refactor WorldGenerator
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@@ -380,24 +380,30 @@ void WorldGenerator::generate(voxel* voxels, int chunkX, int chunkZ) {
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}
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}
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}
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generateLines(prototype, voxels, chunkX, chunkZ);
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}
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void WorldGenerator::generateLines(
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const ChunkPrototype& prototype, voxel* voxels, int chunkX, int chunkZ
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) {
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for (const auto& line : prototype.lines) {
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int cgx = chunkX * CHUNK_W;
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int cgz = chunkZ * CHUNK_D;
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int radius = line.radius;
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int minX = std::max(0, std::min(line.a.x-radius-cgx, line.b.x-radius-cgx));
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int maxX = std::min(CHUNK_W, std::max(line.a.x+radius-cgx, line.b.x+radius-cgx));
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int minZ = std::max(0, std::min(line.a.z-radius-cgz, line.b.z-radius-cgz));
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int maxZ = std::min(CHUNK_D, std::max(line.a.z+radius-cgz, line.b.z+radius-cgz));
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int minY = std::max(0, std::min(line.a.y-radius, line.b.y-radius));
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int maxY = std::min(CHUNK_H, std::max(line.a.y+radius, line.b.y+radius));
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auto a = line.a;
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auto b = line.b;
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int minX = std::max(0, std::min(a.x-radius-cgx, b.x-radius-cgx));
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int maxX = std::min(CHUNK_W, std::max(a.x+radius-cgx, b.x+radius-cgx));
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int minZ = std::max(0, std::min(a.z-radius-cgz, b.z-radius-cgz));
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int maxZ = std::min(CHUNK_D, std::max(a.z+radius-cgz, b.z+radius-cgz));
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int minY = std::max(0, std::min(a.y-radius, b.y-radius));
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int maxY = std::min(CHUNK_H, std::max(a.y+radius, b.y+radius));
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for (int y = minY; y < maxY; y++) {
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for (int z = minZ; z < maxZ; z++) {
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for (int x = minX; x < maxX; x++) {
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@@ -405,7 +411,8 @@ void WorldGenerator::generate(voxel* voxels, int chunkX, int chunkZ) {
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int gz = z + cgz;
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glm::ivec3 point {gx, y, gz};
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glm::ivec3 closest = util::closest_point_on_segment(
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a, b, point);
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a, b, point
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);
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if (util::distance2(closest, point) <= radius*radius) {
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voxels[vox_index(x, y, z)] = {line.block, {}};
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}
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