Make function perform more accurate to it's name
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@ -239,7 +239,8 @@ impl BrickmapManager {
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// The CPU side World uses different terminology and coordinate system
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// The CPU side World uses different terminology and coordinate system
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// We need to convert between Brickmap and World pos and get the relevant
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// We need to convert between Brickmap and World pos and get the relevant
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// World voxels
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// World voxels
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let block = Self::grid_pos_to_world_pos(world, grid_pos);
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let (chunk_pos, block_pos) = Self::grid_pos_to_world_pos(world, grid_pos);
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let block = world.get_block(chunk_pos, block_pos);
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// The World gives us the full voxel data for the requested block of voxels.
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// The World gives us the full voxel data for the requested block of voxels.
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// For Brickmap raytracing we only care about the visible surface voxels, so
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// For Brickmap raytracing we only care about the visible surface voxels, so
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@ -457,7 +458,7 @@ impl BrickmapManager {
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fn grid_pos_to_world_pos(
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fn grid_pos_to_world_pos(
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world: &mut super::world::WorldManager,
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world: &mut super::world::WorldManager,
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grid_pos: glam::UVec3,
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grid_pos: glam::UVec3,
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) -> Vec<super::world::Voxel> {
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) -> (glam::IVec3, glam::UVec3) {
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let chunk_dims = world.get_chunk_dims();
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let chunk_dims = world.get_chunk_dims();
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let chunk_pos = glam::ivec3(
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let chunk_pos = glam::ivec3(
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(grid_pos.x / chunk_dims.x) as i32,
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(grid_pos.x / chunk_dims.x) as i32,
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@ -465,9 +466,7 @@ impl BrickmapManager {
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(grid_pos.z / chunk_dims.z) as i32,
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(grid_pos.z / chunk_dims.z) as i32,
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);
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);
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let block_pos = grid_pos % chunk_dims;
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let block_pos = grid_pos % chunk_dims;
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let block = world.get_block(chunk_pos, block_pos);
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(chunk_pos, block_pos)
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assert_eq!(block.len(), 512);
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block
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}
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}
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}
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}
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