#include "geometry.hpp"
#include "model.hpp"
+#include <list>
#include <vector>
#include <glm/glm.hpp>
class Chunk {
public:
- Chunk();
+ using Pos = glm::tvec3<int>;
+
+public:
+ explicit Chunk(const BlockTypeRegistry &);
Chunk(Chunk &&);
Chunk &operator =(Chunk &&);
static constexpr int Width() { return 16; }
static constexpr int Height() { return 16; }
static constexpr int Depth() { return 16; }
- static glm::vec3 Extent() { return glm::vec3(Width(), Height(), Depth()); }
+ static Pos Extent() { return { Width(), Height(), Depth() }; }
static constexpr int Size() { return Width() * Height() * Depth(); }
- static AABB Bounds() { return AABB{ { 0, 0, 0 }, { Width(), Height(), Depth() } }; }
+ static AABB Bounds() { return AABB{ { 0, 0, 0 }, Extent() }; }
static constexpr bool InBounds(const glm::vec3 &pos) {
return
static constexpr bool InBounds(int idx) {
return idx >= 0 && idx < Size();
}
- static glm::vec3 ToCoords(int idx) {
- return glm::vec3(
- 0.5f + idx % Width(),
- 0.5f + (idx / Width()) % Height(),
- 0.5f + idx / (Width() * Height())
+ static Block::Pos ToCoords(int idx) {
+ return Block::Pos(
+ 0.5f + (idx % Width()),
+ 0.5f + ((idx / Width()) % Height()),
+ 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; }
Block &BlockAt(int index) { return blocks[index]; }
const Block &BlockAt(int index) const { return blocks[index]; }
- Block &BlockAt(const glm::vec3 &pos) { return BlockAt(ToIndex(pos)); }
- const Block &BlockAt(const glm::vec3 &pos) const { return BlockAt(ToIndex(pos)); }
+ Block &BlockAt(const Block::Pos &pos) { return BlockAt(ToIndex(pos)); }
+ const Block &BlockAt(const Block::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 glm::vec3 &);
- const glm::vec3 &Position() const { return position; }
- glm::mat4 Transform(const glm::vec3 &offset) const;
+ void Position(const Pos &);
+ const Pos &Position() const { return position; }
+ glm::mat4 Transform(const Pos &offset) const;
+ void CheckUpdate();
void Draw();
private:
- int VertexCount() const;
void Update();
private:
+ const BlockTypeRegistry *types;
std::vector<Block> blocks;
Model model;
- glm::vec3 position;
+ Pos position;
bool dirty;
};
+
+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::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