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Copy pathChunkHandler.py
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288 lines (217 loc) · 9.78 KB
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import sys
from functools import lru_cache
from math import sqrt
from random import randint
from time import perf_counter
from sys import getsizeof
import glm
import numpy as np
from glm import vec3, ivec3
from line_profiler_pycharm import profile
from numba import jit
from DefaultBlockHandler import DefaultBlockFaceFill
from Enumerations import *
from VboHandler import VBOChunkBlock
np.set_printoptions(threshold=sys.maxsize)
class Chunk:
def __init__(self, shader, noise, blockObject, bottomLeft: ivec3 = ivec3(), chunkSize: ivec3 = ivec3(16, 256, 16), id=0):
self.ChunkGroup = None
self.requireUpdate = False
self.serializeCache = None
self.logSerialize = True
self.bottomLeft = bottomLeft
self.bottomLeftV = vec3(bottomLeft)
self.id = id
self.noise = noise
self.xSize, self.ySize, self.zSize = chunkSize.to_tuple()
self.minPos = self.bottomLeftV - vec3(0.5, 0.5, 0.5)
self.maxPos = self.bottomLeftV + vec3(self.xSize, self.ySize, self.zSize) + vec3(0.5, 0.5, 0.5)
self.minPosI = self.bottomLeft
self.maxPosI = self.bottomLeft + ivec3(self.xSize, self.ySize, self.zSize)
self.blockRelVec = [
ivec3(0, -1, 0),
ivec3(0, 1, 0),
ivec3(1, 0, 0),
ivec3(-1, 0, 0),
ivec3(0, 0, 1),
ivec3(0, 0, -1)
]
self.chunkRelVecLinks = {
ivec3(0, 0, -1): None,
ivec3(0, 0, 1): None,
ivec3(-1, 0, 0): None,
ivec3(1, 0, 0): None,
ivec3(1, 0, 1): None,
ivec3(1, 0, -1): None,
ivec3(-1, 0, 1): None,
ivec3(-1, 0, -1): None,
}
self.adjIInverse = [~(1 << i) & (2**6-1) for i in range(6)]
# 2 Because it's Type, Face Mask
self.ChunkData = np.zeros((self.ySize, self.xSize, self.zSize, 2), dtype=np.uint8)
self.VBO = VBOChunkBlock(shader, blockObject, self)
self.DrawBlockLength = 0
self.scale = 1/200
def GenerateChunk(self):
s = perf_counter()
rangeValues = [-sqrt(2) / 2, sqrt(2) / 2]
noisePoints = np.zeros((self.xSize, self.ySize))
for x in range(self.xSize):
for z in range(self.zSize):
noisePoints[x, z] = self.noise.noise2d(
x=(x+self.bottomLeft.x) * self.scale,
y=(z+self.bottomLeft.z) * self.scale
) + rangeValues[1]
for y in range(self.ySize):
print(f"\rStarting Chunk {self.id:02} Generation {y:03} - {round((perf_counter()-s)*1000, 1)}ms Elapsed", flush=True, end=" ")
for x in range(self.xSize):
for z in range(self.zSize):
maxSolidPoint = noisePoints[x][z]
maxSolidPoint *= 16
maxSolidPoint = int(maxSolidPoint)
blockType = 0
if y == maxSolidPoint:
blockType = 2
elif 0 < y < maxSolidPoint:
blockType = 1
elif y == 0:
blockType = 3
self.ChunkData[y, x, z, 0] = blockType
# Storing Face Masks as single number using 6 bits
self.ChunkData[y, x, z, 1] = 0b111111 # Bottom Top Right Left Front Back
print("FINISHED")
def UpdateFaceShow(self):
s = perf_counter()
for y in range(self.ySize):
print(f"\rUpdating Chunk {self.id:02} Faces {y:03} - {round((perf_counter()-s)*1000, 1)}ms Elapsed", flush=True, end=" ")
for x in range(self.xSize):
for z in range(self.zSize):
currentBlock = self.ChunkData[y, x, z]
if currentBlock[0] == 0:
faceMask = 0b000000
currentBlock[1] = faceMask & 255
continue
currentVec = ivec3(x, y, z)
faceMask = 0
for i, relVec in enumerate(self.blockRelVec):
newVec = currentVec + relVec
if not 0 <= newVec.y < self.ySize:
faceMask = faceMask << 1 | 1
continue
if 0 <= newVec.x < self.xSize and 0 <= newVec.z < self.zSize:
newBlock = self.ChunkData[newVec.y, newVec.x, newVec.z]
faceMask = faceMask << 1 | (newBlock[0] == 0)
else:
chunkOffset = ivec3(
-1 if newVec.x < 0 else (1 if newVec.x >= self.xSize else 0),
0,
-1 if newVec.z < 0 else (1 if newVec.z >= self.zSize else 0)
)
adjChunk = self.chunkRelVecLinks[chunkOffset]
if adjChunk:
block = adjChunk.ChunkData[newVec.y, newVec.x - self.xSize*chunkOffset.x, newVec.z - self.zSize*chunkOffset.z]
faceMask = faceMask << 1 | (block[0] == 0)
else:
faceMask = faceMask << 1 | 1
currentBlock[1] = faceMask & 255
print("FINISHED")
np.save("test.npy", self.ChunkData)
def serialize(self, skip=False, useCache=False, requireUpdate=False):
def serializeData(chunkData, id):
# x |
# y << 4 |
# z << 4 + 8 |
# zData[0] << 4 + 8 + 4 |
# zData[1] << 4 + 8 + 4 + 7
# = BlockId
# ---- | -------- | ---- | ------- | ------
# X | Y | Z | Id | FaceMask
# Only Pick Blocks With Id != 0 and Face Bit Mask != 0
validBlocksMask = np.bitwise_and(chunkData[:, :, :, 0] > 0, chunkData[:, :, :, 1] > 0)
# Convert Block Mask To Index Positions in chunkData array and combine each 3 index to single array
validBlockIndices = np.transpose(validBlocksMask.nonzero())
# Convert Position Indices to a Position Id
blockPositionIds = np.sum(np.left_shift(validBlockIndices, [4, 0, 4+8]), axis=1)
# Convert Block Data to Block Ids
blockDataIds = np.sum(np.left_shift(chunkData[validBlocksMask], [4+8+4, 4+8+4+7]), axis=1)
# Sum Block and Position Ids
blockIds = np.add(blockPositionIds, blockDataIds)
# Recast from 64bit ints to 32bit ints
blockIds = np.array(blockIds, dtype=np.uint32)
# Add ID to every item in the list
blockIds = np.insert(
np.full(len(blockIds), id),
np.arange(len(blockIds)), blockIds
)
return blockIds, len(blockIds)
if skip:
return np.array([]), 0
if self.logSerialize:
print(f"Serializing Chunk {self.id:02}", end=" ")
s = perf_counter()
serializedData, length = serializeData(self.ChunkData, self.id)
self.serializeCache = serializedData
self.DrawBlockLength = length
e = perf_counter()
if self.logSerialize:
print("Finished", round((e-s)*1000, 3))
self.logSerialize = False
#print(getsizeof(serializedData), getsizeof(self.ChunkData), length)
return serializedData, length
def draw(self):
self.VBO.draw()
class ChunkGroup:
def __init__(self, shader, blockObject, chunks):
self.chunks = chunks
self.serializeCache = None
self.VBO = VBOChunkBlock(shader, blockObject, self)
self.requireUpdateChunks = False
def serialize(self, skip=False, useCache=False, requireUpdate=False):
if skip:
return np.array([]), 0
if useCache:
blocks = self.serializeCache.ravel()
else:
blocks = np.concatenate([
(chunk.serializeCache if requireUpdate and not chunk.requireUpdate else chunk.serialize()[0])
for chunk in self.chunks
])
self.serializeCache = blocks.reshape(len(blocks)//2, 2)
if requireUpdate:
for chunk in self.chunks:
chunk.requireUpdate = False
return blocks, len(blocks)
def draw(self):
self.VBO.draw()
def GetCloseAdjacentChunks(world, checkPos):
returnChunks = []
chunkDict = world.chunks
chunkSizeVector = world.chunkSize * ivec3(1, 0, 1)
closeChunkLeft = ivec3(checkPos // world.chunkMultiplier * world.chunkMultiplier) * ivec3(1, 0, 1)
for adjacentChunkCoords in world.chunkRelVec:
chunkPos = closeChunkLeft + (adjacentChunkCoords * chunkSizeVector)
if chunkPos in chunkDict:
returnChunks.append(chunkDict[chunkPos])
return returnChunks
def IsPointInChunkI(chunk: Chunk, pos: ivec3):
return glm.all(glm.greaterThanEqual(pos, chunk.minPosI)) and glm.all(glm.lessThan(pos, chunk.maxPosI))
def IsPointInChunkV(chunk: Chunk, pos: vec3):
return glm.all(glm.greaterThanEqual(pos, chunk.minPos)) and glm.all(glm.lessThan(pos, chunk.maxPos))
@lru_cache(maxsize=None)
def SerializeBlockData(blockPos, blockData):
return (
(blockPos.x & 0b1111) |
(blockPos.y & 0b11111111) << 4 |
(blockPos.z & 0b1111) << 4 + 8 |
(blockData[0] & 0b1111111) << 4 + 8 + 4 |
(blockData[1] & 0b111111) << 4 + 8 + 4 + 7
)
@lru_cache(maxsize=None)
def SerializeBlockDataU(blockPos, blockId, faceId):
return (
(blockPos.x & 0b1111) |
(blockPos.y & 0b11111111) << 4 |
(blockPos.z & 0b1111) << 4 + 8 |
(blockId & 0b1111111) << 4 + 8 + 4 |
(faceId & 0b111111) << 4 + 8 + 4 + 7
)