Chunks now know their dimensions and block dimensions can be defined
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			@ -79,7 +79,10 @@ impl<'window> App<'window> {
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                gain: 0.5,
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                lacunarity: 2.0,
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            },
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            glam::uvec3(32, 32, 32),
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            voxel::world::ChunkSettings {
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                dimensions: glam::uvec3(32, 32, 32),
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                block_dimensions: glam::uvec3(8, 8, 8),
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            },
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        );
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        let mut renderer = BrickmapRenderer::new(&self.render_ctx, &camera_controller)?;
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			@ -1,38 +1,75 @@
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use crate::math;
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use super::Voxel;
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use super::{GenerationSettings, Voxel};
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#[derive(Debug, Clone, Copy)]
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pub struct ChunkSettings {
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    pub dimensions: glam::UVec3,
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    pub block_dimensions: glam::UVec3,
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}
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#[derive(Debug)]
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pub struct Chunk {
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    pos: glam::IVec3,
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    settings: ChunkSettings,
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    noise: Vec<f32>,
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    blocks: Vec<Vec<Voxel>>,
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}
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impl Chunk {
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    pub fn new(pos: glam::IVec3, noise: Vec<f32>, blocks: Vec<Vec<Voxel>>) -> Self {
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        Self { pos, noise, blocks }
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    pub fn new(
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        generation_settings: &GenerationSettings,
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        chunk_settings: ChunkSettings,
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        pos: glam::IVec3,
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    ) -> Self {
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        let dims = chunk_settings.dimensions;
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        // We use dimensions of `chunk_dims + 1` because the corners on the last chunk
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        // block of each axis step outside of our 0..N bounds, sharing a value with the
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        // neighbouring chunk
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        let noise = simdnoise::NoiseBuilder::fbm_3d_offset(
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            pos.x as f32 * dims.x as f32,
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            dims.x as usize + 1,
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            pos.y as f32 * dims.y as f32,
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            dims.y as usize + 1,
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            pos.z as f32 * dims.z as f32,
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            dims.z as usize + 1,
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        )
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        .with_seed(generation_settings.seed)
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        .with_freq(generation_settings.frequency)
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        .with_octaves(generation_settings.octaves)
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        .with_gain(generation_settings.gain)
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        .with_lacunarity(generation_settings.lacunarity)
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        .generate()
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        .0;
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        let num_blocks = dims.x * dims.y * dims.z;
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        let blocks = vec![vec![]; num_blocks as usize];
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        Self {
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            settings: chunk_settings,
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            noise,
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            blocks,
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        }
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    }
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    pub fn get_block(&mut self, block_pos: glam::UVec3, chunk_dims: glam::UVec3) -> Vec<Voxel> {
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        assert_eq!(
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            self.blocks.len(),
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            (chunk_dims.x * chunk_dims.y * chunk_dims.z) as usize
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        );
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    pub fn get_block(&mut self, pos: glam::UVec3) -> Vec<Voxel> {
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        let dims = self.settings.dimensions;
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        assert!(pos.x < dims.x && pos.y < dims.y && pos.z < dims.z);
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        let block_idx = math::to_1d_index(block_pos, chunk_dims);
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        let block_idx = math::to_1d_index(pos, dims);
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        let mut block = &self.blocks[block_idx];
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        if block.is_empty() {
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            self.gen_block(block_pos, block_idx, chunk_dims);
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            self.gen_block(pos, block_idx);
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            block = &self.blocks[block_idx]
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        }
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        block.to_owned()
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    }
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    pub fn gen_block(&mut self, block_pos: glam::UVec3, block_idx: usize, chunk_dims: glam::UVec3) {
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    // TODO: Use block size
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    pub fn gen_block(&mut self, block_pos: glam::UVec3, block_idx: usize) {
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        let block = &mut self.blocks[block_idx];
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        let noise_dims = chunk_dims + glam::uvec3(1, 1, 1);
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        let noise_dims = self.settings.dimensions + glam::uvec3(1, 1, 1);
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        // Extract relevant noise values from the chunk
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        let mut noise_vals = Vec::new();
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			@ -1,25 +1,25 @@
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use std::collections::HashMap;
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use super::{Chunk, GenerationSettings, Voxel};
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use super::{chunk::ChunkSettings, Chunk, GenerationSettings, Voxel};
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pub struct WorldManager {
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    settings: GenerationSettings,
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    chunk_dims: glam::UVec3,
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    generation_settings: GenerationSettings,
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    chunk_settings: ChunkSettings,
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    chunks: HashMap<glam::IVec3, Chunk>,
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}
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impl WorldManager {
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    pub fn new(settings: GenerationSettings, chunk_dims: glam::UVec3) -> Self {
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    pub fn new(generation_settings: GenerationSettings, chunk_settings: ChunkSettings) -> Self {
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        let chunks = HashMap::new();
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        Self {
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            settings,
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            chunk_dims,
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            generation_settings,
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            chunk_settings,
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            chunks,
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        }
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    }
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    pub fn get_chunk_dims(&self) -> glam::UVec3 {
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        self.chunk_dims
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        self.chunk_settings.dimensions
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    }
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    pub fn get_block(&mut self, chunk_pos: glam::IVec3, local_pos: glam::UVec3) -> Vec<Voxel> {
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			@ -31,31 +31,10 @@ impl WorldManager {
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        }
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        let chunk = self.chunks.get_mut(&chunk_pos).unwrap();
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        chunk.get_block(local_pos, self.chunk_dims)
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        chunk.get_block(local_pos)
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    }
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    fn gen_chunk(&mut self, pos: glam::IVec3) -> Chunk {
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        // We use dimensions of `chunk_dims + 1` because the corners on the last chunk
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        // block of each axis step outside of our 0..N bounds, sharing a value with the
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        // neighbouring chunk
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        let noise = simdnoise::NoiseBuilder::fbm_3d_offset(
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            pos.x as f32 * self.chunk_dims.x as f32,
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            self.chunk_dims.x as usize + 1,
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            pos.y as f32 * self.chunk_dims.y as f32,
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            self.chunk_dims.y as usize + 1,
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            pos.z as f32 * self.chunk_dims.z as f32,
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            self.chunk_dims.z as usize + 1,
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        )
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        .with_seed(self.settings.seed)
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        .with_freq(self.settings.frequency)
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        .with_octaves(self.settings.octaves)
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        .with_gain(self.settings.gain)
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        .with_lacunarity(self.settings.lacunarity)
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        .generate()
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        .0;
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        let num_blocks = self.chunk_dims.x * self.chunk_dims.y * self.chunk_dims.z;
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        let blocks = vec![vec![]; num_blocks as usize];
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        Chunk::new(pos, noise, blocks)
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        Chunk::new(&self.generation_settings, self.chunk_settings, pos)
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    }
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}
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			@ -1,7 +1,10 @@
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mod chunk;
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mod manager;
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pub use {chunk::Chunk, manager::*};
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pub use {
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    chunk::{Chunk, ChunkSettings},
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    manager::*,
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};
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#[derive(Debug, Copy, Clone, PartialEq, Eq)]
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pub enum Voxel {
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