#include "generator.hpp"
+#include <algorithm>
#include <limits>
#include <queue>
-#include <glm/gtx/transform.hpp>
namespace blank {
-Chunk::Chunk(const BlockTypeRegistry &types)
+Chunk::Chunk(const BlockTypeRegistry &types) noexcept
: types(&types)
-, neighbor{ 0, 0, 0, 0, 0, 0 }
-, blocks()
-, light()
+, neighbor{0}
+, blocks{}
+, light{0}
, model()
, position(0, 0, 0)
, dirty(false) {
}
-Chunk::Chunk(Chunk &&other)
+Chunk::Chunk(Chunk &&other) noexcept
: types(other.types)
-, blocks(std::move(other.blocks))
-, light(std::move(other.light))
, model(std::move(other.model))
, position(other.position)
, dirty(other.dirty) {
- for (size_t i = 0; i < Block::FACE_COUNT; ++i) {
- neighbor[i] = other.neighbor[i];
- }
+ std::copy(other.neighbor, other.neighbor + sizeof(neighbor), neighbor);
+ std::copy(other.blocks, other.blocks + sizeof(blocks), blocks);
+ std::copy(other.light, other.light + sizeof(light), light);
}
-Chunk &Chunk::operator =(Chunk &&other) {
+Chunk &Chunk::operator =(Chunk &&other) noexcept {
types = other.types;
- for (size_t i = 0; i < Block::FACE_COUNT; ++i) {
- neighbor[i] = other.neighbor[i];
- }
- blocks = std::move(other.blocks);
- light = std::move(other.light);
+ std::copy(other.neighbor, other.neighbor + sizeof(neighbor), neighbor);
+ std::copy(other.blocks, other.blocks + sizeof(blocks), blocks);
+ std::copy(other.light, other.light + sizeof(light), light);
model = std::move(other.model);
position = other.position;
dirty = other.dirty;
}
-void Chunk::SetNeighbor(Chunk &other) {
- if (other.position == position + Pos(-1, 0, 0)) {
- neighbor[Block::FACE_LEFT] = &other;
- other.neighbor[Block::FACE_RIGHT] = this;
- } else if (other.position == position + Pos(1, 0, 0)) {
- neighbor[Block::FACE_RIGHT] = &other;
- other.neighbor[Block::FACE_LEFT] = this;
- } else if (other.position == position + Pos(0, -1, 0)) {
- neighbor[Block::FACE_DOWN] = &other;
- other.neighbor[Block::FACE_UP] = this;
- } else if (other.position == position + Pos(0, 1, 0)) {
- neighbor[Block::FACE_UP] = &other;
- other.neighbor[Block::FACE_DOWN] = this;
- } else if (other.position == position + Pos(0, 0, -1)) {
- neighbor[Block::FACE_BACK] = &other;
- other.neighbor[Block::FACE_FRONT] = this;
- } else if (other.position == position + Pos(0, 0, 1)) {
- neighbor[Block::FACE_FRONT] = &other;
- other.neighbor[Block::FACE_BACK] = this;
- }
-}
-
-void Chunk::ClearNeighbors() {
- for (int i = 0; i < Block::FACE_COUNT; ++i) {
- neighbor[i] = nullptr;
- }
-}
-
-void Chunk::Unlink() {
- if (neighbor[Block::FACE_UP]) {
- neighbor[Block::FACE_UP]->neighbor[Block::FACE_DOWN] = nullptr;
- }
- if (neighbor[Block::FACE_DOWN]) {
- neighbor[Block::FACE_DOWN]->neighbor[Block::FACE_UP] = nullptr;
- }
- if (neighbor[Block::FACE_LEFT]) {
- neighbor[Block::FACE_LEFT]->neighbor[Block::FACE_RIGHT] = nullptr;
- }
- if (neighbor[Block::FACE_RIGHT]) {
- neighbor[Block::FACE_RIGHT]->neighbor[Block::FACE_LEFT] = nullptr;
- }
- if (neighbor[Block::FACE_FRONT]) {
- neighbor[Block::FACE_FRONT]->neighbor[Block::FACE_BACK] = nullptr;
- }
- if (neighbor[Block::FACE_BACK]) {
- neighbor[Block::FACE_BACK]->neighbor[Block::FACE_FRONT] = nullptr;
- }
-}
-
-void Chunk::Relink() {
- if (neighbor[Block::FACE_UP]) {
- neighbor[Block::FACE_UP]->neighbor[Block::FACE_DOWN] = this;
- }
- if (neighbor[Block::FACE_DOWN]) {
- neighbor[Block::FACE_DOWN]->neighbor[Block::FACE_UP] = this;
- }
- if (neighbor[Block::FACE_LEFT]) {
- neighbor[Block::FACE_LEFT]->neighbor[Block::FACE_RIGHT] = this;
- }
- if (neighbor[Block::FACE_RIGHT]) {
- neighbor[Block::FACE_RIGHT]->neighbor[Block::FACE_LEFT] = this;
- }
- if (neighbor[Block::FACE_FRONT]) {
- neighbor[Block::FACE_FRONT]->neighbor[Block::FACE_BACK] = this;
- }
- if (neighbor[Block::FACE_BACK]) {
- neighbor[Block::FACE_BACK]->neighbor[Block::FACE_FRONT] = this;
- }
-}
-
-
namespace {
struct SetNode {
SetNode(Chunk *chunk, Chunk::Pos pos)
: chunk(chunk), pos(pos) { }
- int Get() const { return chunk->GetLight(pos); }
- void Set(int level) { chunk->SetLight(pos, level); }
+ int Get() const noexcept { return chunk->GetLight(pos); }
+ void Set(int level) noexcept { chunk->SetLight(pos, level); }
- bool HasNext(Block::Face face) {
+ bool HasNext(Block::Face face) noexcept {
const BlockLookup next(chunk, pos, face);
- return next.result && !next.chunk->Type(*next.result).block_light;
+ return next && !next.GetType().block_light;
}
- SetNode GetNext(Block::Face face) {
+ SetNode GetNext(Block::Face face) noexcept {
const BlockLookup next(chunk, pos, face);
- return SetNode(next.chunk, next.pos);
+ return SetNode(&next.GetChunk(), next.GetBlockPos());
}
};
: SetNode(set), level(Get()) { }
- bool HasNext(Block::Face face) {
+ bool HasNext(Block::Face face) noexcept {
const BlockLookup next(chunk, pos, face);
- return next.result;
+ return next;
}
- UnsetNode GetNext(Block::Face face) { return UnsetNode(SetNode::GetNext(face)); }
+ UnsetNode GetNext(Block::Face face) noexcept { return UnsetNode(SetNode::GetNext(face)); }
};
std::queue<SetNode> light_queue;
std::queue<UnsetNode> dark_queue;
-void work_light() {
+void work_light() noexcept {
while (!light_queue.empty()) {
SetNode node = light_queue.front();
light_queue.pop();
}
}
-void work_dark() {
+void work_dark() noexcept {
while (!dark_queue.empty()) {
UnsetNode node = dark_queue.front();
dark_queue.pop();
}
-void Chunk::SetBlock(int index, const Block &block) {
+void Chunk::SetBlock(int index, const Block &block) noexcept {
const BlockType &old_type = Type(blocks[index]);
const BlockType &new_type = Type(block);
work_light();
} else if (new_type.block_light && !old_type.block_light) {
// obstacle added
- dark_queue.emplace(this, ToPos(index));
- SetLight(index, 0);
- work_dark();
- work_light();
+ if (GetLight(index) > 0) {
+ dark_queue.emplace(this, ToPos(index));
+ SetLight(index, 0);
+ work_dark();
+ work_light();
+ }
} else if (!new_type.block_light && old_type.block_light) {
// obstacle removed
int level = 0;
for (int face = 0; face < Block::FACE_COUNT; ++face) {
- Pos next_pos(ToPos(index) + Block::FaceNormal(Block::Face(face)));
- int next_level = 0;
- if (InBounds(next_pos)) {
- next_level = GetLight(next_pos);
- } else {
- if (HasNeighbor(Block::Face(face))) {
- next_pos -= (Block::FaceNormal(Block::Face(face)) * Chunk::Extent());
- next_level = GetNeighbor(Block::Face(face)).GetLight(next_pos);
- }
- }
- if (level < next_level) {
- level = next_level;
+ BlockLookup next_block(this, ToPos(index), Block::Face(face));
+ if (next_block) {
+ level = std::min(level, next_block.GetLight());
}
}
if (level > 1) {
}
}
-const Block *Chunk::FindNext(const Pos &pos, Block::Face face) const {
- Pos next_pos(pos + Block::FaceNormal(face));
- if (InBounds(next_pos)) {
- return &BlockAt(pos + Block::FaceNormal(face));
- } else if (HasNeighbor(face)) {
- return &GetNeighbor(face).BlockAt(next_pos - (Block::FaceNormal(face) * Extent()));
- } else {
- return nullptr;
+void Chunk::SetNeighbor(Chunk &other) noexcept {
+ if (other.position == position + Pos(-1, 0, 0)) {
+ if (neighbor[Block::FACE_LEFT] != &other) {
+ neighbor[Block::FACE_LEFT] = &other;
+ other.neighbor[Block::FACE_RIGHT] = this;
+ for (int z = 0; z < Depth(); ++z) {
+ for (int y = 0; y < Height(); ++y) {
+ Pos my_pos(0, y, z);
+ Pos other_pos(Width() - 1, y, z);
+ if (GetLight(my_pos) > 0) {
+ light_queue.emplace(this, my_pos);
+ }
+ if (other.GetLight(other_pos) > 0) {
+ light_queue.emplace(&other, other_pos);
+ }
+ }
+ }
+ work_light();
+ }
+ } else if (other.position == position + Pos(1, 0, 0)) {
+ if (neighbor[Block::FACE_RIGHT] != &other) {
+ neighbor[Block::FACE_RIGHT] = &other;
+ other.neighbor[Block::FACE_LEFT] = this;
+ for (int z = 0; z < Depth(); ++z) {
+ for (int y = 0; y < Height(); ++y) {
+ Pos my_pos(Width() - 1, y, z);
+ Pos other_pos(0, y, z);
+ if (GetLight(my_pos) > 0) {
+ light_queue.emplace(this, my_pos);
+ }
+ if (other.GetLight(other_pos) > 0) {
+ light_queue.emplace(&other, other_pos);
+ }
+ }
+ }
+ work_light();
+ }
+ } else if (other.position == position + Pos(0, -1, 0)) {
+ if (neighbor[Block::FACE_DOWN] != &other) {
+ neighbor[Block::FACE_DOWN] = &other;
+ other.neighbor[Block::FACE_UP] = this;
+ for (int z = 0; z < Depth(); ++z) {
+ for (int x = 0; x < Width(); ++x) {
+ Pos my_pos(x, 0, z);
+ Pos other_pos(x, Height() - 1, z);
+ if (GetLight(my_pos) > 0) {
+ light_queue.emplace(this, my_pos);
+ }
+ if (other.GetLight(other_pos) > 0) {
+ light_queue.emplace(&other, other_pos);
+ }
+ }
+ }
+ work_light();
+ }
+ } else if (other.position == position + Pos(0, 1, 0)) {
+ if (neighbor[Block::FACE_UP] != &other) {
+ neighbor[Block::FACE_UP] = &other;
+ other.neighbor[Block::FACE_DOWN] = this;
+ for (int z = 0; z < Depth(); ++z) {
+ for (int x = 0; x < Width(); ++x) {
+ Pos my_pos(x, Height() - 1, z);
+ Pos other_pos(x, 0, z);
+ if (GetLight(my_pos) > 0) {
+ light_queue.emplace(this, my_pos);
+ }
+ if (other.GetLight(other_pos) > 0) {
+ light_queue.emplace(&other, other_pos);
+ }
+ }
+ }
+ work_light();
+ }
+ } else if (other.position == position + Pos(0, 0, -1)) {
+ if (neighbor[Block::FACE_BACK] != &other) {
+ neighbor[Block::FACE_BACK] = &other;
+ other.neighbor[Block::FACE_FRONT] = this;
+ for (int y = 0; y < Height(); ++y) {
+ for (int x = 0; x < Width(); ++x) {
+ Pos my_pos(x, y, 0);
+ Pos other_pos(x, y, Depth() - 1);
+ if (GetLight(my_pos) > 0) {
+ light_queue.emplace(this, my_pos);
+ }
+ if (other.GetLight(other_pos) > 0) {
+ light_queue.emplace(&other, other_pos);
+ }
+ }
+ }
+ work_light();
+ }
+ } else if (other.position == position + Pos(0, 0, 1)) {
+ if (neighbor[Block::FACE_FRONT] != &other) {
+ neighbor[Block::FACE_FRONT] = &other;
+ other.neighbor[Block::FACE_BACK] = this;
+ for (int y = 0; y < Height(); ++y) {
+ for (int x = 0; x < Width(); ++x) {
+ Pos my_pos(x, y, Depth() - 1);
+ Pos other_pos(x, y, 0);
+ if (GetLight(my_pos) > 0) {
+ light_queue.emplace(this, my_pos);
+ }
+ if (other.GetLight(other_pos) > 0) {
+ light_queue.emplace(&other, other_pos);
+ }
+ }
+ }
+ work_light();
+ }
}
}
+void Chunk::ClearNeighbors() noexcept {
+ for (int i = 0; i < Block::FACE_COUNT; ++i) {
+ neighbor[i] = nullptr;
+ }
+}
-void Chunk::SetLight(int index, int level) {
+void Chunk::Unlink() noexcept {
+ for (int face = 0; face < Block::FACE_COUNT; ++face) {
+ if (neighbor[face]) {
+ neighbor[face]->neighbor[Block::Opposite(Block::Face(face))] = nullptr;
+ }
+ }
+}
+
+void Chunk::Relink() noexcept {
+ for (int face = 0; face < Block::FACE_COUNT; ++face) {
+ if (neighbor[face]) {
+ neighbor[face]->neighbor[Block::Opposite(Block::Face(face))] = this;
+ }
+ }
+}
+
+
+void Chunk::SetLight(int index, int level) noexcept {
if (light[index] != level) {
light[index] = level;
Invalidate();
}
}
-int Chunk::GetLight(int index) const {
+int Chunk::GetLight(int index) const noexcept {
return light[index];
}
-float Chunk::GetVertexLight(int index, const BlockModel::Position &vtx, const BlockModel::Normal &norm) const {
+float Chunk::GetVertexLight(int index, const BlockModel::Position &vtx, const Model::Normal &norm) const noexcept {
float light = GetLight(index);
Chunk::Pos pos(ToPos(index));
Block::Face direct_face(Block::NormalFace(norm));
- const Chunk *direct_chunk = this;
- Chunk::Pos direct_pos(pos + Block::FaceNormal(direct_face));
- if (!InBounds(direct_pos)) {
- if (HasNeighbor(direct_face)) {
- direct_chunk = &GetNeighbor(direct_face);
- direct_pos -= (Block::FaceNormal(direct_face) * Extent());
- float direct_light = direct_chunk->GetLight(direct_pos);
- if (direct_light > light) {
- light = direct_light;
- }
- }
- } else {
- float direct_light = direct_chunk->GetLight(direct_pos);
+ // tis okay
+ BlockLookup direct(const_cast<Chunk *>(this), pos, Block::NormalFace(norm));
+ if (direct) {
+ float direct_light = direct.GetLight();
if (direct_light > light) {
light = direct_light;
}
+ } else {
+ return light;
}
- // cheap alternative until AO etc are implemented
- // to tell the faces apart
+ if (Type(BlockAt(index)).luminosity > 0 || direct.GetType().block_light) {
+ return light;
+ }
- if (direct_face == Block::FACE_LEFT || direct_face == Block::FACE_RIGHT) {
- light -= 0.2;
- } else if (direct_face == Block::FACE_FRONT || direct_face == Block::FACE_BACK) {
- light -= 0.4;
+ Block::Face edge[2];
+ switch (Block::Axis(direct_face)) {
+ case 0: // X
+ edge[0] = (vtx.y - pos.y) > 0.5f ? Block::FACE_UP : Block::FACE_DOWN;
+ edge[1] = (vtx.z - pos.z) > 0.5f ? Block::FACE_FRONT : Block::FACE_BACK;
+ break;
+ case 1: // Y
+ edge[0] = (vtx.z - pos.z) > 0.5f ? Block::FACE_FRONT : Block::FACE_BACK;
+ edge[1] = (vtx.x - pos.x) > 0.5f ? Block::FACE_RIGHT : Block::FACE_LEFT;
+ break;
+ case 2: // Z
+ edge[0] = (vtx.x - pos.x) > 0.5f ? Block::FACE_RIGHT : Block::FACE_LEFT;
+ edge[1] = (vtx.y - pos.y) > 0.5f ? Block::FACE_UP : Block::FACE_DOWN;
+ break;
+ }
+
+ int num = 1;
+ int occlusion = 0;
+
+ BlockLookup next[2] = {
+ direct.Next(edge[0]),
+ direct.Next(edge[1]),
+ };
+
+ if (next[0]) {
+ if (next[0].GetType().block_light) {
+ ++occlusion;
+ } else {
+ light += next[0].GetLight();
+ ++num;
+ }
+ }
+ if (next[1]) {
+ if (next[1].GetType().block_light) {
+ ++occlusion;
+ } else {
+ light += next[1].GetLight();
+ ++num;
+ }
+ }
+ if (occlusion < 2) {
+ if (next[0]) {
+ BlockLookup corner = next[0].Next(edge[1]);
+ if (corner) {
+ if (corner.GetType().block_light) {
+ ++occlusion;
+ } else {
+ light += corner.GetLight();
+ ++num;
+ }
+ }
+ } else if (next[1]) {
+ BlockLookup corner = next[1].Next(edge[0]);
+ if (corner) {
+ if (corner.GetType().block_light) {
+ ++occlusion;
+ } else {
+ light += corner.GetLight();
+ ++num;
+ }
+ }
+ }
+ } else {
+ ++occlusion;
}
- return light;
+ return (light / num) - (occlusion * 0.8f);
}
-bool Chunk::IsSurface(const Pos &pos) const {
+bool Chunk::IsSurface(const Pos &pos) const noexcept {
const Block &block = BlockAt(pos);
if (!Type(block).visible) {
return false;
}
for (int face = 0; face < Block::FACE_COUNT; ++face) {
- const Block *next = FindNext(pos, Block::Face(face));
- if (!next || !Type(*next).visible) {
+ BlockLookup next = BlockLookup(const_cast<Chunk *>(this), pos, Block::Face(face));
+ if (!next || !next.GetType().visible) {
return true;
}
}
}
-void Chunk::Allocate() {
- blocks.resize(Size(), Block(0));
- light.resize(Size(), 0);
-}
-
-
-void Chunk::Draw() {
+void Chunk::Draw() noexcept {
if (dirty) {
Update();
}
int &blkid,
float &dist,
glm::vec3 &normal
-) const {
+) const noexcept {
// TODO: should be possible to heavily optimize this
int id = 0;
blkid = -1;
}
}
-void Chunk::Position(const Pos &pos) {
- position = pos;
-}
-
-glm::mat4 Chunk::Transform(const Pos &offset) const {
- return glm::translate((position - offset) * Extent());
-}
-
namespace {
}
-void Chunk::CheckUpdate() {
+void Chunk::CheckUpdate() noexcept {
if (dirty) {
Update();
}
}
-void Chunk::Update() {
+void Chunk::Update() noexcept {
int vtx_count = 0, idx_count = 0;
for (const auto &block : blocks) {
const Shape *shape = Type(block).shape;
for (size_t i = 0; i < Size(); ++i) {
const BlockType &type = Type(blocks[i]);
- if (!type.visible || Obstructed(i)) continue;
+ if (!type.visible || Obstructed(i).All()) continue;
type.FillBlockModel(buf, ToTransform(i), vtx_counter);
size_t vtx_begin = vtx_counter;
vtx_counter += type.shape->VertexCount();
for (size_t vtx = vtx_begin; vtx < vtx_counter; ++vtx) {
- buf.lights.emplace_back(GetVertexLight(i, buf.vertices[vtx], buf.normals[vtx]));
+ buf.lights.emplace_back(GetVertexLight(
+ i,
+ buf.vertices[vtx],
+ type.shape->VertexNormal(vtx - vtx_begin, blocks[i].Transform())
+ ));
}
}
dirty = false;
}
-bool Chunk::Obstructed(int idx) const {
+Block::FaceSet Chunk::Obstructed(int idx) const noexcept {
Chunk::Pos pos(ToPos(idx));
+ Block::FaceSet result;
- Chunk::Pos left_pos(pos + Chunk::Pos(-1, 0, 0));
- const Block *left_block = nullptr;
- if (InBounds(left_pos)) {
- left_block = &BlockAt(left_pos);
- } else if (HasNeighbor(Block::FACE_LEFT)) {
- left_pos += Chunk::Pos(Width(), 0, 0);
- left_block = &GetNeighbor(Block::FACE_LEFT).BlockAt(left_pos);
- } else {
- return false;
- }
- if (!Type(*left_block).FaceFilled(*left_block, Block::FACE_RIGHT)) {
- return false;
- }
-
- Chunk::Pos right_pos(pos + Chunk::Pos(1, 0, 0));
- const Block *right_block = nullptr;
- if (InBounds(right_pos)) {
- right_block = &BlockAt(right_pos);
- } else if (HasNeighbor(Block::FACE_RIGHT)) {
- right_pos += Chunk::Pos(-Width(), 0, 0);
- right_block = &GetNeighbor(Block::FACE_RIGHT).BlockAt(right_pos);
- } else {
- return false;
- }
- if (!Type(*right_block).FaceFilled(*right_block, Block::FACE_LEFT)) {
- return false;
- }
-
- Chunk::Pos down_pos(pos + Chunk::Pos(0, -1, 0));
- const Block *down_block = nullptr;
- if (InBounds(down_pos)) {
- down_block = &BlockAt(down_pos);
- } else if (HasNeighbor(Block::FACE_DOWN)) {
- down_pos += Chunk::Pos(0, Height(), 0);
- down_block = &GetNeighbor(Block::FACE_DOWN).BlockAt(down_pos);
- } else {
- return false;
- }
- if (!Type(*down_block).FaceFilled(*down_block, Block::FACE_UP)) {
- return false;
- }
-
- Chunk::Pos up_pos(pos + Chunk::Pos(0, 1, 0));
- const Block *up_block = nullptr;
- if (InBounds(up_pos)) {
- up_block = &BlockAt(up_pos);
- } else if (HasNeighbor(Block::FACE_UP)) {
- up_pos += Chunk::Pos(0, -Height(), 0);
- up_block = &GetNeighbor(Block::FACE_UP).BlockAt(up_pos);
- } else {
- return false;
- }
- if (!Type(*up_block).FaceFilled(*up_block, Block::FACE_DOWN)) {
- return false;
- }
-
- Chunk::Pos back_pos(pos + Chunk::Pos(0, 0, -1));
- const Block *back_block = nullptr;
- if (InBounds(back_pos)) {
- back_block = &BlockAt(back_pos);
- } else if (HasNeighbor(Block::FACE_BACK)) {
- back_pos += Chunk::Pos(0, 0, Depth());
- back_block = &GetNeighbor(Block::FACE_BACK).BlockAt(back_pos);
- } else {
- return false;
- }
- if (!Type(*back_block).FaceFilled(*back_block, Block::FACE_FRONT)) {
- return false;
- }
-
- Chunk::Pos front_pos(pos + Chunk::Pos(0, 0, 1));
- const Block *front_block = nullptr;
- if (InBounds(front_pos)) {
- front_block = &BlockAt(front_pos);
- } else if (HasNeighbor(Block::FACE_FRONT)) {
- front_pos += Chunk::Pos(0, 0, -Depth());
- front_block = &GetNeighbor(Block::FACE_FRONT).BlockAt(front_pos);
- } else {
- return false;
- }
- if (!Type(*front_block).FaceFilled(*front_block, Block::FACE_BACK)) {
- return false;
+ for (int f = 0; f < Block::FACE_COUNT; ++f) {
+ Block::Face face = Block::Face(f);
+ BlockLookup next(const_cast<Chunk *>(this), pos, face);
+ if (next && next.GetType().FaceFilled(next.GetBlock(), Block::Opposite(face))) {
+ result.Set(face);
+ }
}
- return true;
+ return result;
}
-glm::mat4 Chunk::ToTransform(int idx) const {
- return glm::translate(glm::mat4(1.0f), ToCoords(idx)) * blocks[idx].Transform();
+glm::mat4 Chunk::ToTransform(int idx) const noexcept {
+ return glm::translate(ToCoords(idx)) * blocks[idx].Transform();
}
-BlockLookup::BlockLookup(Chunk *c, const Chunk::Pos &p)
-: chunk(c), pos(p), result(nullptr) {
+BlockLookup::BlockLookup(Chunk *c, const Chunk::Pos &p) noexcept
+: chunk(c), pos(p) {
while (pos.x >= Chunk::Width()) {
if (chunk->HasNeighbor(Block::FACE_RIGHT)) {
chunk = &chunk->GetNeighbor(Block::FACE_RIGHT);
pos.x -= Chunk::Width();
} else {
+ chunk = nullptr;
return;
}
}
chunk = &chunk->GetNeighbor(Block::FACE_LEFT);
pos.x += Chunk::Width();
} else {
+ chunk = nullptr;
return;
}
}
chunk = &chunk->GetNeighbor(Block::FACE_UP);
pos.y -= Chunk::Height();
} else {
+ chunk = nullptr;
return;
}
}
chunk = &chunk->GetNeighbor(Block::FACE_DOWN);
pos.y += Chunk::Height();
} else {
+ chunk = nullptr;
return;
}
}
chunk = &chunk->GetNeighbor(Block::FACE_FRONT);
pos.z -= Chunk::Depth();
} else {
+ chunk = nullptr;
return;
}
}
chunk = &chunk->GetNeighbor(Block::FACE_BACK);
pos.z += Chunk::Depth();
} else {
+ chunk = nullptr;
return;
}
}
- result = &chunk->BlockAt(pos);
}
-BlockLookup::BlockLookup(Chunk *c, const Chunk::Pos &p, Block::Face face)
-: chunk(c), pos(p), result(nullptr) {
+BlockLookup::BlockLookup(Chunk *c, const Chunk::Pos &p, Block::Face face) noexcept
+: chunk(c), pos(p) {
pos += Block::FaceNormal(face);
- if (Chunk::InBounds(pos)) {
- result = &chunk->BlockAt(pos);
- } else {
+ if (!Chunk::InBounds(pos)) {
pos -= Block::FaceNormal(face) * Chunk::Extent();
- if (chunk->HasNeighbor(face)) {
- chunk = &chunk->GetNeighbor(face);
- result = &chunk->BlockAt(pos);
- }
+ chunk = &chunk->GetNeighbor(face);
}
}
-ChunkLoader::ChunkLoader(const Config &config, const BlockTypeRegistry ®, const Generator &gen)
+ChunkLoader::ChunkLoader(const Config &config, const BlockTypeRegistry ®, const Generator &gen) noexcept
: base(0, 0, 0)
, reg(reg)
, gen(gen)
struct ChunkLess {
- explicit ChunkLess(const Chunk::Pos &base)
+ explicit ChunkLess(const Chunk::Pos &base) noexcept
: base(base) { }
- bool operator ()(const Chunk::Pos &a, const Chunk::Pos &b) const {
+ bool operator ()(const Chunk::Pos &a, const Chunk::Pos &b) const noexcept {
Chunk::Pos da(base - a);
Chunk::Pos db(base - b);
return
loaded.emplace_back(reg);
Chunk &chunk = loaded.back();
chunk.Position(pos);
- Insert(chunk);
gen(chunk);
+ Insert(chunk);
return chunk;
}
-void ChunkLoader::Insert(Chunk &chunk) {
+void ChunkLoader::Insert(Chunk &chunk) noexcept {
for (Chunk &other : loaded) {
chunk.SetNeighbor(other);
}
}
-void ChunkLoader::Remove(Chunk &chunk) {
+void ChunkLoader::Remove(Chunk &chunk) noexcept {
chunk.Unlink();
}
-Chunk *ChunkLoader::Loaded(const Chunk::Pos &pos) {
+Chunk *ChunkLoader::Loaded(const Chunk::Pos &pos) noexcept {
for (Chunk &chunk : loaded) {
if (chunk.Position() == pos) {
return &chunk;
return nullptr;
}
-bool ChunkLoader::Queued(const Chunk::Pos &pos) {
+bool ChunkLoader::Queued(const Chunk::Pos &pos) noexcept {
for (const Chunk::Pos &chunk : to_generate) {
if (chunk == pos) {
return true;
return nullptr;
}
-bool ChunkLoader::Known(const Chunk::Pos &pos) {
+bool ChunkLoader::Known(const Chunk::Pos &pos) noexcept {
if (Loaded(pos)) return true;
return Queued(pos);
}
}
void ChunkLoader::Update() {
- bool reused = false;
- if (!to_generate.empty()) {
- Chunk::Pos pos(to_generate.front());
-
- for (auto iter(to_free.begin()), end(to_free.end()); iter != end; ++iter) {
- if (iter->Position() == pos) {
- iter->Relink();
- loaded.splice(loaded.end(), to_free, iter);
- reused = true;
- break;
- }
- }
+ if (to_generate.empty()) {
+ return;
+ }
- if (!reused) {
- if (to_free.empty()) {
- loaded.emplace_back(reg);
- } else {
- to_free.front().ClearNeighbors();
- loaded.splice(loaded.end(), to_free, to_free.begin());
- reused = true;
- }
- Chunk &chunk = loaded.back();
- chunk.Position(pos);
- Insert(chunk);
- gen(chunk);
+ Chunk::Pos pos(to_generate.front());
+ to_generate.pop_front();
+
+ for (auto iter(to_free.begin()), end(to_free.end()); iter != end; ++iter) {
+ if (iter->Position() == pos) {
+ iter->Relink();
+ loaded.splice(loaded.end(), to_free, iter);
+ return;
}
- to_generate.pop_front();
}
- if (!reused && !to_free.empty()) {
- to_free.pop_front();
+ if (to_free.empty()) {
+ loaded.emplace_back(reg);
+ } else {
+ to_free.front().ClearNeighbors();
+ loaded.splice(loaded.end(), to_free, to_free.begin());
}
+ Chunk &chunk = loaded.back();
+ chunk.Position(pos);
+ gen(chunk);
+ Insert(chunk);
}
}