+bool Chunk::Obstructed(int idx) const {
+ Chunk::Pos pos(ToPos(idx));
+
+ 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;
+ }
+
+ return true;
+}
+
+glm::mat4 Chunk::ToTransform(int idx) const {
+ return glm::translate(glm::mat4(1.0f), ToCoords(idx)) * blocks[idx].Transform();
+}
+
+
+BlockLookup::BlockLookup(Chunk *c, const Chunk::Pos &p)
+: 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;
+ }
+ }
+ while (pos.x < 0) {
+ if (chunk->HasNeighbor(Block::FACE_LEFT)) {
+ chunk = &chunk->GetNeighbor(Block::FACE_LEFT);
+ pos.x += Chunk::Width();
+ } else {
+ chunk = nullptr;
+ return;
+ }
+ }
+ while (pos.y >= Chunk::Height()) {
+ if (chunk->HasNeighbor(Block::FACE_UP)) {
+ chunk = &chunk->GetNeighbor(Block::FACE_UP);
+ pos.y -= Chunk::Height();
+ } else {
+ chunk = nullptr;
+ return;
+ }
+ }
+ while (pos.y < 0) {
+ if (chunk->HasNeighbor(Block::FACE_DOWN)) {
+ chunk = &chunk->GetNeighbor(Block::FACE_DOWN);
+ pos.y += Chunk::Height();
+ } else {
+ chunk = nullptr;
+ return;
+ }
+ }
+ while (pos.z >= Chunk::Depth()) {
+ if (chunk->HasNeighbor(Block::FACE_FRONT)) {
+ chunk = &chunk->GetNeighbor(Block::FACE_FRONT);
+ pos.z -= Chunk::Depth();
+ } else {
+ chunk = nullptr;
+ return;
+ }
+ }
+ while (pos.z < 0) {
+ if (chunk->HasNeighbor(Block::FACE_BACK)) {
+ chunk = &chunk->GetNeighbor(Block::FACE_BACK);
+ pos.z += Chunk::Depth();
+ } else {
+ chunk = nullptr;
+ return;
+ }
+ }
+}
+
+BlockLookup::BlockLookup(Chunk *c, const Chunk::Pos &p, Block::Face face)
+: chunk(c), pos(p) {
+ pos += Block::FaceNormal(face);
+ if (!Chunk::InBounds(pos)) {
+ pos -= Block::FaceNormal(face) * Chunk::Extent();
+ chunk = &chunk->GetNeighbor(face);
+ }
+}
+
+
+ChunkLoader::ChunkLoader(const Config &config, const BlockTypeRegistry ®, const Generator &gen)
+: base(0, 0, 0)
+, reg(reg)
+, gen(gen)
+, loaded()
+, to_generate()
+, to_free()
+, load_dist(config.load_dist)
+, unload_dist(config.unload_dist) {
+
+}
+
+namespace {
+
+struct ChunkLess {
+
+ explicit ChunkLess(const Chunk::Pos &base)
+ : base(base) { }
+
+ bool operator ()(const Chunk::Pos &a, const Chunk::Pos &b) const {
+ Chunk::Pos da(base - a);
+ Chunk::Pos db(base - b);
+ return
+ da.x * da.x + da.y * da.y + da.z * da.z <
+ db.x * db.x + db.y * db.y + db.z * db.z;
+ }
+
+ Chunk::Pos base;
+
+};
+
+}
+
+void ChunkLoader::Generate(const Chunk::Pos &from, const Chunk::Pos &to) {
+ for (int z = from.z; z < to.z; ++z) {
+ for (int y = from.y; y < to.y; ++y) {
+ for (int x = from.x; x < to.x; ++x) {
+ Chunk::Pos pos(x, y, z);
+ if (Known(pos)) {
+ continue;
+ } else if (pos == base) {
+ Generate(pos);
+
+ // light testing
+ // for (int i = 0; i < 16; ++i) {
+ // for (int j = 0; j < 16; ++j) {
+ // loaded.back().SetBlock(Chunk::Pos{ i, j, 0 }, Block(1));
+ // loaded.back().SetBlock(Chunk::Pos{ i, j, 15 }, Block(1));
+ // loaded.back().SetBlock(Chunk::Pos{ 0, j, i }, Block(1));
+ // loaded.back().SetBlock(Chunk::Pos{ 15, j, i }, Block(1));
+ // }
+ // }
+ // loaded.back().SetBlock(Chunk::Pos{ 1, 0, 1 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 14, 0, 1 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 1, 0, 14 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 14, 0, 14 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 1, 15, 1 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 14, 15, 1 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 1, 15, 14 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 14, 15, 14 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 7, 7, 0 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 8, 7, 0 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 7, 8, 0 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 8, 8, 0 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 7, 7, 15 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 8, 7, 15 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 7, 8, 15 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 8, 8, 15 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 0, 7, 7 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 0, 7, 8 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 0, 8, 7 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 0, 8, 8 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 15, 7, 7 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 15, 7, 8 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 15, 8, 7 }, Block(13));
+ // loaded.back().SetBlock(Chunk::Pos{ 15, 8, 8 }, Block(13));
+ // loaded.back().Invalidate();
+ // loaded.back().CheckUpdate();
+
+ // orientation testing
+ // for (int i = 0; i < Block::FACE_COUNT; ++i) {
+ // for (int j = 0; j < Block::TURN_COUNT; ++j) {
+ // loaded.back().BlockAt(512 * j + 2 * i) = Block(3 * (j + 1), Block::Face(i), Block::Turn(j));
+ // }
+ // }
+ // loaded.back().Invalidate();
+ // loaded.back().CheckUpdate();
+ } else {
+ to_generate.emplace_back(pos);
+ }
+ }
+ }
+ }
+ to_generate.sort(ChunkLess(base));
+}
+
+Chunk &ChunkLoader::Generate(const Chunk::Pos &pos) {
+ loaded.emplace_back(reg);
+ Chunk &chunk = loaded.back();
+ chunk.Position(pos);
+ gen(chunk);
+ Insert(chunk);
+ return chunk;
+}
+
+void ChunkLoader::Insert(Chunk &chunk) {
+ for (Chunk &other : loaded) {
+ chunk.SetNeighbor(other);
+ }
+}
+
+void ChunkLoader::Remove(Chunk &chunk) {
+ chunk.Unlink();
+}
+
+Chunk *ChunkLoader::Loaded(const Chunk::Pos &pos) {
+ for (Chunk &chunk : loaded) {
+ if (chunk.Position() == pos) {
+ return &chunk;
+ }
+ }
+ return nullptr;
+}
+
+bool ChunkLoader::Queued(const Chunk::Pos &pos) {
+ for (const Chunk::Pos &chunk : to_generate) {
+ if (chunk == pos) {
+ return true;
+ }
+ }
+ return nullptr;
+}
+
+bool ChunkLoader::Known(const Chunk::Pos &pos) {
+ if (Loaded(pos)) return true;
+ return Queued(pos);
+}
+
+Chunk &ChunkLoader::ForceLoad(const Chunk::Pos &pos) {
+ Chunk *chunk = Loaded(pos);
+ if (chunk) {
+ return *chunk;
+ }
+
+ for (auto iter(to_generate.begin()), end(to_generate.end()); iter != end; ++iter) {
+ if (*iter == pos) {
+ to_generate.erase(iter);
+ break;
+ }
+ }
+
+ return Generate(pos);
+}
+
+void ChunkLoader::Rebase(const Chunk::Pos &new_base) {
+ if (new_base == base) {
+ return;
+ }
+ base = new_base;
+
+ // unload far away chunks
+ for (auto iter(loaded.begin()), end(loaded.end()); iter != end;) {
+ if (std::abs(base.x - iter->Position().x) > unload_dist
+ || std::abs(base.y - iter->Position().y) > unload_dist
+ || std::abs(base.z - iter->Position().z) > unload_dist) {
+ auto saved = iter;
+ Remove(*saved);
+ ++iter;
+ to_free.splice(to_free.end(), loaded, saved);
+ } else {
+ ++iter;
+ }
+ }
+ // abort far away queued chunks
+ for (auto iter(to_generate.begin()), end(to_generate.end()); iter != end;) {
+ if (std::abs(base.x - iter->x) > unload_dist
+ || std::abs(base.y - iter->y) > unload_dist
+ || std::abs(base.z - iter->z) > unload_dist) {
+ iter = to_generate.erase(iter);
+ } else {
+ ++iter;
+ }
+ }
+ // add missing new chunks
+ GenerateSurrounding(base);
+}
+
+void ChunkLoader::GenerateSurrounding(const Chunk::Pos &pos) {
+ const Chunk::Pos offset(load_dist, load_dist, load_dist);
+ Generate(pos - offset, pos + offset);
+}
+
+void ChunkLoader::Update() {
+ if (to_generate.empty()) {
+ return;
+ }
+
+ 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;
+ }
+ }
+
+ 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);
+}