Files
voxel-game/src/server/chunk/load.rs

236 lines
6.7 KiB
Rust

use std::collections::{HashMap, HashSet};
use bevy_ecs::{entity::Entity, system::Commands};
use nalgebra::Vector3;
use ndarray::{s, Array3, Axis};
use simdnoise::NoiseBuilder;
use crate::{
client::render::voxel::VoxelColor,
common::component::{chunk, ChunkBundle, ChunkData, ChunkMesh, ChunkPos},
util::{
oct_tree::OctTree,
thread::{ExitType, ThreadChannel, ThreadHandle},
},
};
pub struct ChunkManager {
handles: Vec<ThreadHandle<ChunkLoaderMsg, ServerChunkMsg>>,
n: usize,
map: HashMap<ChunkPos, Entity>,
generating: HashSet<ChunkPos>,
available: Vec<usize>,
}
impl ChunkManager {
pub fn new() -> Self {
let n = 1;
Self {
handles: std::iter::repeat_with(|| ThreadHandle::spawn(chunk_loader_main))
.take(n)
.collect(),
n,
map: HashMap::new(),
generating: HashSet::new(),
available: (0..n).collect(),
}
}
pub fn entity_at(&self, pos: &ChunkPos) -> Option<&Entity> {
self.map.get(pos)
}
pub fn is_generating(&self, pos: &ChunkPos) -> bool {
self.generating.contains(pos)
}
pub fn try_load(&mut self, pos: ChunkPos) -> bool {
if !self.is_generating(&pos) {
if let Some(i) = self.available.pop() {
self.handles[i].send(ChunkLoaderMsg::Generate(pos));
self.generating.insert(pos);
true
} else {
false
}
} else {
false
}
}
pub fn update(&mut self, commands: &mut Commands) {
self.handles.iter_mut().enumerate().for_each(|(i, h)| {
if let Some(msg) = h.recv().next() {
self.available.push(i);
match msg {
ServerChunkMsg::ChunkGenerated(chunk) => {
let id = commands
.spawn(ChunkBundle {
pos: chunk.pos,
data: chunk.data,
mesh: chunk.mesh,
})
.id();
self.map.insert(chunk.pos, id);
self.generating.remove(&chunk.pos);
}
}
}
});
}
}
pub struct GeneratedChunk {
pub pos: ChunkPos,
pub data: ChunkData,
pub mesh: ChunkMesh,
}
impl Drop for ChunkManager {
fn drop(&mut self) {
for h in &mut self.handles {
h.send(ChunkLoaderMsg::Exit);
h.join();
}
}
}
enum ServerChunkMsg {
ChunkGenerated(GeneratedChunk),
}
enum ChunkLoaderMsg {
Generate(ChunkPos),
Exit,
}
impl ExitType for ChunkLoaderMsg {
fn exit() -> Self {
Self::Exit
}
}
fn chunk_loader_main(channel: ThreadChannel<ServerChunkMsg, ChunkLoaderMsg>) {
'outer: loop {
match channel.recv_wait() {
ChunkLoaderMsg::Generate(pos) => {
let start = std::time::Instant::now();
let tree = ChunkData::from_tree(generate_tree(pos));
let tree_time = std::time::Instant::now() - start;
// let start = std::time::Instant::now();
// let mut data = generate(pos);
// let data_time = std::time::Instant::now() - start;
//
// let start = std::time::Instant::now();
// let shape = s![
// 1..data.len_of(Axis(0)) - 1,
// 1..data.len_of(Axis(1)) - 1,
// 1..data.len_of(Axis(2)) - 1
// ];
// let mut slice = data.slice_mut(shape);
// let mut iter = tree.into_iter();
// slice.assign(&Array3::from_shape_fn(chunk::SHAPE, |_| {
// iter.next().unwrap()
// }));
// let convert_time = std::time::Instant::now() - start;
//
// let start = std::time::Instant::now();
// let mesh = ChunkMesh::from_data(data.map(|i| COLOR_MAP[*i as usize]).view());
// let mesh_time = std::time::Instant::now() - start;
//
// println!(
// "data: {:<5?} mesh: {:<5?} convert: {:<5?} tree: {:<5?}",
// data_time, mesh_time, convert_time, tree_time
// );
println!("gen time: {:<5?}", tree_time);
channel.send(ServerChunkMsg::ChunkGenerated(GeneratedChunk {
pos,
data: tree,
mesh: ChunkMesh {},
}));
}
ChunkLoaderMsg::Exit => {
break 'outer;
}
}
}
}
fn generate(pos: ChunkPos) -> Array3<u32> {
let shape = [chunk::SIDE_LENGTH + 2; 3];
if pos.y > 0 || pos.y < -1 {
return Array3::from_elem(shape, 0);
}
let posf: Vector3<f32> = (pos.cast() * chunk::SIDE_LENGTH as f32) - Vector3::from_element(1.0);
let (noise, min, max) = NoiseBuilder::gradient_2d_offset(
posf.x,
chunk::SIDE_LENGTH + 2,
posf.z,
chunk::SIDE_LENGTH + 2,
)
.with_seed(0)
.with_freq(0.005)
.generate();
Array3::from_shape_fn(shape, |(x, y, z)| {
generate_at(Vector3::new(x, y, z), posf, &noise, min, max)
})
}
fn generate_tree(pos: ChunkPos) -> OctTree {
if pos.y > 0 || pos.y < -1 {
return OctTree::from_leaf(0, 8);
}
let posf: Vector3<f32> = pos.cast() * chunk::SIDE_LENGTH as f32;
let (noise, min, max) =
NoiseBuilder::gradient_2d_offset(posf.x, chunk::SIDE_LENGTH, posf.z, chunk::SIDE_LENGTH)
.with_seed(0)
.with_freq(1.0 / (chunk::SIDE_LENGTH as f32))
.generate();
OctTree::from_fn_rec(&mut |p| generate_at(p, posf, &noise, min, max), chunk::SCALE)
}
fn generate_at(p: Vector3<usize>, posf: Vector3<f32>, noise: &[f32], min: f32, max: f32) -> u32 {
// 0 air 1 stone 2 "sand" 3 water
let y = p.y as f32 + posf.y;
let [a, b, c] = [0.18, 0.35, 0.5].map(|f| chunk::SIDE_LENGTH as f32 * f);
let n = ((noise[p.x + p.z * chunk::SIDE_LENGTH] - min) / (max - min) * 2.0).exp2() * c * 0.25;
if y < n {
if y < a {
1
} else if y < b {
2
} else {
1
}
} else if y < a {
3
} else {
0
}
}
const COLOR_MAP: [VoxelColor; 4] = [
VoxelColor {
r: 0,
g: 0,
b: 0,
a: 0,
},
VoxelColor {
r: 150,
g: 150,
b: 150,
a: 255,
},
VoxelColor {
r: 100,
g: 255,
b: 100,
a: 255,
},
VoxelColor {
r: 100,
g: 100,
b: 255,
a: 200,
},
];