0.5f + (idx / (Width() * Height()))
);
}
+ glm::mat4 ToTransform(int idx) const;
+
+ static constexpr bool IsBorder(int idx) {
+ return
+ idx < Width() * Height() ||
+ (idx / Width()) % Height() == 0 ||
+ (idx / Width()) % Height() == Height() - 1 ||
+ (idx / (Width() * Height())) == Depth() - 1;
+ }
+
+ // check if block at given index is completely enclosed (and therefore invisible)
+ bool Obstructed(int idx) const;
void Allocate();
void Invalidate() { dirty = true; }
std::list<Chunk> &Loaded() { return loaded; }
Chunk *Loaded(const Chunk::Pos &);
- Chunk *Queued(const Chunk::Pos &);
- Chunk *Known(const Chunk::Pos &);
+ bool Queued(const Chunk::Pos &);
+ bool Known(const Chunk::Pos &);
Chunk &ForceLoad(const Chunk::Pos &);
void Rebase(const Chunk::Pos &);
const Generator &gen;
std::list<Chunk> loaded;
- std::list<Chunk> to_generate;
+ std::list<Chunk::Pos> to_generate;
std::list<Chunk> to_free;
int load_dist;