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https://github.com/eliasstepanik/voxel-simulation.git
synced 2026-01-10 21:38:29 +00:00
Process dirty chunks sequentially to reduce memory
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@ -40,48 +40,39 @@ pub fn rebuild_dirty_chunks(
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if tree.dirty_chunks.is_empty() {
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continue;
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}
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let dirty_keys: Vec<_> = tree.dirty_chunks.iter().copied().collect();
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//------------------------------------------------ collect voxel data
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let tree_ref = &*tree;
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let bufs: Vec<_> = tree
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.dirty_chunks
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.par_iter()
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.copied()
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.map(|key| {
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let lod = existing.get(&key).map(|v| v.3).unwrap_or(0);
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let mut buf =
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[[[None; CHUNK_SIZE as usize]; CHUNK_SIZE as usize]; CHUNK_SIZE as usize];
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for key in dirty_keys {
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let lod = existing.get(&key).map(|v| v.3).unwrap_or(0);
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let mut buf = [[[None; CHUNK_SIZE as usize]; CHUNK_SIZE as usize]; CHUNK_SIZE as usize];
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let half = tree_ref.size * 0.5;
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let step = tree_ref.get_spacing_at_depth(tree_ref.max_depth);
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let origin = Vec3::new(
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tree_ref.center.x - half + key.0 as f32 * CHUNK_SIZE as f32 * step,
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tree_ref.center.y - half + key.1 as f32 * CHUNK_SIZE as f32 * step,
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tree_ref.center.z - half + key.2 as f32 * CHUNK_SIZE as f32 * step,
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);
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let half = tree.size * 0.5;
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let step = tree.get_spacing_at_depth(tree.max_depth);
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let origin = Vec3::new(
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tree.center.x - half + key.0 as f32 * CHUNK_SIZE as f32 * step,
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tree.center.y - half + key.1 as f32 * CHUNK_SIZE as f32 * step,
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tree.center.z - half + key.2 as f32 * CHUNK_SIZE as f32 * step,
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);
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let mult = 1 << lod;
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for gx in (0..CHUNK_SIZE).step_by(mult as usize) {
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for gy in (0..CHUNK_SIZE).step_by(mult as usize) {
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for gz in (0..CHUNK_SIZE).step_by(mult as usize) {
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let center = origin
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+ Vec3::new(
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(gx + mult / 2) as f32 * step,
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(gy + mult / 2) as f32 * step,
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(gz + mult / 2) as f32 * step,
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);
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if let Some(v) = tree_ref.get_voxel_at_world_coords(center) {
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for lx in 0..mult {
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for ly in 0..mult {
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for lz in 0..mult {
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let ix = gx + lx;
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let iy = gy + ly;
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let iz = gz + lz;
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if ix < CHUNK_SIZE && iy < CHUNK_SIZE && iz < CHUNK_SIZE
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{
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buf[ix as usize][iy as usize][iz as usize] =
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Some(*v);
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}
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let mult = 1 << lod;
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for gx in (0..CHUNK_SIZE).step_by(mult as usize) {
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for gy in (0..CHUNK_SIZE).step_by(mult as usize) {
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for gz in (0..CHUNK_SIZE).step_by(mult as usize) {
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let center = origin
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+ Vec3::new(
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(gx + mult / 2) as f32 * step,
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(gy + mult / 2) as f32 * step,
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(gz + mult / 2) as f32 * step,
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);
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if let Some(v) = tree.get_voxel_at_world_coords(center) {
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for lx in 0..mult {
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for ly in 0..mult {
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for lz in 0..mult {
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let ix = gx + lx;
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let iy = gy + ly;
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let iz = gz + lz;
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if ix < CHUNK_SIZE && iy < CHUNK_SIZE && iz < CHUNK_SIZE {
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buf[ix as usize][iy as usize][iz as usize] = Some(*v);
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}
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}
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}
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@ -89,15 +80,9 @@ pub fn rebuild_dirty_chunks(
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}
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}
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}
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}
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(key, buf, origin, step, lod)
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})
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.collect();
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//------------------------------------------------ create / update
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for (key, buf, origin, step, lod) in bufs {
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if let Some((ent, mesh_h, _mat_h, _)) = existing.get(&key).cloned() {
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// update mesh in-place; keeps old asset id
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match mesh_chunk(&buf, origin, step, &tree, &mut pool, &atlas) {
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Some(new_mesh) => {
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if let Some(mesh) = meshes.get_mut(&mesh_h) {
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@ -112,7 +97,6 @@ pub fn rebuild_dirty_chunks(
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}
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}
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} else if let Some(mesh) = mesh_chunk(&buf, origin, step, &tree, &mut pool, &atlas) {
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// spawn brand-new chunk only if mesh has faces
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let mesh_h = meshes.add(mesh);
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let mat_h = materials.add(StandardMaterial {
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base_color_texture: Some(atlas.handle.clone()),
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