, y: usize) -> Option<Element> { | ||||
|  | @ -58,6 +58,9 @@ impl Chunk { | |||
|             return None; | ||||
|         } | ||||
| 
 | ||||
|         let x = x + 1; | ||||
|         let y = y + 1; | ||||
| 
 | ||||
|         Some(self.cells[(x, y)]) | ||||
|     } | ||||
| 
 | ||||
|  | @ -69,18 +72,20 @@ impl Chunk { | |||
|         self.step = (self.step + 1) % 4; | ||||
| 
 | ||||
|         // 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]; | ||||
|         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) { | ||||
|                 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
 | ||||
|                 // Because our offset can cause cell look-ups to go ourside of the grid we have
 | ||||
|                 // a default `Element::None`
 | ||||
|                 for i in 0..offsets.len() { | ||||
|                     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); | ||||
| 
 | ||||
|  | @ -88,7 +93,9 @@ impl Chunk { | |||
|                 for i in 0..offsets.len() { | ||||
|                     let o = offsets[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); | ||||
|                     } | ||||
|                 } | ||||
|             } | ||||
|  |  | |||
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