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#include "World.hpp"
namespace MC::World {
std::vector<World::ChunkData> World::get_visible_chunks(Vector<3> position) {
auto visible_chunks = get_visible_chunk_indices(position);
auto difference = visible_chunks;
for (auto index : m_visible_chunks) {
difference.erase(index);
}
if (!difference.empty()) {
for (auto new_index: difference) {
auto& data = get_or_generate(new_index);
if (!data.mesh.has_value()) {
auto mesh = data.chunk->mesh();
data.mesh = GFX::Binder::load(mesh);
}
}
m_visible_chunks = visible_chunks;
}
std::vector<World::ChunkData> chunks{};
chunks.reserve(visible_chunks.size());
for (auto index : visible_chunks) {
chunks.push_back(get_or_generate(index));
}
return chunks;
}
std::unordered_set<ChunkIndex> World::get_visible_chunk_indices(Vector<3> position) const {
int32_t center_x = std::round(position.x() / CHUNK_WIDTH);
int32_t center_y = std::round(position.z() / CHUNK_HEIGHT);
auto upper_x_bound = center_x + m_view_distance_radius;
auto lower_x_bound = center_x - m_view_distance_radius;
auto upper_y_bound = center_y + m_view_distance_radius;
auto lower_y_bound = center_y - m_view_distance_radius;
std::unordered_set<ChunkIndex> indices{};
indices.reserve(m_view_distance_radius * m_view_distance_radius * 4);
for (int32_t x = lower_x_bound; x < upper_x_bound; x++) {
for (int32_t y = lower_y_bound; y < upper_y_bound; y++) {
indices.emplace(x, y);
}
}
return indices;
}
World::ChunkData& World::get_or_generate(ChunkIndex index) {
auto entry = m_chunks.find(index);
if (entry == m_chunks.end()) {
auto chunk = m_generator.generate(index.x, index.y);
ChunkData data{index, std::make_shared<Chunk>(chunk)};
m_chunks.insert({index, data});
return m_chunks.at(index);
}
return entry->second;
}
}
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