fix generator area centering
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c110fafbcf
commit
98813472a8
@ -77,8 +77,8 @@ void LevelController::update(float delta, bool pause) {
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player->updateEntity();
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glm::vec3 position = player->getPosition();
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player->chunks->configure(
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position.x,
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position.z,
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glm::floor(position.x),
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glm::floor(position.z),
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settings.chunks.loadDistance.get() + settings.chunks.padding.get()
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);
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chunks->update(
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@ -39,11 +39,11 @@ Chunks::Chunks(
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}
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void Chunks::configure(int32_t x, int32_t z, uint32_t radius) {
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setCenter(x, z);
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uint32_t diameter = radius * 2LL;
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if (getWidth() != diameter) {
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resize(diameter, diameter);
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}
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setCenter(x, z);
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}
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voxel* Chunks::get(int32_t x, int32_t y, int32_t z) const {
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@ -313,7 +313,7 @@ glm::vec3 Chunks::rayCastToObstacle(
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}
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void Chunks::setCenter(int32_t x, int32_t z) {
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areaMap.setCenter(floordiv(x, CHUNK_W), floordiv(z, CHUNK_D));
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areaMap.setCenter(floordiv<CHUNK_W>(x), floordiv<CHUNK_D>(z));
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}
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void Chunks::resize(uint32_t newW, uint32_t newD) {
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@ -355,9 +355,7 @@ void WorldGenerator::generateHeightmap(
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void WorldGenerator::update(int centerX, int centerY, int loadDistance) {
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surroundMap.setCenter(centerX, centerY);
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// 3 is safety padding preventing ChunksController rounding problem
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// FIXME
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surroundMap.resize(loadDistance + 3);
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surroundMap.resize(loadDistance);
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surroundMap.setCenter(centerX, centerY);
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}
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