diff --git a/SQCSim2021/world.cpp b/SQCSim2021/world.cpp index 7919249..60f09af 100644 --- a/SQCSim2021/world.cpp +++ b/SQCSim2021/world.cpp @@ -54,7 +54,8 @@ void World::TransposeWorld(Player& player, Bullet* bullets[MAX_BULLETS]) { if (ax - x >= 0) { m_chunks.Set(ax - x, ay, m_chunks.Remove(ax, ay)); - if (ax == WORLD_SIZE_X - 1) m_chunks.Get(ax - x, ay)->MakeDirty(); + if (ax == WORLD_SIZE_X - 1 && m_chunks.Get(ax - x, ay)) + m_chunks.Get(ax - x, ay)->MakeDirty(); } else if (m_chunks.Get(ax, ay)) m_tbDeleted.emplace_back(m_chunks.Remove(ax, ay)); } @@ -64,7 +65,8 @@ void World::TransposeWorld(Player& player, Bullet* bullets[MAX_BULLETS]) { if (ax - x < WORLD_SIZE_X) { m_chunks.Set(ax - x, ay, m_chunks.Remove(ax, ay)); - if (ax + x == 0) m_chunks.Get(ax + x, ay)->MakeDirty(); + if (ax == 0 && m_chunks.Get(ax - x, ay)) + m_chunks.Get(ax - x, ay)->MakeDirty(); } else if (m_chunks.Get(ax, ay)) m_tbDeleted.emplace_back(m_chunks.Remove(ax, ay)); } @@ -75,7 +77,8 @@ void World::TransposeWorld(Player& player, Bullet* bullets[MAX_BULLETS]) { if (ay - y >= 0) { m_chunks.Set(ax, ay - y, m_chunks.Remove(ax, ay)); - if (ay == WORLD_SIZE_Y) m_chunks.Get(ax, ay - y)->MakeDirty(); + if (ay == WORLD_SIZE_Y - 1 && m_chunks.Get(ax, ay - y)) + m_chunks.Get(ax, ay - y)->MakeDirty(); } else if (m_chunks.Get(ax, ay)) m_tbDeleted.emplace_back(m_chunks.Remove(ax, ay)); } @@ -85,7 +88,8 @@ void World::TransposeWorld(Player& player, Bullet* bullets[MAX_BULLETS]) { if (ay - y < WORLD_SIZE_Y) { m_chunks.Set(ax, ay - y, m_chunks.Remove(ax, ay)); - if (ay - x == 0) m_chunks.Get(ax, ay - y)->MakeDirty(); + if (ay == 0 && m_chunks.Get(ax, ay - y)) + m_chunks.Get(ax, ay - y)->MakeDirty(); } else if (m_chunks.Get(ax, ay)) m_tbDeleted.emplace_back(m_chunks.Remove(ax, ay)); } @@ -133,7 +137,7 @@ void World::UpdateChunk(int& updates, int chx, int chy, BlockInfo* blockinfo[BTY ChunkAt(chx, 1, chy)->Update(blockinfo, this); updates = FRAMES_UPDATE_CHUNKS; } - + } void World::ChangeBlockAtCursor(BlockType blockType, Player& player, bool& block) { @@ -194,12 +198,12 @@ void World::ChangeBlockAtCursor(BlockType blockType, Player& player, bool& block } void World::ChangeBlockAtPosition(BlockType blockType, Vector3f pos) { - int bx = (int)pos.x % CHUNK_SIZE_X; - int by = (int)pos.y % CHUNK_SIZE_Y; - int bz = (int)pos.z % CHUNK_SIZE_Z; + int bx = (int)pos.x % CHUNK_SIZE_X; + int by = (int)pos.y % CHUNK_SIZE_Y; + int bz = (int)pos.z % CHUNK_SIZE_Z; - ChunkAt(pos)->SetBlock(bx, by, bz, blockType, this); - ChunkAt(pos)->MakeModified(); + ChunkAt(pos)->SetBlock(bx, by, bz, blockType, this); + ChunkAt(pos)->MakeModified(); } void World::RenderWorld(int& rendercount, Player& player, Transformation& world, Shader& shader) { @@ -232,7 +236,7 @@ void World::RenderWorld(int& rendercount, Player& player, Transformation& world, cosinus = .99993365506; // cos(2/3 degré) echantillons = 120; } - else if (dist > VIEW_DISTANCE * .3f) { + else if (dist > VIEW_DISTANCE * .3f) { sinus = .01745240643; // sin(1 degré) cosinus = .99984769515; // cos(1 degré) echantillons = 90; @@ -269,7 +273,7 @@ void World::RenderWorld(int& rendercount, Player& player, Transformation& world, int chx, chy; ChunkAt(cursor)->GetPosition(chx, chy); for (int index = 0; index < rendercount; ++index) // Permet de vérifier seulement contre celles ajoutées dans la frame, et ne pas avoir à refaire l'array à chaque frame. - if (renderManifest[index].x == chx && renderManifest[index].z == chy) + if (renderManifest[index].x == chx && renderManifest[index].z == chy) valide = false; if (valide) renderManifest[rendercount++] = Vector3f(chx, (VIEW_DISTANCE - (pos - cursor).Length() * 2.f + 128) / (float)VIEW_DISTANCE, chy); @@ -357,11 +361,11 @@ void World::UpdateWorld(Player& player, Perlin& perlin, BlockInfo* blockinfo[BTY if (threads > 0) { for (int i = 0; i < threads; ++i) genThList[i].wait(); - + for (int i = 0; i < threads; ++i) { int x, y; Chunk* chunk = genThList[i].get(); - chunk->GetPosition(x,y); + chunk->GetPosition(x, y); m_chunks.Set(x - m_center[0], y - m_center[1], chunk); } } @@ -378,7 +382,7 @@ void World::UpdateWorld(Player& player, Perlin& perlin, BlockInfo* blockinfo[BTY break; int chx = cx + tx * CHUNK_SIZE_X; int chy = cy + ty * CHUNK_SIZE_Z; - if (ChunkAt(chx, 1, chy) && + if (ChunkAt(chx, 1, chy) && ChunkAt(chx, 1, chy)->IsDirty()) { updateThList[threads++] = std::async(std::launch::async, @@ -386,13 +390,13 @@ void World::UpdateWorld(Player& player, Perlin& perlin, BlockInfo* blockinfo[BTY chunk->Update(blockinfo, world); return chunk; }, ChunkAt(chx, 1, chy), blockinfo, this); if (threads == THREADS_UPDATE_CHUNKS) frameUpdate = FRAMES_UPDATE_CHUNKS; } - } + } for (; ty <= side; ++ty) { if (frameUpdate) break; int chx = cx + tx * CHUNK_SIZE_X; int chy = cy + ty * CHUNK_SIZE_Z; - if (ChunkAt(chx, 1, chy) && + if (ChunkAt(chx, 1, chy) && ChunkAt(chx, 1, chy)->IsDirty()) { updateThList[threads++] = std::async(std::launch::async, @@ -400,13 +404,13 @@ void World::UpdateWorld(Player& player, Perlin& perlin, BlockInfo* blockinfo[BTY chunk->Update(blockinfo, world); return chunk; }, ChunkAt(chx, 1, chy), blockinfo, this); if (threads == THREADS_UPDATE_CHUNKS) frameUpdate = FRAMES_UPDATE_CHUNKS; } - } + } for (; tx >= -side; --tx) { if (frameUpdate) break; int chx = cx + tx * CHUNK_SIZE_X; int chy = cy + ty * CHUNK_SIZE_Z; - if (ChunkAt(chx, 1, chy) && + if (ChunkAt(chx, 1, chy) && ChunkAt(chx, 1, chy)->IsDirty()) { updateThList[threads++] = std::async(std::launch::async, @@ -414,13 +418,13 @@ void World::UpdateWorld(Player& player, Perlin& perlin, BlockInfo* blockinfo[BTY chunk->Update(blockinfo, world); return chunk; }, ChunkAt(chx, 1, chy), blockinfo, this); if (threads == THREADS_UPDATE_CHUNKS) frameUpdate = FRAMES_UPDATE_CHUNKS; } - } + } for (; ty >= -side; --ty) { if (frameUpdate) break; int chx = cx + tx * CHUNK_SIZE_X; int chy = cy + ty * CHUNK_SIZE_Z; - if (ChunkAt(chx, 1, chy) && + if (ChunkAt(chx, 1, chy) && ChunkAt(chx, 1, chy)->IsDirty()) { updateThList[threads++] = std::async(std::launch::async, @@ -428,7 +432,7 @@ void World::UpdateWorld(Player& player, Perlin& perlin, BlockInfo* blockinfo[BTY chunk->Update(blockinfo, world); return chunk; }, ChunkAt(chx, 1, chy), blockinfo, this); if (threads == THREADS_UPDATE_CHUNKS) frameUpdate = FRAMES_UPDATE_CHUNKS; } - } + } if (frameUpdate) break; ++side;