Added lookat function. Fixed various coordinate missmatches and issues. Fixed camera movement. Added some input functions. I need some way to log fps and find those hitches

This commit is contained in:
MitchellHansen
2016-12-30 21:02:04 -08:00
parent 58867415c7
commit bb9fab6305
8 changed files with 189 additions and 105 deletions

View File

@@ -174,69 +174,40 @@ void Map::generate_octree() {
generate_children(sf::Vector3i(0, 0, 0), OCT_DIM/2);
DumpLog(&ss, "raw_output.txt");
std::stringstream sss;
for (int i = 0; i < (int)pow(2, 15); i++) {
PrettyPrintUINT64(a.dat[i], &sss);
sss << "\n";
}
DumpLog(&sss, "raw_data.txt");
a.print_block(0);
// levels defines how many levels to traverse before we hit raw data
// Will be the map width I presume. Will still need to handle how to swap in and out data.
// Possible have some upper static nodes that will stay full regardless of contents?
int levels = static_cast<int>(log2(64));
std::list<int> parent_stack;
int byte_pos = 0;
unsigned int parent = 0;
for (int i = 0; i < 16; i++) {
parent ^= 1 << i;
}
unsigned int leafmask = 255;
unsigned int validmask = leafmask << 8;
parent &= validmask;
parent &= leafmask;
std::cout << BitCount(parent & leafmask);
unsigned int children[8] = { 0, 0, 0, 0, 0, 0, 0, 0 };
}
void Map::load_unload(sf::Vector3i world_position) {
sf::Vector3i chunk_pos(world_to_chunk(world_position));
//Don't forget the middle chunk
if (chunk_map.find(chunk_pos) == chunk_map.end()) {
chunk_map[chunk_pos] = Chunk(5);
}
//sf::Vector3i chunk_pos(world_to_chunk(world_position));
//
////Don't forget the middle chunk
//if (chunk_map.find(chunk_pos) == chunk_map.end()) {
// chunk_map[chunk_pos] = Chunk(5);
//}
for (int x = chunk_pos.x - chunk_radius / 2; x < chunk_pos.x + chunk_radius / 2; x++) {
for (int y = chunk_pos.y - chunk_radius / 2; y < chunk_pos.y + chunk_radius / 2; y++) {
for (int z = chunk_pos.z - chunk_radius / 2; z < chunk_pos.z + chunk_radius / 2; z++) {
//for (int x = chunk_pos.x - chunk_radius / 2; x < chunk_pos.x + chunk_radius / 2; x++) {
// for (int y = chunk_pos.y - chunk_radius / 2; y < chunk_pos.y + chunk_radius / 2; y++) {
// for (int z = chunk_pos.z - chunk_radius / 2; z < chunk_pos.z + chunk_radius / 2; z++) {
if (chunk_map.find(sf::Vector3i(x, y, z)) == chunk_map.end()) {
chunk_map.emplace(sf::Vector3i(x, y, z), Chunk(rand() % 6));
//chunk_map[sf::Vector3i(x, y, z)] = Chunk(rand() % 6);
}
}
}
}
// if (chunk_map.find(sf::Vector3i(x, y, z)) == chunk_map.end()) {
// chunk_map.emplace(sf::Vector3i(x, y, z), Chunk(rand() % 6));
// //chunk_map[sf::Vector3i(x, y, z)] = Chunk(rand() % 6);
// }
// }
// }
//}
}
void Map::load_single(sf::Vector3i world_position) {
sf::Vector3i chunk_pos(world_to_chunk(world_position));
//sf::Vector3i chunk_pos(world_to_chunk(world_position));
//Don't forget the middle chunk
if (chunk_map.find(chunk_pos) == chunk_map.end()) {
chunk_map[chunk_pos] = Chunk(0);
}
////Don't forget the middle chunk
//if (chunk_map.find(chunk_pos) == chunk_map.end()) {
// chunk_map[chunk_pos] = Chunk(0);
//}
}
sf::Vector3i Map::getDimensions() {
@@ -245,16 +216,16 @@ sf::Vector3i Map::getDimensions() {
void Map::setVoxel(sf::Vector3i world_position, int val) {
load_single(world_position);
sf::Vector3i chunk_pos(world_to_chunk(world_position));
sf::Vector3i in_chunk_pos(
world_position.x % CHUNK_DIM,
world_position.y % CHUNK_DIM,
world_position.z % CHUNK_DIM
);
//load_single(world_position);
//sf::Vector3i chunk_pos(world_to_chunk(world_position));
//sf::Vector3i in_chunk_pos(
// world_position.x % CHUNK_DIM,
// world_position.y % CHUNK_DIM,
// world_position.z % CHUNK_DIM
//);
chunk_map.at(chunk_pos).voxel_data[in_chunk_pos.x + CHUNK_DIM * (in_chunk_pos.y + CHUNK_DIM * in_chunk_pos.z)]
= val;
//chunk_map.at(chunk_pos).voxel_data[in_chunk_pos.x + CHUNK_DIM * (in_chunk_pos.y + CHUNK_DIM * in_chunk_pos.z)]
// = val;
}
@@ -262,16 +233,3 @@ char Map::getVoxel(sf::Vector3i pos){
return voxel_data[pos.x + OCT_DIM * (pos.y + OCT_DIM * pos.z)];
}
void Chunk::set(int type) {
for (int i = 0; i < CHUNK_DIM * CHUNK_DIM * CHUNK_DIM; i++) {
voxel_data[i] = 0;
}
for (int x = 0; x < CHUNK_DIM; x+=2) {
for (int y = 0; y < CHUNK_DIM; y+=2) {
//list[x + dim.x * (y + dim.z * z)]
voxel_data[x + CHUNK_DIM * (y + CHUNK_DIM * 1)] = type;
}
}
}