fix get_block_collisions panicking when starting in a non existent chunk

This commit is contained in:
mat 2024-04-18 19:52:13 -05:00
parent b66b5b6b90
commit 8808ecef94

View file

@ -15,8 +15,8 @@ pub fn get_block_collisions(world: &Instance, aabb: AABB) -> Vec<VoxelShape> {
let mut block_collisions = Vec::new();
let initial_chunk_pos = ChunkPos::from(state.cursor.origin());
let initial_chunk = world.chunks.get(&initial_chunk_pos).unwrap();
let initial_chunk = initial_chunk.read();
let initial_chunk = world.chunks.get(&initial_chunk_pos);
let initial_chunk = initial_chunk.as_deref().map(RwLock::read);
while let Some(item) = state.cursor.next() {
if item.iteration_type == CursorIterationType::Corner {
@ -25,9 +25,13 @@ pub fn get_block_collisions(world: &Instance, aabb: AABB) -> Vec<VoxelShape> {
let item_chunk_pos = ChunkPos::from(item.pos);
let block_state: BlockState = if item_chunk_pos == initial_chunk_pos {
initial_chunk
.get(&ChunkBlockPos::from(item.pos), state.world.chunks.min_y)
.unwrap_or(BlockState::AIR)
if let Some(initial_chunk) = &initial_chunk {
initial_chunk
.get(&ChunkBlockPos::from(item.pos), state.world.chunks.min_y)
.unwrap_or(BlockState::AIR)
} else {
BlockState::AIR
}
} else {
state.get_block_state(item.pos)
};