Precision improvements (Part 3)
Fix debug overlay.
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6e3c2e066f
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33dca07ee0
@ -40,22 +40,22 @@ DebugOverlay::DebugOverlay(const ClientPlayer &player, const ClientWorld &world)
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}
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void DebugOverlay::update() {
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s32 pcx = std::floor(m_player.x() / CHUNK_WIDTH);
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s32 pcy = std::floor(m_player.y() / CHUNK_DEPTH);
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s32 pcz = std::floor(m_player.z() / CHUNK_HEIGHT);
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s32 px = std::floor(m_player.x());
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s32 py = std::floor(m_player.y());
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s32 pz = std::floor(m_player.z());
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std::stringstream stream;
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stream << "x: " << std::floor(m_player.x()) << " | ";
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stream << "y: " << std::floor(m_player.y()) << " | ";
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stream << "z: " << std::floor(m_player.z());
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stream << "x: " << px << " | ";
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stream << "y: " << py << " | ";
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stream << "z: " << pz;
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stream << '\n';
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stream << "rx: " << int(std::floor(m_player.x()) + std::abs(pcx) * CHUNK_WIDTH) % CHUNK_WIDTH << " | ";
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stream << "ry: " << int(std::floor(m_player.y()) + std::abs(pcy) * CHUNK_DEPTH) % CHUNK_DEPTH << " | ";
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stream << "rz: " << int(std::floor(m_player.z()) + std::abs(pcz) * CHUNK_HEIGHT) % CHUNK_HEIGHT;
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stream << "rx: " << px % CHUNK_WIDTH << " | ";
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stream << "ry: " << py % CHUNK_DEPTH << " | ";
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stream << "rz: " << pz % CHUNK_HEIGHT;
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stream << '\n';
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stream << "cx: " << pcx << " | ";
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stream << "cy: " << pcy << " | ";
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stream << "cz: " << pcz;
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stream << "cx: " << (px & -CHUNK_WIDTH) / CHUNK_WIDTH << " | ";
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stream << "cy: " << (py & -CHUNK_DEPTH) / CHUNK_DEPTH << " | ";
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stream << "cz: " << (pz & -CHUNK_HEIGHT) / CHUNK_HEIGHT;
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stream << '\n';
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stream << "Loaded chunks: " << m_world.loadedChunkCount();
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