+ const BlockTypeRegistry *types;
+ Chunk *neighbor[Block::FACE_COUNT];
+ Block blocks[16 * 16 * 16];
+ unsigned char light[16 * 16 * 16];
+ BlockModel model;
+ Pos position;
+ bool dirty;
+
+};
+
+
+class BlockLookup {
+
+public:
+ // resolve chunk/position from oob coordinates
+ BlockLookup(Chunk *c, const Chunk::Pos &p) noexcept;
+
+ // resolve chunk/position from ib coordinates and direction
+ BlockLookup(Chunk *c, const Chunk::Pos &p, Block::Face dir) noexcept;
+
+ // check if lookup was successful
+ operator bool() const { return chunk; }
+
+ // only valid if lookup was successful
+ Chunk &GetChunk() const noexcept { return *chunk; }
+ const Chunk::Pos &GetBlockPos() const noexcept { return pos; }
+ const Block &GetBlock() const noexcept { return GetChunk().BlockAt(GetBlockPos()); }
+ const BlockType &GetType() const noexcept { return GetChunk().Type(GetBlock()); }
+ int GetLight() const noexcept { return GetChunk().GetLight(GetBlockPos()); }
+
+ // traverse in given direction
+ BlockLookup Next(Block::Face f) const { return BlockLookup(chunk, pos, f); }
+
+private:
+ Chunk *chunk;
+ Chunk::Pos pos;
+
+};
+
+
+class Generator;
+
+class ChunkLoader {
+
+public:
+ struct Config {
+ int load_dist = 6;
+ int unload_dist = 8;
+ };
+
+ ChunkLoader(const Config &, const BlockTypeRegistry &, const Generator &) noexcept;
+
+ void Generate(const Chunk::Pos &from, const Chunk::Pos &to);
+ void GenerateSurrounding(const Chunk::Pos &);
+
+ std::list<Chunk> &Loaded() noexcept { return loaded; }
+
+ Chunk *Loaded(const Chunk::Pos &) noexcept;
+ bool Queued(const Chunk::Pos &) noexcept;
+ bool Known(const Chunk::Pos &) noexcept;
+ Chunk &ForceLoad(const Chunk::Pos &);
+
+ void Rebase(const Chunk::Pos &);