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Better LoD variable names
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8871cb2d29
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90de779559
@ -20,15 +20,14 @@ impl<'a, V: ReadVol> ReadVol for Scaled<'a, V> {
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let ideal_search_size = Vec3::<f32>::one() / self.scale;
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let range_iter = |i: usize| {
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std::iter::successors(Some(0), |p| Some(if *p < 0 { -*p } else { -(*p + 1) }))
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.take_while(move |p| (
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(ideal_pos[i] - ideal_search_size[i] / 2.0).round() as i32..(ideal_pos[i] + ideal_search_size[i] / 2.0).round() as i32
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).contains(&(pos[i] + *p)))
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.take_while(move |p| {
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((ideal_pos[i] - ideal_search_size[i] / 2.0).round() as i32
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..(ideal_pos[i] + ideal_search_size[i] / 2.0).round() as i32)
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.contains(&(pos[i] + *p))
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})
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};
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range_iter(0)
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.map(|i| {
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range_iter(1)
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.map(move |j| range_iter(2).map(move |k| Vec3::new(i, j, k)))
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})
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.map(|i| range_iter(1).map(move |j| range_iter(2).map(move |k| Vec3::new(i, j, k))))
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.flatten()
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.flatten()
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.map(|offs| self.inner.get(pos + offs))
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@ -1714,14 +1714,14 @@ impl FigureMgr {
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)
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}),
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} {
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const FIGURE_LOD_LOW_DIST: f32 = 150.0;
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const FIGURE_LOD_MID_DIST: f32 = 70.0;
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const FIGURE_LOW_LOD_DIST: f32 = 150.0;
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const FIGURE_MID_LOD_DIST: f32 = 85.0;
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let model = if pos.distance_squared(camera.get_focus_pos())
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> FIGURE_LOD_LOW_DIST.powf(2.0)
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> FIGURE_LOW_LOD_DIST.powf(2.0)
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{
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&model[2]
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} else if pos.distance_squared(camera.get_focus_pos()) > FIGURE_LOD_MID_DIST.powf(2.0) {
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} else if pos.distance_squared(camera.get_focus_pos()) > FIGURE_MID_LOD_DIST.powf(2.0) {
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&model[1]
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} else {
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&model[0]
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@ -2255,10 +2255,10 @@ impl<V: RectRasterableVol> Terrain<V> {
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// Terrain sprites
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for (pos, chunk) in chunk_iter.clone() {
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if chunk.visible {
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let sprite_detail_low_distance = sprite_render_distance * 0.75;
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let sprite_detail_mid_distance = sprite_render_distance * 0.5;
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let sprite_detail_hid_distance = sprite_render_distance * 0.35;
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let sprite_detail_high_distance = sprite_render_distance * 0.15;
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let sprite_low_detail_distance = sprite_render_distance * 0.75;
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let sprite_mid_detail_distance = sprite_render_distance * 0.5;
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let sprite_hid_detail_distance = sprite_render_distance * 0.35;
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let sprite_high_detail_distance = sprite_render_distance * 0.15;
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let chunk_center =
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pos.map2(V::RECT_SIZE, |e, sz: u32| (e as f32 + 0.5) * sz as f32);
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@ -2266,13 +2266,13 @@ impl<V: RectRasterableVol> Terrain<V> {
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if dist_sqrd < sprite_render_distance.powf(2.0) {
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for (kind, instances) in &chunk.sprite_instances {
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renderer.render_sprites(
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if dist_sqrd < sprite_detail_high_distance.powf(2.0) {
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if dist_sqrd < sprite_high_detail_distance.powf(2.0) {
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&self.sprite_models[&kind][0]
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} else if dist_sqrd < sprite_detail_hid_distance.powf(2.0) {
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} else if dist_sqrd < sprite_hid_detail_distance.powf(2.0) {
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&self.sprite_models[&kind][1]
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} else if dist_sqrd < sprite_detail_mid_distance.powf(2.0) {
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} else if dist_sqrd < sprite_mid_detail_distance.powf(2.0) {
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&self.sprite_models[&kind][2]
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} else if dist_sqrd < sprite_detail_low_distance.powf(2.0) {
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} else if dist_sqrd < sprite_low_detail_distance.powf(2.0) {
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&self.sprite_models[&kind][3]
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} else {
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&self.sprite_models[&kind][4]
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@ -116,7 +116,7 @@ impl Archetype for House {
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storey_fill: StoreyFill::All,
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mansard: 0,
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pillar: match rng.gen_range(0, 3) {
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0 => Pillar::Chimney(9 + locus + rng.gen_range(0, 4)),
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0 => Pillar::Chimney(10 + locus + rng.gen_range(0, 4)),
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1 => Pillar::Tower(15 + locus + rng.gen_range(0, 4)),
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_ => Pillar::None,
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},
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