updated texel and chunk structures to allow easier simulation

master
hheik 2022-12-27 18:14:49 +02:00
parent c42859ded8
commit c3ea9f4513
7 changed files with 117 additions and 137 deletions

View File

@ -1,7 +1,5 @@
use bevy::prelude::*;
// use bevy_inspector_egui::*;
use bevy_prototype_debug_lines::DebugLinesPlugin;
// use bevy_rapier2d::prelude::*;
mod terrain;
@ -12,8 +10,8 @@ pub struct DebugPlugin;
impl Plugin for DebugPlugin {
fn build(&self, app: &mut App) {
app.add_plugin(DebugLinesPlugin::default())
// .add_plugin(RapierDebugRenderPlugin::default())
// .add_plugin(WorldInspectorPlugin::new())
// .add_plugin(bevy_rapier2d::prelude::RapierDebugRenderPlugin::default())
// .add_plugin(bevy_inspector_egui::WorldInspectorPlugin::new())
.add_plugin(TerrainDebugPlugin);
}
}

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@ -128,7 +128,7 @@ fn debug_painter(
);
if mouse_input.pressed(MouseButton::Left) || mouse_input.pressed(MouseButton::Right)
{
terrain.set_texel(&pos, id, None)
terrain.set_texel(&pos, Texel2D { id, ..default() }, None)
}
}
}

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@ -120,8 +120,8 @@ fn terrain_simulation(mut terrain: ResMut<Terrain2D>, frame_counter: Res<FrameCo
let global = local_to_global(&local, &chunk_index);
if terrain
.get_texel(&global)
.map_or(true, |t| t.last_simulation == simulation_frame)
.get_latest_simulation(&global)
.map_or(true, |frame| frame == simulation_frame)
{
continue;
};
@ -305,6 +305,12 @@ impl Terrain2D {
.map_or(None, |chunk| chunk.get_texel(&global_to_local(global)))
}
pub fn get_latest_simulation(&self, global: &Vector2I) -> Option<u8> {
self.global_to_chunk(global).map_or(None, |chunk| {
chunk.get_latest_simulation(&global_to_local(global))
})
}
pub fn get_texel_behaviour(
&self,
global: &Vector2I,
@ -320,16 +326,22 @@ impl Terrain2D {
)
}
pub fn set_texel(&mut self, global: &Vector2I, id: TexelID, simulation_frame: Option<u8>) {
pub fn set_texel(
&mut self,
global: &Vector2I,
new_texel: Texel2D,
simulation_frame: Option<u8>,
) {
if !self.is_within_boundaries(global) {
return;
}
let index = global_to_chunk_index(global);
let changed = match self.index_to_chunk_mut(&index) {
Some(chunk) => chunk.set_texel(&global_to_local(global), id, simulation_frame),
Some(chunk) => chunk.set_texel(&global_to_local(global), new_texel, simulation_frame),
None => {
let mut chunk = Chunk2D::new();
let changed = chunk.set_texel(&global_to_local(global), id, simulation_frame);
let changed =
chunk.set_texel(&global_to_local(global), new_texel, simulation_frame);
self.add_chunk(index, chunk);
changed
}
@ -348,9 +360,10 @@ impl Terrain2D {
to_global: &Vector2I,
simulation_frame: Option<u8>,
) {
let from = self.get_texel(from_global).map_or(0, |t| t.id);
let to = self.get_texel(to_global).map_or(0, |t| t.id);
let from = self.get_texel(from_global).unwrap_or(Texel2D::default());
let to = self.get_texel(to_global).unwrap_or(Texel2D::default());
self.set_texel(to_global, from, simulation_frame);
// REM: The displaced texel is also marked as simulated
self.set_texel(from_global, to, simulation_frame);
}
}

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@ -1,18 +1,13 @@
use std::collections::VecDeque;
use super::{
local_to_texel_index, texel_index_to_local, Terrain2D, TerrainEvent2D, Texel2D,
TexelBehaviour2D, TexelID, NEIGHBOUR_INDEX_MAP,
};
use super::*;
use crate::util::{CollisionLayers, Segment2I, Vector2I};
use bevy::{
prelude::*,
render::{render_resource::Extent3d, texture::ImageSampler},
};
use bevy_rapier2d::prelude::*;
use bevy::render::{render_resource::Extent3d, texture::ImageSampler};
use lazy_static::lazy_static;
type Island = VecDeque<Segment2I>;
pub type Chunk2DIndex = Vector2I;
pub type NeighbourMask = u8;
lazy_static! {
/// Marching Square case dictionary.
@ -49,6 +44,14 @@ lazy_static! {
/* down */ Segment2I { from: Vector2I::RIGHT, to: Vector2I::ZERO },
/* left */ Segment2I { from: Vector2I::ZERO, to: Vector2I::UP },
];
static ref NEIGHBOUR_INDEX_MAP: HashMap<Vector2I, u8> = {
let mut map = HashMap::new();
for i in 0..Chunk2D::NEIGHBOUR_OFFSET_VECTORS.len() {
map.insert(Chunk2D::NEIGHBOUR_OFFSET_VECTORS[i], i as u8);
}
map
};
}
#[derive(Reflect, Component, Default)]
@ -79,8 +82,6 @@ pub struct ChunkColliderBundle {
pub transform: TransformBundle,
}
pub type Chunk2DIndex = Vector2I;
#[derive(Clone, Copy)]
pub struct ChunkRect {
pub min: Vector2I,
@ -97,7 +98,11 @@ impl ChunkRect {
}
pub struct Chunk2D {
pub texels: [Texel2D; (Self::SIZE_X * Self::SIZE_Y) as usize],
pub texels: [Texel2D; Self::SIZE_X * Self::SIZE_Y],
/// bitmask of empty/non-empty neighbours, see NEIGHBOUR_OFFSET_VECTORS for the order
pub neighbour_mask: [NeighbourMask; Self::SIZE_X * Self::SIZE_Y],
/// Used in simulation step so that texels won't be updated twice. Value of 0 is always updated.
pub simulation_frames: [u8; Self::SIZE_X * Self::SIZE_Y],
// TODO: handle multiple dirty rects?
pub dirty_rect: Option<ChunkRect>,
}
@ -109,65 +114,22 @@ impl Chunk2D {
x: Self::SIZE_X as i32,
y: Self::SIZE_Y as i32,
};
pub const NEIGHBOUR_OFFSET_VECTORS: [Vector2I; 4] = [
Vector2I { x: 0, y: 1 },
Vector2I { x: 1, y: 0 },
Vector2I { x: 0, y: -1 },
Vector2I { x: -1, y: 0 },
];
pub fn new() -> Chunk2D {
Chunk2D {
texels: Self::new_texel_array(),
texels: [Texel2D::default(); Self::SIZE_X * Self::SIZE_Y],
neighbour_mask: [0; Self::SIZE_X * Self::SIZE_Y],
simulation_frames: [0; Self::SIZE_X * Self::SIZE_Y],
dirty_rect: None,
}
}
pub fn new_full() -> Chunk2D {
let mut chunk = Chunk2D {
texels: Self::new_texel_array(),
dirty_rect: None,
};
for y in 0..Self::SIZE_Y {
for x in 0..Self::SIZE_X {
chunk.set_texel(&Vector2I::new(x as i32, y as i32), 1, None);
}
}
chunk
}
pub fn new_half() -> Chunk2D {
let mut chunk = Chunk2D {
texels: Self::new_texel_array(),
dirty_rect: None,
};
for y in 0..Self::SIZE_Y {
for x in 0..Self::SIZE_X {
if x <= Self::SIZE_Y - y {
chunk.set_texel(&Vector2I::new(x as i32, y as i32), 1, None);
}
}
}
chunk
}
pub fn new_circle() -> Chunk2D {
let mut chunk = Chunk2D {
texels: Self::new_texel_array(),
dirty_rect: None,
};
let origin = Self::SIZE / 2;
let radius = Self::SIZE_X as i32 / 2;
for y in 0..Self::SIZE_Y {
for x in 0..Self::SIZE_X {
let dx = (x as i32 - origin.x).abs();
let dy = (y as i32 - origin.y).abs();
if dx * dx + dy * dy <= (radius - 1) * (radius - 1) {
chunk.set_texel(&Vector2I::new(x as i32, y as i32), 1, None);
}
}
}
chunk
}
pub fn new_texel_array() -> [Texel2D; Self::SIZE_X * Self::SIZE_Y] {
[Texel2D::default(); Self::SIZE_X * Self::SIZE_Y]
}
pub fn xy_vec() -> Vec<Vector2I> {
let mut result = Vec::with_capacity(Self::SIZE_X * Self::SIZE_Y);
for y in 0..Self::SIZE_Y {
@ -208,6 +170,10 @@ impl Chunk2D {
local_to_texel_index(position).map(|i| self.texels[i])
}
pub fn get_latest_simulation(&self, position: &Vector2I) -> Option<u8> {
local_to_texel_index(position).map(|i| self.simulation_frames[i])
}
pub fn get_texel_mut(&mut self, position: &Vector2I) -> Option<&mut Texel2D> {
local_to_texel_index(position).map(|i| &mut self.texels[i])
}
@ -215,46 +181,44 @@ impl Chunk2D {
pub fn set_texel(
&mut self,
position: &Vector2I,
id: TexelID,
new_texel: Texel2D,
simulation_frame: Option<u8>,
) -> bool {
let i = local_to_texel_index(position).expect("Texel index out of range");
if self.texels[i].id != id {
self.mark_dirty(position);
if self.texels[i] == new_texel {
return false;
}
let update_neighbours = TexelBehaviour2D::has_collision(&self.texels[i].id)
!= TexelBehaviour2D::has_collision(&id);
let changed = self.texels[i].id != id;
self.texels[i].id = id;
self.mark_dirty(position);
let update_neighbours = self.texels[i].has_collision() != new_texel.has_collision();
self.texels[i] = new_texel;
// Update simulation frame
if let Some(simulation_frame) = simulation_frame {
self.texels[i].last_simulation = simulation_frame;
self.simulation_frames[i] = simulation_frame;
}
// Update neighbour mask
if update_neighbours {
for offset in Texel2D::NEIGHBOUR_OFFSET_VECTORS {
for offset in Self::NEIGHBOUR_OFFSET_VECTORS {
// Flip neighbour's bit
match self.get_texel_mut(&(*position + offset)) {
Some(mut neighbour) => {
neighbour.neighbour_mask ^= 1 << NEIGHBOUR_INDEX_MAP[&-offset];
match local_to_texel_index(&(*position + offset)) {
Some(index) => {
self.neighbour_mask[index] ^= 1 << NEIGHBOUR_INDEX_MAP[&-offset];
}
None => (),
}
}
}
changed
true
}
pub fn create_texture_data(&self) -> Vec<u8> {
let mut image_data = Vec::with_capacity(Chunk2D::SIZE_X * Chunk2D::SIZE_Y * 4);
for y in (0..Chunk2D::SIZE_Y).rev() {
for x in 0..Chunk2D::SIZE_X {
let id = &self
.get_texel(&Vector2I::new(x as i32, y as i32))
.unwrap()
.id;
let behaviour = TexelBehaviour2D::from_id(id);
let color =
let texel = &self.get_texel(&Vector2I::new(x as i32, y as i32)).unwrap();
let behaviour = texel.behaviour();
let mut color =
behaviour.map_or(Color::rgba_u8(0, 0, 0, 0), |behaviour| behaviour.color);
color.set_a(color.a() * ((texel.density as f32) / 256.0));
let color_data = color.as_rgba_u32();
let mut color_data: Vec<u8> = vec![
((color_data >> 0) & 0xff) as u8,
@ -268,6 +232,7 @@ impl Chunk2D {
image_data
}
// TODO: Don't create collision for falling texels, it's pretty annoying that a stream of small grains blocks movement
pub fn create_collision_data(&self) -> Vec<Vec<Vec2>> {
let mut islands: Vec<Island> = Vec::new();
for i in 0..self.texels.len() {
@ -287,7 +252,7 @@ impl Chunk2D {
let mut sides: Vec<Segment2I>;
let has_collision = TexelBehaviour2D::has_collision(&self.texels[i].id);
if !has_collision {
sides = MST_CASE_MAP[self.texels[i].neighbour_mask as usize]
sides = MST_CASE_MAP[self.neighbour_mask[i] as usize]
.iter()
.clone()
.map(|side| Segment2I {
@ -473,9 +438,7 @@ pub fn chunk_spawner(
}
}
/**
Update the chunk sprite as needed
*/
/// Update the chunk sprite as needed
pub fn chunk_sprite_sync(
mut terrain_events: EventReader<TerrainEvent2D>,
mut images: ResMut<Assets<Image>>,
@ -532,9 +495,7 @@ pub fn chunk_sprite_sync(
}
}
/**
Create and update colliders for chunk as needed
*/
/// Create and update colliders for chunk as needed
pub fn chunk_collision_sync(
mut terrain_events: EventReader<TerrainEvent2D>,
mut commands: Commands,

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@ -1,6 +1,6 @@
use noise::{NoiseFn, PerlinSurflet};
use super::{chunk_index_to_global, Chunk2D, Chunk2DIndex};
use super::*;
pub struct TerrainGen2D {
pub seed: u32,
@ -39,7 +39,7 @@ impl TerrainGen2D {
id = 13;
}
chunk.set_texel(&local, id, None);
chunk.set_texel(&local, Texel2D { id, ..default() }, None);
}
chunk
}

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@ -1,35 +1,32 @@
use lazy_static::lazy_static;
use std::collections::HashMap;
pub use u8 as TexelID;
pub use u8 as NeighbourMask;
use crate::util::Vector2I;
use super::TexelBehaviour2D;
#[derive(Clone, Copy, Default)]
#[derive(Clone, Copy, PartialEq)]
pub struct Texel2D {
/// Identifier for a set of properties
pub id: TexelID,
/// bitmask of empty/non-empty neighbours, see NEIGHBOUR_OFFSET_VECTORS for the order
pub neighbour_mask: NeighbourMask,
pub last_simulation: u8,
/// Used by gas materials
pub density: u8,
}
lazy_static! {
pub static ref NEIGHBOUR_INDEX_MAP: HashMap<Vector2I, u8> = {
let mut map = HashMap::new();
for i in 0..Texel2D::NEIGHBOUR_OFFSET_VECTORS.len() {
map.insert(Texel2D::NEIGHBOUR_OFFSET_VECTORS[i], i as u8);
impl Default for Texel2D {
fn default() -> Self {
Self {
id: TexelID::default(),
density: u8::MAX,
}
map
};
}
}
impl Texel2D {
pub const EMPTY: TexelID = 0;
pub const NEIGHBOUR_OFFSET_VECTORS: [Vector2I; 4] = [
Vector2I { x: 0, y: 1 },
Vector2I { x: 1, y: 0 },
Vector2I { x: 0, y: -1 },
Vector2I { x: -1, y: 0 },
];
pub fn has_collision(&self) -> bool {
TexelBehaviour2D::has_collision(&self.id)
}
pub fn behaviour(&self) -> Option<TexelBehaviour2D> {
TexelBehaviour2D::from_id(&self.id)
}
}

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@ -14,7 +14,7 @@ lazy_static! {
TexelBehaviour2D {
name: Cow::Borrowed("loose sand"),
color: Color::rgb(0.61, 0.49, 0.38),
gravity: Some(TexelGravity::Down(100)),
gravity: Some(TexelGravity::Down(200)),
has_collision: true,
..default()
},
@ -25,7 +25,7 @@ lazy_static! {
TexelBehaviour2D {
name: Cow::Borrowed("loose stone"),
color: Color::rgb(0.21, 0.19, 0.17),
gravity: Some(TexelGravity::Down(100)),
gravity: Some(TexelGravity::Down(200)),
has_collision: true,
..default()
},
@ -36,7 +36,7 @@ lazy_static! {
TexelBehaviour2D {
name: Cow::Borrowed("loose sturdy stone"),
color: Color::rgb(0.11, 0.11, 0.11),
gravity: Some(TexelGravity::Down(100)),
gravity: Some(TexelGravity::Down(200)),
has_collision: true,
..default()
},
@ -48,7 +48,7 @@ lazy_static! {
name: Cow::Borrowed("water"),
color: Color::rgba(0.0, 0.0, 1.0, 0.5),
form: TexelForm::Liquid,
gravity: Some(TexelGravity::Down(10)),
gravity: Some(TexelGravity::Down(50)),
..default()
},
);
@ -57,9 +57,9 @@ lazy_static! {
5,
TexelBehaviour2D {
name: Cow::Borrowed("oil"),
color: Color::rgba(0.0, 1.0, 0.0, 0.5),
form: TexelForm::Gas,
gravity: Some(TexelGravity::Up(50)),
color: Color::rgba(0.5, 0.5, 0.25, 0.5),
form: TexelForm::Liquid,
gravity: Some(TexelGravity::Down(20)),
..default()
},
);
@ -67,10 +67,21 @@ lazy_static! {
result.insert(
6,
TexelBehaviour2D {
name: Cow::Borrowed("gas"),
color: Color::rgba(0.5, 0.5, 0.25, 0.5),
form: TexelForm::Liquid,
gravity: Some(TexelGravity::Down(5)),
name: Cow::Borrowed("light gas"),
color: Color::rgba(0.0, 1.0, 0.0, 0.5),
form: TexelForm::Gas,
gravity: Some(TexelGravity::Up(10)),
..default()
},
);
result.insert(
7,
TexelBehaviour2D {
name: Cow::Borrowed("heavy gas"),
color: Color::rgba(1.0, 1.0, 1.0, 0.5),
form: TexelForm::Gas,
gravity: Some(TexelGravity::Down(10)),
..default()
},
);