Tracing and Performance improvements

tracing
chunk rebuild testing
speed up world gen by moving collider creation to thread pool
This commit is contained in:
2024-05-07 23:26:13 -04:00
parent 58a9f62dca
commit 4e9a35adc6
11 changed files with 206 additions and 46 deletions

View File

@@ -1,8 +1,8 @@
use bevy::prelude::*;
use bevy::{prelude::*, window::PrimaryWindow};
use bevy_rapier3d::{pipeline::QueryFilter, plugin::RapierContext};
use world_generation::{hex_utils::HexCoord, prelude::Map};
use crate::camera_system::components::PhosCamera;
use crate::{camera_system::components::PhosCamera, prelude::PhosChunkRegistry};
use super::chunk_rebuild::ChunkRebuildQueue;
@@ -15,23 +15,52 @@ impl Plugin for TerraFormingTestPlugin {
}
fn deform(
cam: Query<&Transform, With<PhosCamera>>,
keyboard: Res<ButtonInput<KeyCode>>,
cam_query: Query<(&GlobalTransform, &Camera), With<PhosCamera>>,
window: Query<&Window, With<PrimaryWindow>>,
keyboard: Res<ButtonInput<MouseButton>>,
rapier_context: Res<RapierContext>,
mut heightmap: ResMut<Map>,
mut rebuild: ResMut<ChunkRebuildQueue>,
time: Res<Time>,
) {
if !keyboard.pressed(KeyCode::KeyF) {
if !keyboard.just_pressed(MouseButton::Left) {
return;
}
let cam_transform = cam.single();
let fwd: Vec3 = cam_transform.forward().into();
let win = window.single();
let (cam_transform, camera) = cam_query.single();
let Some(cursor_pos) = win.cursor_position() else {
return;
};
let collision = rapier_context.cast_ray(cam_transform.translation, fwd, 100., true, QueryFilter::only_fixed());
let Some(cam_ray) = camera.viewport_to_world(cam_transform, cursor_pos) else {
return;
};
if let Some((entity, dist)) = collision {
let contact_point = cam_transform.translation + (fwd * dist);
let collision = rapier_context.cast_ray(
cam_ray.origin,
cam_ray.direction.into(),
100.,
true,
QueryFilter::only_fixed(),
);
if let Some((_, dist)) = collision {
let contact_point = cam_ray.get_point(dist);
let contact_coord = HexCoord::from_world_pos(contact_point);
let cur_height = heightmap.sample_height(&contact_coord);
heightmap.set_height(&contact_coord, cur_height + 1.);
let cur_chunk = contact_coord.to_chunk_index(heightmap.width);
if contact_coord.is_on_chunk_edge() {
let neighbors = contact_coord.get_neighbors();
let mut other_chunks: Vec<_> = neighbors
.iter()
.map(|c| c.to_chunk_index(heightmap.width))
.filter(|c| c != &cur_chunk)
.collect();
rebuild.queue.append(&mut other_chunks);
}
rebuild.queue.push(cur_chunk);
}
}