Added getSurroundingChunks method to level.
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@ -141,6 +141,43 @@ void Level::enqueueObjects(Graphics* graphics) {
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graphics->enqueueObjects(&sortedCrossChunkObjects);
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}
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std::vector<Chunk*> Level::getSurroundingChunks() {
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int renderDistance = 0;
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if ((int)farPlane % chunkSize == 0) {
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renderDistance = (((int)skydomeSize)+chunkSize/2)/chunkSize;
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}
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else {
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renderDistance = ((((int)skydomeSize)+chunkSize/2)/chunkSize) + 1;
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}
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int xPosition = ((int)cameraCenter->getPosition().x + (terrain.getHeightmapWidth()/2))/chunkSize;
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int zPosition = ((int)cameraCenter->getPosition().z + (terrain.getHeightmapHeight()/2))/chunkSize;
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int xStart = xPosition - renderDistance;
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unsigned int xEnd = xPosition + renderDistance;
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int zStart = zPosition - renderDistance;
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unsigned int zEnd = zPosition + renderDistance;
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if (xStart < 0) {
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xStart = 0;
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}
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if (zStart < 0) {
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zStart = 0;
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}
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if (xEnd >= chunks.size()) {
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xEnd = chunks.size()-1;
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}
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if (zEnd >= chunks.at(0).size()) {
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zEnd = chunks.at(0).size()-1;
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}
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std::vector<Chunk*> vector = std::vector<Chunk*>((2*renderDistance)*(2*renderDistance));
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int counter = 0;
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for(unsigned int i = xStart; i<=xEnd; i++) {
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for(unsigned int j = zStart; j<=zEnd; j++) {
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vector.at(counter) = &chunks.at(i).at(j);
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counter++;
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}
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}
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return vector;
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}
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void Level::sortObjects(int textureCount) {
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for(unsigned int i = 0; i<chunks.size(); i++) {
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for(unsigned int j = 0; j<chunks.at(i).size(); j++) {
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@ -86,6 +86,7 @@ class Level {
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void sortObjects(int textureCount);
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std::vector<Light*>* getClosestLights();
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private:
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std::vector<Chunk*> getSurroundingChunks();
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lua_State* luaState=nullptr;
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std::vector<Object*> crossChunkObjects;
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std::vector<std::vector<Object*>> sortedCrossChunkObjects;
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