1 #ifndef BLANK_CHUNK_HPP_
2 #define BLANK_CHUNK_HPP_
5 #include "geometry.hpp"
10 #include <glm/glm.hpp>
15 /// cube of size 16 (256 tiles, 4096 blocks)
19 using Pos = glm::tvec3<int>;
22 explicit Chunk(const BlockTypeRegistry &);
25 Chunk &operator =(Chunk &&);
27 static constexpr int Width() { return 16; }
28 static constexpr int Height() { return 16; }
29 static constexpr int Depth() { return 16; }
30 static Pos Extent() { return { Width(), Height(), Depth() }; }
31 static constexpr int Size() { return Width() * Height() * Depth(); }
33 static AABB Bounds() { return AABB{ { 0, 0, 0 }, Extent() }; }
35 static constexpr bool InBounds(const Block::Pos &pos) {
37 pos.x >= 0 && pos.x < Width() &&
38 pos.y >= 0 && pos.y < Height() &&
39 pos.z >= 0 && pos.z < Depth();
41 static constexpr bool InBounds(const Chunk::Pos &pos) {
43 pos.x >= 0 && pos.x < Width() &&
44 pos.y >= 0 && pos.y < Height() &&
45 pos.z >= 0 && pos.z < Depth();
47 static constexpr int ToIndex(const Chunk::Pos &pos) {
48 return pos.x + pos.y * Width() + pos.z * Width() * Height();
50 static constexpr bool InBounds(int idx) {
51 return idx >= 0 && idx < Size();
53 static Block::Pos ToCoords(int idx) {
55 0.5f + (idx % Width()),
56 0.5f + ((idx / Width()) % Height()),
57 0.5f + (idx / (Width() * Height()))
60 static Chunk::Pos ToPos(int idx) {
63 ((idx / Width()) % Height()),
64 (idx / (Width() * Height()))
67 glm::mat4 ToTransform(int idx) const;
69 static constexpr bool IsBorder(int idx) {
71 idx < Width() * Height() || // low Z plane
72 idx % Width() == 0 || // low X plane
73 (idx / (Width() * Height())) == Depth() - 1 || // high Z plane
74 idx % Width() == Width() - 1 || // high X plane
75 (idx / Width()) % Height() == 0 || // low Y plane
76 (idx / Width()) % Height() == Height() - 1; // high Y plane
79 void SetNeighbor(Chunk &);
80 bool HasNeighbor(Block::Face f) const { return neighbor[f]; }
81 Chunk &GetNeighbor(Block::Face f) { return *neighbor[f]; }
82 const Chunk &GetNeighbor(Block::Face f) const { return *neighbor[f]; }
83 void ClearNeighbors();
87 // check if block at given index is completely enclosed (and therefore invisible)
88 bool Obstructed(int idx) const;
91 void Invalidate() { dirty = true; }
93 Block &BlockAt(int index) { return blocks[index]; }
94 const Block &BlockAt(int index) const { return blocks[index]; }
95 Block &BlockAt(const Block::Pos &pos) { return BlockAt(ToIndex(pos)); }
96 const Block &BlockAt(const Block::Pos &pos) const { return BlockAt(ToIndex(pos)); }
97 Block &BlockAt(const Chunk::Pos &pos) { return BlockAt(ToIndex(pos)); }
98 const Block &BlockAt(const Chunk::Pos &pos) const { return BlockAt(ToIndex(pos)); }
100 const BlockType &Type(const Block &b) const { return *types->Get(b.type); }
107 return blank::Intersection(ray, Bounds(), M, &dist);
115 glm::vec3 &normal) const;
117 void Position(const Pos &);
118 const Pos &Position() const { return position; }
119 glm::mat4 Transform(const Pos &offset) const;
128 const BlockTypeRegistry *types;
129 Chunk *neighbor[Block::FACE_COUNT];
130 std::vector<Block> blocks;
143 ChunkLoader(const BlockTypeRegistry &, const Generator &);
145 void Generate(const Chunk::Pos &from, const Chunk::Pos &to);
147 std::list<Chunk> &Loaded() { return loaded; }
149 Chunk *Loaded(const Chunk::Pos &);
150 bool Queued(const Chunk::Pos &);
151 bool Known(const Chunk::Pos &);
152 Chunk &ForceLoad(const Chunk::Pos &);
154 void Rebase(const Chunk::Pos &);
158 Chunk &Generate(const Chunk::Pos &pos);
159 void Insert(Chunk &);
160 void Remove(Chunk &);
165 const BlockTypeRegistry ®
166 const Generator &gen;
168 std::list<Chunk> loaded;
169 std::list<Chunk::Pos> to_generate;
170 std::list<Chunk> to_free;