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unified location handling
[blank.git] / src / world / chunk.cpp
1 #include "BlockLookup.hpp"
2 #include "Chunk.hpp"
3 #include "ChunkIndex.hpp"
4 #include "ChunkLoader.hpp"
5 #include "ChunkRenderer.hpp"
6 #include "ChunkStore.hpp"
7
8 #include "Generator.hpp"
9 #include "WorldCollision.hpp"
10 #include "../app/Assets.hpp"
11 #include "../geometry/distance.hpp"
12 #include "../graphics/BlockLighting.hpp"
13 #include "../graphics/BlockMesh.hpp"
14 #include "../graphics/Viewport.hpp"
15 #include "../io/WorldSave.hpp"
16
17 #include <algorithm>
18 #include <limits>
19 #include <ostream>
20 #include <queue>
21
22
23 namespace blank {
24
25 constexpr int Chunk::side;
26 constexpr int Chunk::size;
27
28
29 Chunk::Chunk(const BlockTypeRegistry &types) noexcept
30 : types(&types)
31 , neighbor{0}
32 , blocks{}
33 , light{0}
34 , generated(false)
35 , lighted(false)
36 , position(0, 0, 0)
37 , ref_count(0)
38 , dirty_mesh(false)
39 , dirty_save(false) {
40
41 }
42
43 Chunk::Chunk(Chunk &&other) noexcept
44 : types(other.types)
45 , generated(other.generated)
46 , lighted(other.lighted)
47 , position(other.position)
48 , ref_count(other.ref_count)
49 , dirty_mesh(other.dirty_mesh)
50 , dirty_save(other.dirty_save) {
51         std::copy(other.neighbor, other.neighbor + sizeof(neighbor), neighbor);
52         std::copy(other.blocks, other.blocks + sizeof(blocks), blocks);
53         std::copy(other.light, other.light + sizeof(light), light);
54         other.ref_count = 0;
55 }
56
57 Chunk &Chunk::operator =(Chunk &&other) noexcept {
58         types = other.types;
59         std::copy(other.neighbor, other.neighbor + sizeof(neighbor), neighbor);
60         std::copy(other.blocks, other.blocks + sizeof(blocks), blocks);
61         std::copy(other.light, other.light + sizeof(light), light);
62         generated = other.generated;
63         lighted = other.lighted;
64         position = other.position;
65         std::swap(ref_count, other.ref_count);
66         dirty_mesh = other.dirty_save;
67         dirty_save = other.dirty_save;
68         return *this;
69 }
70
71
72 namespace {
73
74 struct SetNode {
75
76         Chunk *chunk;
77         RoughLocation::Fine pos;
78
79         SetNode(Chunk *chunk, RoughLocation::Fine pos)
80         : chunk(chunk), pos(pos) { }
81
82         int Get() const noexcept { return chunk->GetLight(pos); }
83         void Set(int level) noexcept { chunk->SetLight(pos, level); }
84
85         const BlockType &GetType() const noexcept { return chunk->Type(Chunk::ToIndex(pos)); }
86
87         bool HasNext(Block::Face face) noexcept {
88                 const BlockType &type = GetType();
89                 if (type.block_light && !type.luminosity) return false;
90                 const BlockLookup next(chunk, pos, face);
91                 return next;
92         }
93         SetNode GetNext(Block::Face face) noexcept {
94                 const BlockLookup next(chunk, pos, face);
95                 return SetNode(&next.GetChunk(), next.GetBlockPos());
96         }
97
98 };
99
100 struct UnsetNode
101 : public SetNode {
102
103         int level;
104
105         UnsetNode(Chunk *chunk, RoughLocation::Fine pos)
106         : SetNode(chunk, pos), level(Get()) { }
107
108         UnsetNode(const SetNode &set)
109         : SetNode(set), level(Get()) { }
110
111
112         bool HasNext(Block::Face face) noexcept {
113                 const BlockLookup next(chunk, pos, face);
114                 return next;
115         }
116         UnsetNode GetNext(Block::Face face) noexcept { return UnsetNode(SetNode::GetNext(face)); }
117
118 };
119
120 std::queue<SetNode> light_queue;
121 std::queue<UnsetNode> dark_queue;
122
123 void work_light() noexcept {
124         while (!light_queue.empty()) {
125                 SetNode node = light_queue.front();
126                 light_queue.pop();
127
128                 int level = node.Get() - 1;
129                 for (int face = 0; face < Block::FACE_COUNT; ++face) {
130                         if (node.HasNext(Block::Face(face))) {
131                                 SetNode other = node.GetNext(Block::Face(face));
132                                 if (other.Get() < level) {
133                                         other.Set(level);
134                                         light_queue.emplace(other);
135                                 }
136                         }
137                 }
138         }
139 }
140
141 void work_dark() noexcept {
142         while (!dark_queue.empty()) {
143                 UnsetNode node = dark_queue.front();
144                 dark_queue.pop();
145
146                 for (int face = 0; face < Block::FACE_COUNT; ++face) {
147                         if (node.HasNext(Block::Face(face))) {
148                                 UnsetNode other = node.GetNext(Block::Face(face));
149                                 // TODO: if there a light source here with the same level this will err
150                                 if (other.Get() != 0 && other.Get() < node.level) {
151                                         other.Set(0);
152                                         dark_queue.emplace(other);
153                                 } else {
154                                         light_queue.emplace(other);
155                                 }
156                         }
157                 }
158         }
159 }
160
161 }
162
163 void Chunk::SetBlock(int index, const Block &block) noexcept {
164         const BlockType &old_type = Type(blocks[index]);
165         const BlockType &new_type = Type(block);
166
167         blocks[index] = block;
168         Invalidate();
169
170         if (!lighted || &old_type == &new_type) return;
171
172         if (new_type.luminosity > old_type.luminosity) {
173                 // light added
174                 SetLight(index, new_type.luminosity);
175                 light_queue.emplace(this, ToPos(index));
176                 work_light();
177         } else if (new_type.luminosity < old_type.luminosity) {
178                 // light removed
179                 dark_queue.emplace(this, ToPos(index));
180                 SetLight(index, 0);
181                 work_dark();
182                 SetLight(index, new_type.luminosity);
183                 light_queue.emplace(this, ToPos(index));
184                 work_light();
185         } else if (new_type.block_light && !old_type.block_light) {
186                 // obstacle added
187                 if (GetLight(index) > 0) {
188                         dark_queue.emplace(this, ToPos(index));
189                         SetLight(index, 0);
190                         work_dark();
191                         work_light();
192                 }
193         } else if (!new_type.block_light && old_type.block_light) {
194                 // obstacle removed
195                 int level = 0;
196                 RoughLocation::Fine pos(ToPos(index));
197                 for (int face = 0; face < Block::FACE_COUNT; ++face) {
198                         BlockLookup next_block(this, pos, Block::Face(face));
199                         if (next_block) {
200                                 level = std::max(level, next_block.GetLight());
201                         }
202                 }
203                 if (level > 1) {
204                         SetLight(index, level - 1);
205                         light_queue.emplace(this, pos);
206                         work_light();
207                 }
208         }
209 }
210
211 void Chunk::ScanLights() {
212         int idx = 0;
213         RoughLocation::Fine pos(0, 0, 0);
214         for (; pos.z < side; ++pos.z) {
215                 for (pos.y = 0; pos.y < side; ++pos.y) {
216                         for (pos.x = 0; pos.x < side; ++pos.x, ++idx) {
217                                 const BlockType &type = Type(blocks[idx]);
218                                 if (type.luminosity) {
219                                         SetLight(idx, type.luminosity);
220                                         light_queue.emplace(this, pos);
221                                 }
222                         }
223                 }
224         }
225         work_light();
226         lighted = true;
227 }
228
229 void Chunk::SetNeighbor(Block::Face face, Chunk &other) noexcept {
230         neighbor[face] = &other;
231         other.neighbor[Block::Opposite(face)] = this;
232 }
233
234 void Chunk::Unlink() noexcept {
235         for (int face = 0; face < Block::FACE_COUNT; ++face) {
236                 if (neighbor[face]) {
237                         neighbor[face]->neighbor[Block::Opposite(Block::Face(face))] = nullptr;
238                         neighbor[face] = nullptr;
239                 }
240         }
241 }
242
243
244 void Chunk::SetLight(int index, int level) noexcept {
245         if (light[index] != level) {
246                 light[index] = level;
247                 Invalidate();
248         }
249 }
250
251 int Chunk::GetLight(int index) const noexcept {
252         return light[index];
253 }
254
255 float Chunk::GetVertexLight(const RoughLocation::Fine &pos, const BlockMesh::Position &vtx, const EntityMesh::Normal &norm) const noexcept {
256         int index = ToIndex(pos);
257         float light = GetLight(index);
258
259         Block::Face direct_face(Block::NormalFace(norm));
260         // tis okay
261         BlockLookup direct(const_cast<Chunk *>(this), pos, Block::NormalFace(norm));
262         if (direct) {
263                 float direct_light = direct.GetLight();
264                 if (direct_light > light) {
265                         light = direct_light;
266                 }
267         } else {
268                 return light;
269         }
270
271         if (Type(BlockAt(index)).luminosity > 0 || direct.GetType().block_light) {
272                 return light;
273         }
274
275         Block::Face edge[2];
276         switch (Block::Axis(direct_face)) {
277                 case 0: // X
278                         edge[0] = (vtx.y - pos.y) > 0.5f ? Block::FACE_UP : Block::FACE_DOWN;
279                         edge[1] = (vtx.z - pos.z) > 0.5f ? Block::FACE_FRONT : Block::FACE_BACK;
280                         break;
281                 case 1: // Y
282                         edge[0] = (vtx.z - pos.z) > 0.5f ? Block::FACE_FRONT : Block::FACE_BACK;
283                         edge[1] = (vtx.x - pos.x) > 0.5f ? Block::FACE_RIGHT : Block::FACE_LEFT;
284                         break;
285                 case 2: // Z
286                         edge[0] = (vtx.x - pos.x) > 0.5f ? Block::FACE_RIGHT : Block::FACE_LEFT;
287                         edge[1] = (vtx.y - pos.y) > 0.5f ? Block::FACE_UP : Block::FACE_DOWN;
288                         break;
289         }
290
291         int num = 1;
292         int occlusion = 0;
293
294         BlockLookup next[2] = {
295                 direct.Next(edge[0]),
296                 direct.Next(edge[1]),
297         };
298
299         if (next[0]) {
300                 if (next[0].GetType().block_light) {
301                         ++occlusion;
302                 } else {
303                         light += next[0].GetLight();
304                         ++num;
305                 }
306         }
307         if (next[1]) {
308                 if (next[1].GetType().block_light) {
309                         ++occlusion;
310                 } else {
311                         light += next[1].GetLight();
312                         ++num;
313                 }
314         }
315         if (occlusion < 2) {
316                 if (next[0]) {
317                         BlockLookup corner = next[0].Next(edge[1]);
318                         if (corner) {
319                                 if (corner.GetType().block_light) {
320                                         ++occlusion;
321                                 } else {
322                                         light += corner.GetLight();
323                                         ++num;
324                                 }
325                         }
326                 } else if (next[1]) {
327                         BlockLookup corner = next[1].Next(edge[0]);
328                         if (corner) {
329                                 if (corner.GetType().block_light) {
330                                         ++occlusion;
331                                 } else {
332                                         light += corner.GetLight();
333                                         ++num;
334                                 }
335                         }
336                 }
337         } else {
338                 ++occlusion;
339         }
340
341         return (light / num) - (occlusion * 0.8f);
342 }
343
344
345 bool Chunk::IsSurface(const RoughLocation::Fine &pos) const noexcept {
346         const Block &block = BlockAt(pos);
347         if (!Type(block).visible) {
348                 return false;
349         }
350         for (int face = 0; face < Block::FACE_COUNT; ++face) {
351                 BlockLookup next = BlockLookup(const_cast<Chunk *>(this), pos, Block::Face(face));
352                 if (!next || !next.GetType().visible) {
353                         return true;
354                 }
355         }
356         return false;
357 }
358
359
360 bool Chunk::Intersection(
361         const Ray &ray,
362         const glm::mat4 &M,
363         WorldCollision &coll
364 ) noexcept {
365         int idx = 0;
366         coll.chunk = this;
367         coll.block = -1;
368         coll.depth = std::numeric_limits<float>::infinity();
369         for (int z = 0; z < side; ++z) {
370                 for (int y = 0; y < side; ++y) {
371                         for (int x = 0; x < side; ++x, ++idx) {
372                                 const BlockType &type = Type(idx);
373                                 if (!type.collision || !type.shape) {
374                                         continue;
375                                 }
376                                 float cur_dist;
377                                 glm::vec3 cur_norm;
378                                 if (type.shape->Intersects(ray, M * ToTransform(RoughLocation::Fine(x, y, z), idx), cur_dist, cur_norm)) {
379                                         if (cur_dist < coll.depth) {
380                                                 coll.block = idx;
381                                                 coll.depth = cur_dist;
382                                                 coll.normal = cur_norm;
383                                         }
384                                 }
385                         }
386                 }
387         }
388
389         if (coll.block < 0) {
390                 return false;
391         } else {
392                 coll.normal = glm::vec3(BlockAt(coll.block).Transform() * glm::vec4(coll.normal, 0.0f));
393                 return true;
394         }
395 }
396
397 bool Chunk::Intersection(
398         const AABB &box,
399         const glm::mat4 &Mbox,
400         const glm::mat4 &Mchunk,
401         std::vector<WorldCollision> &col
402 ) noexcept {
403         bool any = false;
404         float penetration;
405         glm::vec3 normal;
406
407         if (!blank::Intersection(box, Mbox, Bounds(), Mchunk, penetration, normal)) {
408                 return false;
409         }
410         for (int idx = 0, z = 0; z < side; ++z) {
411                 for (int y = 0; y < side; ++y) {
412                         for (int x = 0; x < side; ++x, ++idx) {
413                                 const BlockType &type = Type(idx);
414                                 if (!type.collision || !type.shape) {
415                                         continue;
416                                 }
417                                 if (type.shape->Intersects(Mchunk * ToTransform(RoughLocation::Fine(x, y, z), idx), box, Mbox, penetration, normal)) {
418                                         col.emplace_back(this, idx, penetration, normal);
419                                         any = true;
420                                 }
421                         }
422                 }
423         }
424         return any;
425 }
426
427
428 namespace {
429
430 BlockMesh::Buffer buf;
431
432 }
433
434 void Chunk::Update(BlockMesh &model) noexcept {
435         int vtx_count = 0, idx_count = 0;
436         for (const auto &block : blocks) {
437                 const BlockType &type = Type(block);
438                 if (type.visible && type.shape) {
439                         vtx_count += type.shape->VertexCount();
440                         idx_count += type.shape->IndexCount();
441                 }
442         }
443         buf.Clear();
444         buf.Reserve(vtx_count, idx_count);
445
446         if (idx_count > 0) {
447                 int idx = 0;
448                 BlockMesh::Index vtx_counter = 0;
449                 for (size_t z = 0; z < side; ++z) {
450                         for (size_t y = 0; y < side; ++y) {
451                                 for (size_t x = 0; x < side; ++x, ++idx) {
452                                         const BlockType &type = Type(BlockAt(idx));
453                                         const RoughLocation::Fine pos(x, y, z);
454
455                                         if (!type.visible || !type.shape || Obstructed(pos).All()) continue;
456
457                                         type.FillBlockMesh(buf, ToTransform(pos, idx), vtx_counter);
458                                         size_t vtx_begin = vtx_counter;
459                                         vtx_counter += type.shape->VertexCount();
460
461                                         for (size_t vtx = vtx_begin; vtx < vtx_counter; ++vtx) {
462                                                 buf.lights.emplace_back(GetVertexLight(
463                                                         pos,
464                                                         buf.vertices[vtx],
465                                                         type.shape->VertexNormal(vtx - vtx_begin, BlockAt(idx).Transform())
466                                                 ));
467                                         }
468                                 }
469                         }
470                 }
471         }
472
473         model.Update(buf);
474         ClearMesh();
475 }
476
477 Block::FaceSet Chunk::Obstructed(const RoughLocation::Fine &pos) const noexcept {
478         Block::FaceSet result;
479
480         for (int f = 0; f < Block::FACE_COUNT; ++f) {
481                 Block::Face face = Block::Face(f);
482                 BlockLookup next(const_cast<Chunk *>(this), pos, face);
483                 if (next && next.GetType().FaceFilled(next.GetBlock(), Block::Opposite(face))) {
484                         result.Set(face);
485                 }
486         }
487
488         return result;
489 }
490
491 glm::mat4 Chunk::ToTransform(const RoughLocation::Fine &pos, int idx) const noexcept {
492         return glm::translate(ToCoords(pos)) * BlockAt(idx).Transform();
493 }
494
495
496 BlockLookup::BlockLookup(Chunk *c, const RoughLocation::Fine &p) noexcept
497 : chunk(c), pos(p) {
498         while (pos.x >= Chunk::side) {
499                 if (chunk->HasNeighbor(Block::FACE_RIGHT)) {
500                         chunk = &chunk->GetNeighbor(Block::FACE_RIGHT);
501                         pos.x -= Chunk::side;
502                 } else {
503                         chunk = nullptr;
504                         return;
505                 }
506         }
507         while (pos.x < 0) {
508                 if (chunk->HasNeighbor(Block::FACE_LEFT)) {
509                         chunk = &chunk->GetNeighbor(Block::FACE_LEFT);
510                         pos.x += Chunk::side;
511                 } else {
512                         chunk = nullptr;
513                         return;
514                 }
515         }
516         while (pos.y >= Chunk::side) {
517                 if (chunk->HasNeighbor(Block::FACE_UP)) {
518                         chunk = &chunk->GetNeighbor(Block::FACE_UP);
519                         pos.y -= Chunk::side;
520                 } else {
521                         chunk = nullptr;
522                         return;
523                 }
524         }
525         while (pos.y < 0) {
526                 if (chunk->HasNeighbor(Block::FACE_DOWN)) {
527                         chunk = &chunk->GetNeighbor(Block::FACE_DOWN);
528                         pos.y += Chunk::side;
529                 } else {
530                         chunk = nullptr;
531                         return;
532                 }
533         }
534         while (pos.z >= Chunk::side) {
535                 if (chunk->HasNeighbor(Block::FACE_FRONT)) {
536                         chunk = &chunk->GetNeighbor(Block::FACE_FRONT);
537                         pos.z -= Chunk::side;
538                 } else {
539                         chunk = nullptr;
540                         return;
541                 }
542         }
543         while (pos.z < 0) {
544                 if (chunk->HasNeighbor(Block::FACE_BACK)) {
545                         chunk = &chunk->GetNeighbor(Block::FACE_BACK);
546                         pos.z += Chunk::side;
547                 } else {
548                         chunk = nullptr;
549                         return;
550                 }
551         }
552 }
553
554 BlockLookup::BlockLookup(Chunk *c, const RoughLocation::Fine &p, Block::Face face) noexcept
555 : chunk(c), pos(p) {
556         pos += Block::FaceNormal(face);
557         if (!Chunk::InBounds(pos)) {
558                 pos -= Block::FaceNormal(face) * ExactLocation::Extent();
559                 chunk = &chunk->GetNeighbor(face);
560         }
561 }
562
563
564 ChunkLoader::ChunkLoader(
565         ChunkStore &store,
566         const Generator &gen,
567         const WorldSave &save
568 ) noexcept
569 : store(store)
570 , gen(gen)
571 , save(save) {
572
573 }
574
575 void ChunkLoader::Update(int dt) {
576         // check if there's chunks waiting to be loaded
577         // load until one of load or generation limits was hit
578         constexpr int max_load = 10;
579         constexpr int max_gen = 1;
580         int loaded = 0;
581         int generated = 0;
582         while (loaded < max_load && generated < max_gen && store.HasMissing()) {
583                 if (LoadOne()) {
584                         ++generated;
585                 } else {
586                         ++loaded;
587                 }
588         }
589
590         // store a few chunks as well
591         constexpr int max_save = 10;
592         int saved = 0;
593         for (Chunk &chunk : store) {
594                 if (chunk.ShouldUpdateSave()) {
595                         save.Write(chunk);
596                         ++saved;
597                         if (saved >= max_save) {
598                                 break;
599                         }
600                 }
601         }
602 }
603
604 int ChunkLoader::ToLoad() const noexcept {
605         return store.EstimateMissing();
606 }
607
608 bool ChunkLoader::LoadOne() {
609         if (!store.HasMissing()) return false;
610
611         ExactLocation::Coarse pos = store.NextMissing();
612         Chunk *chunk = store.Allocate(pos);
613         if (!chunk) {
614                 // chunk store corrupted?
615                 return false;
616         }
617
618         bool generated = false;
619         if (save.Exists(pos)) {
620                 save.Read(*chunk);
621         } else {
622                 gen(*chunk);
623                 generated = true;
624         }
625
626         ChunkIndex *index = store.ClosestIndex(pos);
627         if (!index) {
628                 return generated;
629         }
630
631         ExactLocation::Coarse begin(pos - ExactLocation::Coarse(1));
632         ExactLocation::Coarse end(pos + ExactLocation::Coarse(2));
633         for (ExactLocation::Coarse iter(begin); iter.z < end.z; ++iter.z) {
634                 for (iter.y = begin.y; iter.y < end.y; ++iter.y) {
635                         for (iter.x = begin.x; iter.x < end.x; ++iter.x) {
636                                 if (index->IsBorder(iter)) continue;
637                                 Chunk *light_chunk = index->Get(iter);
638                                 if (!light_chunk) continue;
639                                 if (index->HasAllSurrounding(iter)) {
640                                         if (!light_chunk->Lighted()) {
641                                                 light_chunk->ScanLights();
642                                         } else {
643                                                 light_chunk->InvalidateMesh();
644                                         }
645                                 }
646                         }
647                 }
648         }
649
650         return generated;
651 }
652
653 void ChunkLoader::LoadN(std::size_t n) {
654         std::size_t end = std::min(n, std::size_t(ToLoad()));
655         for (std::size_t i = 0; i < end && store.HasMissing(); ++i) {
656                 LoadOne();
657         }
658 }
659
660
661 ChunkRenderer::ChunkRenderer(ChunkIndex &index)
662 : index(index)
663 , models(index.TotalChunks())
664 , block_tex()
665 , fog_density(0.0f) {
666
667 }
668
669 ChunkRenderer::~ChunkRenderer() {
670
671 }
672
673 int ChunkRenderer::MissingChunks() const noexcept {
674         return index.MissingChunks();
675 }
676
677 void ChunkRenderer::LoadTextures(const AssetLoader &loader, const ResourceIndex &tex_index) {
678         block_tex.Bind();
679         loader.LoadTextures(tex_index, block_tex);
680         block_tex.FilterNearest();
681 }
682
683 void ChunkRenderer::Update(int dt) {
684         for (int i = 0, updates = 0; updates < dt && i < index.TotalChunks(); ++i) {
685                 if (!index[i]) continue;
686                 if (!index[i]->Lighted() && index.HasAllSurrounding(index[i]->Position())) {
687                         index[i]->ScanLights();
688                 }
689                 if (index[i]->ShouldUpdateMesh()) {
690                         index[i]->Update(models[i]);
691                         ++updates;
692                 }
693         }
694 }
695
696 void ChunkRenderer::Render(Viewport &viewport) {
697         BlockLighting &chunk_prog = viewport.ChunkProgram();
698         chunk_prog.SetTexture(block_tex);
699         chunk_prog.SetFogDensity(fog_density);
700
701         for (int i = 0; i < index.TotalChunks(); ++i) {
702                 if (!index[i]) continue;
703                 glm::mat4 m(index[i]->Transform(index.Base()));
704                 glm::mat4 mvp(chunk_prog.GetVP() * m);
705                 if (!CullTest(Chunk::Bounds(), mvp)) {
706                         if (index[i]->ShouldUpdateMesh()) {
707                                 index[i]->Update(models[i]);
708                         }
709                         chunk_prog.SetM(m);
710                         models[i].Draw();
711                 }
712         }
713 }
714
715
716 ChunkIndex::ChunkIndex(ChunkStore &store, const ExactLocation::Coarse &base, int extent)
717 : store(store)
718 , base(base)
719 , extent(extent)
720 , side_length(2 * extent + 1)
721 , total_length(side_length * side_length * side_length)
722 , total_indexed(0)
723 , last_missing(0)
724 , stride(1, side_length, side_length * side_length)
725 , chunks(total_length, nullptr) {
726         Scan();
727 }
728
729 ChunkIndex::~ChunkIndex() {
730         Clear();
731 }
732
733 bool ChunkIndex::InRange(const ExactLocation::Coarse &pos) const noexcept {
734         return Distance(pos) <= extent;
735 }
736
737 bool ChunkIndex::IsBorder(const ExactLocation::Coarse &pos) const noexcept {
738         return Distance(pos) == extent;
739 }
740
741 int ChunkIndex::Distance(const ExactLocation::Coarse &pos) const noexcept {
742         return manhattan_radius(pos - base);
743 }
744
745 bool ChunkIndex::HasAllSurrounding(const ExactLocation::Coarse &pos) const noexcept {
746         ExactLocation::Coarse begin(pos - ExactLocation::Coarse(1));
747         ExactLocation::Coarse end(pos + ExactLocation::Coarse(2));
748         for (ExactLocation::Coarse iter(begin); iter.z < end.z; ++iter.z) {
749                 for (iter.y = begin.y; iter.y < end.y; ++iter.y) {
750                         for (iter.x = begin.x; iter.x < end.x; ++iter.x) {
751                                 if (!Get(iter)) return false;
752                         }
753                 }
754         }
755         return true;
756 }
757
758 int ChunkIndex::IndexOf(const ExactLocation::Coarse &pos) const noexcept {
759         ExactLocation::Coarse mod_pos(
760                 GetCol(pos.x),
761                 GetCol(pos.y),
762                 GetCol(pos.z)
763         );
764         return mod_pos.x * stride.x
765                 +  mod_pos.y * stride.y
766                 +  mod_pos.z * stride.z;
767 }
768
769 ExactLocation::Coarse ChunkIndex::PositionOf(int i) const noexcept {
770         ExactLocation::Coarse zero_pos(
771                 (i / stride.x) % side_length,
772                 (i / stride.y) % side_length,
773                 (i / stride.z) % side_length
774         );
775         ExactLocation::Coarse zero_base(
776                 GetCol(base.x),
777                 GetCol(base.y),
778                 GetCol(base.z)
779         );
780         ExactLocation::Coarse base_relative(zero_pos - zero_base);
781         if (base_relative.x > extent) base_relative.x -= side_length;
782         else if (base_relative.x < -extent) base_relative.x += side_length;
783         if (base_relative.y > extent) base_relative.y -= side_length;
784         else if (base_relative.y < -extent) base_relative.y += side_length;
785         if (base_relative.z > extent) base_relative.z -= side_length;
786         else if (base_relative.z < -extent) base_relative.z += side_length;
787         return base + base_relative;
788 }
789
790 Chunk *ChunkIndex::Get(const ExactLocation::Coarse &pos) noexcept {
791         if (InRange(pos)) {
792                 return chunks[IndexOf(pos)];
793         } else {
794                 return nullptr;
795         }
796 }
797
798 const Chunk *ChunkIndex::Get(const ExactLocation::Coarse &pos) const noexcept {
799         if (InRange(pos)) {
800                 return chunks[IndexOf(pos)];
801         } else {
802                 return nullptr;
803         }
804 }
805
806 void ChunkIndex::Rebase(const ExactLocation::Coarse &new_base) {
807         if (new_base == base) return;
808
809         ExactLocation::Coarse diff(new_base - base);
810
811         if (manhattan_radius(diff) > extent) {
812                 // that's more than half, so probably not worth shifting
813                 base = new_base;
814                 Clear();
815                 Scan();
816                 store.Clean();
817                 return;
818         }
819
820         while (diff.x > 0) {
821                 Shift(Block::FACE_RIGHT);
822                 --diff.x;
823         }
824         while (diff.x < 0) {
825                 Shift(Block::FACE_LEFT);
826                 ++diff.x;
827         }
828         while (diff.y > 0) {
829                 Shift(Block::FACE_UP);
830                 --diff.y;
831         }
832         while (diff.y < 0) {
833                 Shift(Block::FACE_DOWN);
834                 ++diff.y;
835         }
836         while (diff.z > 0) {
837                 Shift(Block::FACE_FRONT);
838                 --diff.z;
839         }
840         while (diff.z < 0) {
841                 Shift(Block::FACE_BACK);
842                 ++diff.z;
843         }
844         store.Clean();
845 }
846
847 int ChunkIndex::GetCol(int c) const noexcept {
848         c %= side_length;
849         if (c < 0) c += side_length;
850         return c;
851 }
852
853 void ChunkIndex::Shift(Block::Face f) {
854         int a_axis = Block::Axis(f);
855         int b_axis = (a_axis + 1) % 3;
856         int c_axis = (a_axis + 2) % 3;
857         int dir = Block::Direction(f);
858         base[a_axis] += dir;
859         int a = GetCol(base[a_axis] + (extent * dir));
860         int a_stride = a * stride[a_axis];
861         for (int b = 0; b < side_length; ++b) {
862                 int b_stride = b * stride[b_axis];
863                 for (int c = 0; c < side_length; ++c) {
864                         int bc_stride = b_stride + c * stride[c_axis];
865                         int index = a_stride + bc_stride;
866                         Unset(index);
867                         int neighbor = ((a - dir + side_length) % side_length) * stride[a_axis] + bc_stride;
868                         if (chunks[neighbor] && chunks[neighbor]->HasNeighbor(f)) {
869                                 Set(index, chunks[neighbor]->GetNeighbor(f));
870                         }
871                 }
872         }
873 }
874
875 void ChunkIndex::Clear() noexcept {
876         for (int i = 0; i < total_length && total_indexed > 0; ++i) {
877                 Unset(i);
878         }
879 }
880
881 void ChunkIndex::Scan() noexcept {
882         for (Chunk &chunk : store) {
883                 Register(chunk);
884         }
885 }
886
887 void ChunkIndex::Register(Chunk &chunk) noexcept {
888         if (InRange(chunk.Position())) {
889                 Set(IndexOf(chunk.Position()), chunk);
890         }
891 }
892
893 void ChunkIndex::Set(int index, Chunk &chunk) noexcept {
894         Unset(index);
895         chunks[index] = &chunk;
896         chunk.Ref();
897         ++total_indexed;
898 }
899
900 void ChunkIndex::Unset(int index) noexcept {
901         if (chunks[index]) {
902                 chunks[index]->UnRef();
903                 chunks[index] = nullptr;
904                 --total_indexed;
905         }
906 }
907
908 ExactLocation::Coarse ChunkIndex::NextMissing() noexcept {
909         if (MissingChunks() > 0) {
910                 int roundtrip = last_missing;
911                 last_missing = (last_missing + 1) % total_length;
912                 while (chunks[last_missing]) {
913                         last_missing = (last_missing + 1) % total_length;
914                         if (last_missing == roundtrip) {
915                                 break;
916                         }
917                 }
918         }
919         return PositionOf(last_missing);
920 }
921
922
923 ChunkStore::ChunkStore(const BlockTypeRegistry &types)
924 : types(types)
925 , loaded()
926 , free()
927 , indices() {
928
929 }
930
931 ChunkStore::~ChunkStore() {
932
933 }
934
935 ChunkIndex &ChunkStore::MakeIndex(const ExactLocation::Coarse &pos, int extent) {
936         indices.emplace_back(*this, pos, extent);
937         return indices.back();
938 }
939
940 void ChunkStore::UnregisterIndex(ChunkIndex &index) {
941         for (auto i = indices.begin(), end = indices.end(); i != end; ++i) {
942                 if (&*i == &index) {
943                         indices.erase(i);
944                         return;
945                 } else {
946                         ++i;
947                 }
948         }
949 }
950
951 ChunkIndex *ChunkStore::ClosestIndex(const ExactLocation::Coarse &pos) {
952         ChunkIndex *closest_index = nullptr;
953         int closest_distance = std::numeric_limits<int>::max();
954
955         for (ChunkIndex &index : indices) {
956                 int distance = index.Distance(pos);
957                 if (distance < closest_distance) {
958                         closest_index = &index;
959                         closest_distance = distance;
960                 }
961         }
962
963         return closest_index;
964 }
965
966 Chunk *ChunkStore::Get(const ExactLocation::Coarse &pos) {
967         for (ChunkIndex &index : indices) {
968                 Chunk *chunk = index.Get(pos);
969                 if (chunk) {
970                         return chunk;
971                 }
972         }
973         return nullptr;
974 }
975
976 Chunk *ChunkStore::Allocate(const ExactLocation::Coarse &pos) {
977         Chunk *chunk = Get(pos);
978         if (chunk) {
979                 return chunk;
980         }
981         if (free.empty()) {
982                 loaded.emplace(loaded.begin(), types);
983         } else {
984                 loaded.splice(loaded.begin(), free, free.begin());
985                 loaded.front().Unlink();
986         }
987         chunk = &loaded.front();
988         chunk->Position(pos);
989         for (ChunkIndex &index : indices) {
990                 if (index.InRange(pos)) {
991                         index.Register(*chunk);
992                 }
993         }
994         for (int i = 0; i < Block::FACE_COUNT; ++i) {
995                 Block::Face face = Block::Face(i);
996                 ExactLocation::Coarse neighbor_pos(pos + Block::FaceNormal(face));
997                 Chunk *neighbor = Get(neighbor_pos);
998                 if (neighbor) {
999                         chunk->SetNeighbor(face, *neighbor);
1000                 }
1001         }
1002         return chunk;
1003 }
1004
1005 bool ChunkStore::HasMissing() const noexcept {
1006         for (const ChunkIndex &index : indices) {
1007                 if (index.MissingChunks() > 0) {
1008                         return true;
1009                 }
1010         }
1011         return false;
1012 }
1013
1014 int ChunkStore::EstimateMissing() const noexcept {
1015         int missing = 0;
1016         for (const ChunkIndex &index : indices) {
1017                 missing += index.MissingChunks();
1018         }
1019         return missing;
1020 }
1021
1022 ExactLocation::Coarse ChunkStore::NextMissing() noexcept {
1023         for (ChunkIndex &index : indices) {
1024                 if (index.MissingChunks()) {
1025                         return index.NextMissing();
1026                 }
1027         }
1028         return ExactLocation::Coarse(0, 0, 0);
1029 }
1030
1031 void ChunkStore::Clean() {
1032         for (auto i = loaded.begin(), end = loaded.end(); i != end;) {
1033                 if (i->Referenced() || i->ShouldUpdateSave()) {
1034                         ++i;
1035                 } else {
1036                         auto chunk = i;
1037                         ++i;
1038                         free.splice(free.end(), loaded, chunk);
1039                         chunk->Unlink();
1040                         chunk->InvalidateMesh();
1041                 }
1042         }
1043 }
1044
1045 }