0.5f + (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
+ }
+
+ // check if block at given index is completely enclosed (and therefore invisible)
+ bool Obstructed(int idx) const;
void Allocate();
void Invalidate() { dirty = true; }
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; }
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;