#include "geometry.hpp"
#include "model.hpp"
+#include <list>
#include <vector>
#include <glm/glm.hpp>
static AABB Bounds() { return AABB{ { 0, 0, 0 }, Extent() }; }
- static constexpr bool InBounds(const glm::vec3 &pos) {
+ static constexpr bool InBounds(const Block::Pos &pos) {
return
pos.x >= 0 && pos.x < Width() &&
pos.y >= 0 && pos.y < Height() &&
pos.z >= 0 && pos.z < Depth();
}
- static constexpr int ToIndex(const glm::vec3 &pos) {
- return int(pos.x) + int(pos.y) * Width() + int(pos.z) * Width() * Height();
+ static constexpr bool InBounds(const Chunk::Pos &pos) {
+ return
+ pos.x >= 0 && pos.x < Width() &&
+ pos.y >= 0 && pos.y < Height() &&
+ pos.z >= 0 && pos.z < Depth();
+ }
+ static constexpr int ToIndex(const Chunk::Pos &pos) {
+ return pos.x + pos.y * Width() + pos.z * Width() * Height();
}
static constexpr bool InBounds(int idx) {
return idx >= 0 && idx < Size();
0.5f + (idx / (Width() * Height()))
);
}
+ static Chunk::Pos ToPos(int idx) {
+ return Chunk::Pos(
+ (idx % Width()),
+ ((idx / Width()) % Height()),
+ (idx / (Width() * Height()))
+ );
+ }
+ glm::mat4 ToTransform(int idx) const;
+
+ static constexpr bool IsBorder(int idx) {
+ return
+ idx < Width() * Height() || // low Z plane
+ idx % Width() == 0 || // low X plane
+ (idx / (Width() * Height())) == Depth() - 1 || // high Z plane
+ idx % Width() == Width() - 1 || // high X plane
+ (idx / Width()) % Height() == 0 || // low Y plane
+ (idx / Width()) % Height() == Height() - 1; // high Y plane
+ }
+
+ void SetNeighbor(Chunk &);
+ bool HasNeighbor(Block::Face f) const { return neighbor[f]; }
+ Chunk &GetNeighbor(Block::Face f) { return *neighbor[f]; }
+ const Chunk &GetNeighbor(Block::Face f) const { return *neighbor[f]; }
+ void ClearNeighbors();
+ void Unlink();
+ void Relink();
+
+ // check if block at given index is completely enclosed (and therefore invisible)
+ bool Obstructed(int idx) const;
void Allocate();
void Invalidate() { dirty = true; }
const Block &BlockAt(int index) const { return blocks[index]; }
Block &BlockAt(const Block::Pos &pos) { return BlockAt(ToIndex(pos)); }
const Block &BlockAt(const Block::Pos &pos) const { return BlockAt(ToIndex(pos)); }
+ Block &BlockAt(const Chunk::Pos &pos) { return BlockAt(ToIndex(pos)); }
+ const Block &BlockAt(const Chunk::Pos &pos) const { return BlockAt(ToIndex(pos)); }
const BlockType &Type(const Block &b) const { return *types->Get(b.type); }
+ bool Intersection(
+ const Ray &ray,
+ const glm::mat4 &M,
+ float &dist
+ ) const {
+ return blank::Intersection(ray, Bounds(), M, &dist);
+ }
+
bool Intersection(
const Ray &,
const glm::mat4 &M,
- int *blkid = nullptr,
- float *dist = nullptr,
- glm::vec3 *normal = nullptr) const;
+ int &blkid,
+ float &dist,
+ glm::vec3 &normal) const;
void Position(const Pos &);
const Pos &Position() const { return position; }
glm::mat4 Transform(const Pos &offset) const;
+ void CheckUpdate();
void Draw();
private:
private:
const BlockTypeRegistry *types;
+ Chunk *neighbor[Block::FACE_COUNT];
std::vector<Block> blocks;
Model model;
Pos position;
};
+
+class Generator;
+
+class ChunkLoader {
+
+public:
+ ChunkLoader(const BlockTypeRegistry &, const Generator &);
+
+ void Generate(const Chunk::Pos &from, const Chunk::Pos &to);
+
+ std::list<Chunk> &Loaded() { return loaded; }
+
+ Chunk *Loaded(const Chunk::Pos &);
+ bool Queued(const Chunk::Pos &);
+ bool Known(const Chunk::Pos &);
+ Chunk &ForceLoad(const Chunk::Pos &);
+
+ void Rebase(const Chunk::Pos &);
+ void Update();
+
+private:
+ Chunk &Generate(const Chunk::Pos &pos);
+ void Insert(Chunk &);
+ void Remove(Chunk &);
+
+private:
+ Chunk::Pos base;
+
+ const BlockTypeRegistry ®
+ const Generator &gen;
+
+ std::list<Chunk> loaded;
+ std::list<Chunk::Pos> to_generate;
+ std::list<Chunk> to_free;
+
+ int load_dist;
+ int unload_dist;
+
+};
+
}
#endif