1 #include "BlockLookup.hpp"
3 #include "ChunkIndex.hpp"
4 #include "ChunkLoader.hpp"
5 #include "ChunkRenderer.hpp"
6 #include "ChunkStore.hpp"
8 #include "Generator.hpp"
9 #include "WorldCollision.hpp"
10 #include "../app/Assets.hpp"
11 #include "../geometry/distance.hpp"
12 #include "../graphics/BlockLighting.hpp"
13 #include "../graphics/BlockMesh.hpp"
14 #include "../graphics/Viewport.hpp"
15 #include "../io/WorldSave.hpp"
25 constexpr int Chunk::side;
26 constexpr int Chunk::size;
29 Chunk::Chunk(const BlockTypeRegistry &types) noexcept
43 Chunk::Chunk(Chunk &&other) noexcept
45 , generated(other.generated)
46 , lighted(other.lighted)
47 , position(other.position)
48 , ref_count(other.ref_count)
49 , dirty_mesh(other.dirty_mesh)
50 , dirty_save(other.dirty_save) {
51 std::copy(other.neighbor, other.neighbor + sizeof(neighbor), neighbor);
52 std::copy(other.blocks, other.blocks + sizeof(blocks), blocks);
53 std::copy(other.light, other.light + sizeof(light), light);
57 Chunk &Chunk::operator =(Chunk &&other) noexcept {
59 std::copy(other.neighbor, other.neighbor + sizeof(neighbor), neighbor);
60 std::copy(other.blocks, other.blocks + sizeof(blocks), blocks);
61 std::copy(other.light, other.light + sizeof(light), light);
62 generated = other.generated;
63 lighted = other.lighted;
64 position = other.position;
65 std::swap(ref_count, other.ref_count);
66 dirty_mesh = other.dirty_save;
67 dirty_save = other.dirty_save;
77 RoughLocation::Fine pos;
79 SetNode(Chunk *chunk, RoughLocation::Fine pos)
80 : chunk(chunk), pos(pos) { }
82 int Get() const noexcept { return chunk->GetLight(pos); }
83 void Set(int level) noexcept { chunk->SetLight(pos, level); }
85 const BlockType &GetType() const noexcept { return chunk->Type(Chunk::ToIndex(pos)); }
87 bool HasNext(Block::Face face) noexcept {
88 const BlockType &type = GetType();
89 if (type.block_light && !type.luminosity) return false;
90 const BlockLookup next(chunk, pos, face);
93 SetNode GetNext(Block::Face face) noexcept {
94 const BlockLookup next(chunk, pos, face);
95 return SetNode(&next.GetChunk(), next.GetBlockPos());
105 UnsetNode(Chunk *chunk, RoughLocation::Fine pos)
106 : SetNode(chunk, pos), level(Get()) { }
108 UnsetNode(const SetNode &set)
109 : SetNode(set), level(Get()) { }
112 bool HasNext(Block::Face face) noexcept {
113 const BlockLookup next(chunk, pos, face);
116 UnsetNode GetNext(Block::Face face) noexcept { return UnsetNode(SetNode::GetNext(face)); }
120 std::queue<SetNode> light_queue;
121 std::queue<UnsetNode> dark_queue;
123 void work_light() noexcept {
124 while (!light_queue.empty()) {
125 SetNode node = light_queue.front();
128 int level = node.Get() - 1;
129 for (int face = 0; face < Block::FACE_COUNT; ++face) {
130 if (node.HasNext(Block::Face(face))) {
131 SetNode other = node.GetNext(Block::Face(face));
132 if (other.Get() < level) {
134 light_queue.emplace(other);
141 void work_dark() noexcept {
142 while (!dark_queue.empty()) {
143 UnsetNode node = dark_queue.front();
146 for (int face = 0; face < Block::FACE_COUNT; ++face) {
147 if (node.HasNext(Block::Face(face))) {
148 UnsetNode other = node.GetNext(Block::Face(face));
149 // TODO: if there a light source here with the same level this will err
150 if (other.Get() != 0 && other.Get() < node.level) {
152 dark_queue.emplace(other);
154 light_queue.emplace(other);
163 void Chunk::SetBlock(int index, const Block &block) noexcept {
164 const BlockType &old_type = Type(blocks[index]);
165 const BlockType &new_type = Type(block);
167 blocks[index] = block;
170 if (!lighted || &old_type == &new_type) return;
172 if (new_type.luminosity > old_type.luminosity) {
174 SetLight(index, new_type.luminosity);
175 light_queue.emplace(this, ToPos(index));
177 } else if (new_type.luminosity < old_type.luminosity) {
179 dark_queue.emplace(this, ToPos(index));
182 SetLight(index, new_type.luminosity);
183 light_queue.emplace(this, ToPos(index));
185 } else if (new_type.block_light && !old_type.block_light) {
187 if (GetLight(index) > 0) {
188 dark_queue.emplace(this, ToPos(index));
193 } else if (!new_type.block_light && old_type.block_light) {
196 RoughLocation::Fine pos(ToPos(index));
197 for (int face = 0; face < Block::FACE_COUNT; ++face) {
198 BlockLookup next_block(this, pos, Block::Face(face));
200 level = std::max(level, next_block.GetLight());
204 SetLight(index, level - 1);
205 light_queue.emplace(this, pos);
211 void Chunk::ScanLights() {
213 RoughLocation::Fine pos(0, 0, 0);
214 for (; pos.z < side; ++pos.z) {
215 for (pos.y = 0; pos.y < side; ++pos.y) {
216 for (pos.x = 0; pos.x < side; ++pos.x, ++idx) {
217 const BlockType &type = Type(blocks[idx]);
218 if (type.luminosity) {
219 SetLight(idx, type.luminosity);
220 light_queue.emplace(this, pos);
229 void Chunk::SetNeighbor(Block::Face face, Chunk &other) noexcept {
230 neighbor[face] = &other;
231 other.neighbor[Block::Opposite(face)] = this;
234 void Chunk::Unlink() noexcept {
235 for (int face = 0; face < Block::FACE_COUNT; ++face) {
236 if (neighbor[face]) {
237 neighbor[face]->neighbor[Block::Opposite(Block::Face(face))] = nullptr;
238 neighbor[face] = nullptr;
244 void Chunk::SetLight(int index, int level) noexcept {
245 if (light[index] != level) {
246 light[index] = level;
251 int Chunk::GetLight(int index) const noexcept {
255 float Chunk::GetVertexLight(const RoughLocation::Fine &pos, const BlockMesh::Position &vtx, const EntityMesh::Normal &norm) const noexcept {
256 int index = ToIndex(pos);
257 float light = GetLight(index);
259 Block::Face direct_face(Block::NormalFace(norm));
261 BlockLookup direct(const_cast<Chunk *>(this), pos, Block::NormalFace(norm));
263 float direct_light = direct.GetLight();
264 if (direct_light > light) {
265 light = direct_light;
271 if (Type(BlockAt(index)).luminosity > 0 || direct.GetType().block_light) {
276 switch (Block::Axis(direct_face)) {
278 edge[0] = (vtx.y - pos.y) > 0.5f ? Block::FACE_UP : Block::FACE_DOWN;
279 edge[1] = (vtx.z - pos.z) > 0.5f ? Block::FACE_FRONT : Block::FACE_BACK;
282 edge[0] = (vtx.z - pos.z) > 0.5f ? Block::FACE_FRONT : Block::FACE_BACK;
283 edge[1] = (vtx.x - pos.x) > 0.5f ? Block::FACE_RIGHT : Block::FACE_LEFT;
286 edge[0] = (vtx.x - pos.x) > 0.5f ? Block::FACE_RIGHT : Block::FACE_LEFT;
287 edge[1] = (vtx.y - pos.y) > 0.5f ? Block::FACE_UP : Block::FACE_DOWN;
294 BlockLookup next[2] = {
295 direct.Next(edge[0]),
296 direct.Next(edge[1]),
300 if (next[0].GetType().block_light) {
303 light += next[0].GetLight();
308 if (next[1].GetType().block_light) {
311 light += next[1].GetLight();
317 BlockLookup corner = next[0].Next(edge[1]);
319 if (corner.GetType().block_light) {
322 light += corner.GetLight();
326 } else if (next[1]) {
327 BlockLookup corner = next[1].Next(edge[0]);
329 if (corner.GetType().block_light) {
332 light += corner.GetLight();
341 return (light / num) - (occlusion * 0.8f);
345 bool Chunk::IsSurface(const RoughLocation::Fine &pos) const noexcept {
346 const Block &block = BlockAt(pos);
347 if (!Type(block).visible) {
350 for (int face = 0; face < Block::FACE_COUNT; ++face) {
351 BlockLookup next = BlockLookup(const_cast<Chunk *>(this), pos, Block::Face(face));
352 if (!next || !next.GetType().visible) {
360 bool Chunk::Intersection(
368 coll.depth = std::numeric_limits<float>::infinity();
369 for (int z = 0; z < side; ++z) {
370 for (int y = 0; y < side; ++y) {
371 for (int x = 0; x < side; ++x, ++idx) {
372 const BlockType &type = Type(idx);
373 if (!type.collision || !type.shape) {
378 if (type.shape->Intersects(ray, M * ToTransform(RoughLocation::Fine(x, y, z), idx), cur_dist, cur_norm)) {
379 if (cur_dist < coll.depth) {
381 coll.depth = cur_dist;
382 coll.normal = cur_norm;
389 if (coll.block < 0) {
392 coll.normal = glm::vec3(BlockAt(coll.block).Transform() * glm::vec4(coll.normal, 0.0f));
397 bool Chunk::Intersection(
399 const glm::mat4 &Mbox,
400 const glm::mat4 &Mchunk,
401 std::vector<WorldCollision> &col
407 if (!blank::Intersection(box, Mbox, Bounds(), Mchunk, penetration, normal)) {
411 // box's origin relative to the chunk
412 const glm::vec3 box_coords(Mbox[3] - Mchunk[3]);
413 const float box_rad = box.OriginRadius();
415 // assume a bounding radius of 2 for blocks
416 constexpr float block_rad = 2.0f;
417 const float bb_radius = box_rad + block_rad;
419 const RoughLocation::Fine begin(max(
420 RoughLocation::Fine(0),
421 RoughLocation::Fine(floor(box_coords - bb_radius))
423 const RoughLocation::Fine end(min(
424 RoughLocation::Fine(side - 1),
425 RoughLocation::Fine(ceil(box_coords + bb_radius))
428 for (RoughLocation::Fine pos(begin); pos.z < end.y; ++pos.z) {
429 for (pos.y = begin.y; pos.y < end.y; ++pos.y) {
430 for (pos.x = begin.x; pos.x < end.x; ++pos.x) {
431 int idx = ToIndex(pos);
432 const BlockType &type = Type(idx);
433 if (!type.collision || !type.shape) {
436 if (type.shape->Intersects(Mchunk * ToTransform(pos, idx), box, Mbox, penetration, normal)) {
437 col.emplace_back(this, idx, penetration, normal);
446 bool Chunk::Intersection(
447 const Entity &entity,
448 const glm::mat4 &Mentity,
449 const glm::mat4 &Mchunk,
450 std::vector<WorldCollision> &col
452 // entity's origin relative to the chunk
453 const glm::vec3 entity_coords(Mentity[3] - Mchunk[3]);
454 const float ec_radius = entity.Radius() + Radius();
456 if (distance_squared(entity_coords, Center()) > ec_radius * ec_radius) {
464 // assume a bounding radius of 2 for blocks
465 constexpr float block_rad = 2.0f;
466 const float eb_radius = entity.Radius() + block_rad;
468 const RoughLocation::Fine begin(max(
469 RoughLocation::Fine(0),
470 RoughLocation::Fine(floor(entity_coords - eb_radius))
472 const RoughLocation::Fine end(min(
473 RoughLocation::Fine(side),
474 RoughLocation::Fine(ceil(entity_coords + eb_radius))
477 for (RoughLocation::Fine pos(begin); pos.z < end.z; ++pos.z) {
478 for (pos.y = begin.y; pos.y < end.y; ++pos.y) {
479 for (pos.x = begin.x; pos.x < end.x; ++pos.x) {
480 int idx = ToIndex(pos);
481 const BlockType &type = Type(idx);
482 if (!type.collision || !type.shape) {
485 if (type.shape->Intersects(Mchunk * ToTransform(pos, idx), entity.Bounds(), Mentity, penetration, normal)) {
486 col.emplace_back(this, idx, penetration, normal);
498 BlockMesh::Buffer buf;
502 void Chunk::Update(BlockMesh &model) noexcept {
503 int vtx_count = 0, idx_count = 0;
504 for (const auto &block : blocks) {
505 const BlockType &type = Type(block);
506 if (type.visible && type.shape) {
507 vtx_count += type.shape->VertexCount();
508 idx_count += type.shape->IndexCount();
512 buf.Reserve(vtx_count, idx_count);
516 BlockMesh::Index vtx_counter = 0;
517 for (size_t z = 0; z < side; ++z) {
518 for (size_t y = 0; y < side; ++y) {
519 for (size_t x = 0; x < side; ++x, ++idx) {
520 const BlockType &type = Type(BlockAt(idx));
521 const RoughLocation::Fine pos(x, y, z);
523 if (!type.visible || !type.shape || Obstructed(pos).All()) continue;
525 type.FillBlockMesh(buf, ToTransform(pos, idx), vtx_counter);
526 size_t vtx_begin = vtx_counter;
527 vtx_counter += type.shape->VertexCount();
529 for (size_t vtx = vtx_begin; vtx < vtx_counter; ++vtx) {
530 buf.lights.emplace_back(GetVertexLight(
533 type.shape->VertexNormal(vtx - vtx_begin, BlockAt(idx).Transform())
545 Block::FaceSet Chunk::Obstructed(const RoughLocation::Fine &pos) const noexcept {
546 Block::FaceSet result;
548 for (int f = 0; f < Block::FACE_COUNT; ++f) {
549 Block::Face face = Block::Face(f);
550 BlockLookup next(const_cast<Chunk *>(this), pos, face);
551 if (next && next.GetType().FaceFilled(next.GetBlock(), Block::Opposite(face))) {
559 glm::mat4 Chunk::ToTransform(const RoughLocation::Fine &pos, int idx) const noexcept {
560 return glm::translate(ToCoords(pos)) * BlockAt(idx).Transform();
564 BlockLookup::BlockLookup(Chunk *c, const RoughLocation::Fine &p) noexcept
566 while (pos.x >= Chunk::side) {
567 if (chunk->HasNeighbor(Block::FACE_RIGHT)) {
568 chunk = &chunk->GetNeighbor(Block::FACE_RIGHT);
569 pos.x -= Chunk::side;
576 if (chunk->HasNeighbor(Block::FACE_LEFT)) {
577 chunk = &chunk->GetNeighbor(Block::FACE_LEFT);
578 pos.x += Chunk::side;
584 while (pos.y >= Chunk::side) {
585 if (chunk->HasNeighbor(Block::FACE_UP)) {
586 chunk = &chunk->GetNeighbor(Block::FACE_UP);
587 pos.y -= Chunk::side;
594 if (chunk->HasNeighbor(Block::FACE_DOWN)) {
595 chunk = &chunk->GetNeighbor(Block::FACE_DOWN);
596 pos.y += Chunk::side;
602 while (pos.z >= Chunk::side) {
603 if (chunk->HasNeighbor(Block::FACE_FRONT)) {
604 chunk = &chunk->GetNeighbor(Block::FACE_FRONT);
605 pos.z -= Chunk::side;
612 if (chunk->HasNeighbor(Block::FACE_BACK)) {
613 chunk = &chunk->GetNeighbor(Block::FACE_BACK);
614 pos.z += Chunk::side;
622 BlockLookup::BlockLookup(Chunk *c, const RoughLocation::Fine &p, Block::Face face) noexcept
624 pos += Block::FaceNormal(face);
625 if (!Chunk::InBounds(pos)) {
626 pos -= Block::FaceNormal(face) * ExactLocation::Extent();
627 chunk = &chunk->GetNeighbor(face);
632 ChunkLoader::ChunkLoader(
634 const Generator &gen,
635 const WorldSave &save
643 void ChunkLoader::Update(int dt) {
644 // check if there's chunks waiting to be loaded
645 // load until one of load or generation limits was hit
646 constexpr int max_load = 10;
647 constexpr int max_gen = 1;
650 while (loaded < max_load && generated < max_gen && store.HasMissing()) {
658 // store a few chunks as well
659 constexpr int max_save = 10;
661 for (Chunk &chunk : store) {
662 if (chunk.ShouldUpdateSave()) {
665 if (saved >= max_save) {
672 int ChunkLoader::ToLoad() const noexcept {
673 return store.EstimateMissing();
676 bool ChunkLoader::LoadOne() {
677 if (!store.HasMissing()) return false;
679 ExactLocation::Coarse pos = store.NextMissing();
680 Chunk *chunk = store.Allocate(pos);
682 // chunk store corrupted?
686 bool generated = false;
687 if (save.Exists(pos)) {
694 ChunkIndex *index = store.ClosestIndex(pos);
699 ExactLocation::Coarse begin(pos - ExactLocation::Coarse(1));
700 ExactLocation::Coarse end(pos + ExactLocation::Coarse(2));
701 for (ExactLocation::Coarse iter(begin); iter.z < end.z; ++iter.z) {
702 for (iter.y = begin.y; iter.y < end.y; ++iter.y) {
703 for (iter.x = begin.x; iter.x < end.x; ++iter.x) {
704 if (index->IsBorder(iter)) continue;
705 Chunk *light_chunk = index->Get(iter);
706 if (!light_chunk) continue;
707 if (index->HasAllSurrounding(iter)) {
708 if (!light_chunk->Lighted()) {
709 light_chunk->ScanLights();
711 light_chunk->InvalidateMesh();
721 void ChunkLoader::LoadN(std::size_t n) {
722 std::size_t end = std::min(n, std::size_t(ToLoad()));
723 for (std::size_t i = 0; i < end && store.HasMissing(); ++i) {
729 ChunkRenderer::ChunkRenderer(ChunkIndex &index)
731 , models(index.TotalChunks())
733 , fog_density(0.0f) {
737 ChunkRenderer::~ChunkRenderer() {
741 int ChunkRenderer::MissingChunks() const noexcept {
742 return index.MissingChunks();
745 void ChunkRenderer::LoadTextures(const AssetLoader &loader, const ResourceIndex &tex_index) {
747 loader.LoadTextures(tex_index, block_tex);
748 block_tex.FilterNearest();
751 void ChunkRenderer::Update(int dt) {
752 for (int i = 0, updates = 0; updates < dt && i < index.TotalChunks(); ++i) {
753 if (!index[i]) continue;
754 if (!index[i]->Lighted() && index.HasAllSurrounding(index[i]->Position())) {
755 index[i]->ScanLights();
757 if (index[i]->ShouldUpdateMesh()) {
758 index[i]->Update(models[i]);
764 void ChunkRenderer::Render(Viewport &viewport) {
765 BlockLighting &chunk_prog = viewport.ChunkProgram();
766 chunk_prog.SetTexture(block_tex);
767 chunk_prog.SetFogDensity(fog_density);
769 for (int i = 0; i < index.TotalChunks(); ++i) {
770 if (!index[i]) continue;
771 glm::mat4 m(index[i]->Transform(index.Base()));
772 glm::mat4 mvp(chunk_prog.GetVP() * m);
773 if (!CullTest(Chunk::Bounds(), mvp)) {
774 if (index[i]->ShouldUpdateMesh()) {
775 index[i]->Update(models[i]);
784 ChunkIndex::ChunkIndex(ChunkStore &store, const ExactLocation::Coarse &base, int extent)
788 , side_length(2 * extent + 1)
789 , total_length(side_length * side_length * side_length)
792 , stride(1, side_length, side_length * side_length)
793 , chunks(total_length, nullptr) {
797 ChunkIndex::~ChunkIndex() {
801 bool ChunkIndex::InRange(const ExactLocation::Coarse &pos) const noexcept {
802 return Distance(pos) <= extent;
805 bool ChunkIndex::IsBorder(const ExactLocation::Coarse &pos) const noexcept {
806 return Distance(pos) == extent;
809 int ChunkIndex::Distance(const ExactLocation::Coarse &pos) const noexcept {
810 return manhattan_radius(pos - base);
813 bool ChunkIndex::HasAllSurrounding(const ExactLocation::Coarse &pos) const noexcept {
814 ExactLocation::Coarse begin(pos - ExactLocation::Coarse(1));
815 ExactLocation::Coarse end(pos + ExactLocation::Coarse(2));
816 for (ExactLocation::Coarse iter(begin); iter.z < end.z; ++iter.z) {
817 for (iter.y = begin.y; iter.y < end.y; ++iter.y) {
818 for (iter.x = begin.x; iter.x < end.x; ++iter.x) {
819 if (!Get(iter)) return false;
826 int ChunkIndex::IndexOf(const ExactLocation::Coarse &pos) const noexcept {
827 ExactLocation::Coarse mod_pos(
832 return mod_pos.x * stride.x
833 + mod_pos.y * stride.y
834 + mod_pos.z * stride.z;
837 ExactLocation::Coarse ChunkIndex::PositionOf(int i) const noexcept {
838 ExactLocation::Coarse zero_pos(
839 (i / stride.x) % side_length,
840 (i / stride.y) % side_length,
841 (i / stride.z) % side_length
843 ExactLocation::Coarse zero_base(
848 ExactLocation::Coarse base_relative(zero_pos - zero_base);
849 if (base_relative.x > extent) base_relative.x -= side_length;
850 else if (base_relative.x < -extent) base_relative.x += side_length;
851 if (base_relative.y > extent) base_relative.y -= side_length;
852 else if (base_relative.y < -extent) base_relative.y += side_length;
853 if (base_relative.z > extent) base_relative.z -= side_length;
854 else if (base_relative.z < -extent) base_relative.z += side_length;
855 return base + base_relative;
858 Chunk *ChunkIndex::Get(const ExactLocation::Coarse &pos) noexcept {
860 return chunks[IndexOf(pos)];
866 const Chunk *ChunkIndex::Get(const ExactLocation::Coarse &pos) const noexcept {
868 return chunks[IndexOf(pos)];
874 void ChunkIndex::Rebase(const ExactLocation::Coarse &new_base) {
875 if (new_base == base) return;
877 ExactLocation::Coarse diff(new_base - base);
879 if (manhattan_radius(diff) > extent) {
880 // that's more than half, so probably not worth shifting
889 Shift(Block::FACE_RIGHT);
893 Shift(Block::FACE_LEFT);
897 Shift(Block::FACE_UP);
901 Shift(Block::FACE_DOWN);
905 Shift(Block::FACE_FRONT);
909 Shift(Block::FACE_BACK);
915 int ChunkIndex::GetCol(int c) const noexcept {
917 if (c < 0) c += side_length;
921 void ChunkIndex::Shift(Block::Face f) {
922 int a_axis = Block::Axis(f);
923 int b_axis = (a_axis + 1) % 3;
924 int c_axis = (a_axis + 2) % 3;
925 int dir = Block::Direction(f);
927 int a = GetCol(base[a_axis] + (extent * dir));
928 int a_stride = a * stride[a_axis];
929 for (int b = 0; b < side_length; ++b) {
930 int b_stride = b * stride[b_axis];
931 for (int c = 0; c < side_length; ++c) {
932 int bc_stride = b_stride + c * stride[c_axis];
933 int index = a_stride + bc_stride;
935 int neighbor = ((a - dir + side_length) % side_length) * stride[a_axis] + bc_stride;
936 if (chunks[neighbor] && chunks[neighbor]->HasNeighbor(f)) {
937 Set(index, chunks[neighbor]->GetNeighbor(f));
943 void ChunkIndex::Clear() noexcept {
944 for (int i = 0; i < total_length && total_indexed > 0; ++i) {
949 void ChunkIndex::Scan() noexcept {
950 for (Chunk &chunk : store) {
955 void ChunkIndex::Register(Chunk &chunk) noexcept {
956 if (InRange(chunk.Position())) {
957 Set(IndexOf(chunk.Position()), chunk);
961 void ChunkIndex::Set(int index, Chunk &chunk) noexcept {
963 chunks[index] = &chunk;
968 void ChunkIndex::Unset(int index) noexcept {
970 chunks[index]->UnRef();
971 chunks[index] = nullptr;
976 ExactLocation::Coarse ChunkIndex::NextMissing() noexcept {
977 if (MissingChunks() > 0) {
978 int roundtrip = last_missing;
979 last_missing = (last_missing + 1) % total_length;
980 while (chunks[last_missing]) {
981 last_missing = (last_missing + 1) % total_length;
982 if (last_missing == roundtrip) {
987 return PositionOf(last_missing);
991 ChunkStore::ChunkStore(const BlockTypeRegistry &types)
999 ChunkStore::~ChunkStore() {
1003 ChunkIndex &ChunkStore::MakeIndex(const ExactLocation::Coarse &pos, int extent) {
1004 indices.emplace_back(*this, pos, extent);
1005 return indices.back();
1008 void ChunkStore::UnregisterIndex(ChunkIndex &index) {
1009 for (auto i = indices.begin(), end = indices.end(); i != end; ++i) {
1010 if (&*i == &index) {
1019 ChunkIndex *ChunkStore::ClosestIndex(const ExactLocation::Coarse &pos) {
1020 ChunkIndex *closest_index = nullptr;
1021 int closest_distance = std::numeric_limits<int>::max();
1023 for (ChunkIndex &index : indices) {
1024 int distance = index.Distance(pos);
1025 if (distance < closest_distance) {
1026 closest_index = &index;
1027 closest_distance = distance;
1031 return closest_index;
1034 Chunk *ChunkStore::Get(const ExactLocation::Coarse &pos) {
1035 for (ChunkIndex &index : indices) {
1036 Chunk *chunk = index.Get(pos);
1044 Chunk *ChunkStore::Allocate(const ExactLocation::Coarse &pos) {
1045 Chunk *chunk = Get(pos);
1050 loaded.emplace(loaded.begin(), types);
1052 loaded.splice(loaded.begin(), free, free.begin());
1053 loaded.front().Unlink();
1055 chunk = &loaded.front();
1056 chunk->Position(pos);
1057 for (ChunkIndex &index : indices) {
1058 if (index.InRange(pos)) {
1059 index.Register(*chunk);
1062 for (int i = 0; i < Block::FACE_COUNT; ++i) {
1063 Block::Face face = Block::Face(i);
1064 ExactLocation::Coarse neighbor_pos(pos + Block::FaceNormal(face));
1065 Chunk *neighbor = Get(neighbor_pos);
1067 chunk->SetNeighbor(face, *neighbor);
1073 bool ChunkStore::HasMissing() const noexcept {
1074 for (const ChunkIndex &index : indices) {
1075 if (index.MissingChunks() > 0) {
1082 int ChunkStore::EstimateMissing() const noexcept {
1084 for (const ChunkIndex &index : indices) {
1085 missing += index.MissingChunks();
1090 ExactLocation::Coarse ChunkStore::NextMissing() noexcept {
1091 for (ChunkIndex &index : indices) {
1092 if (index.MissingChunks()) {
1093 return index.NextMissing();
1096 return ExactLocation::Coarse(0, 0, 0);
1099 void ChunkStore::Clean() {
1100 for (auto i = loaded.begin(), end = loaded.end(); i != end;) {
1101 if (i->Referenced() || i->ShouldUpdateSave()) {
1106 free.splice(free.end(), loaded, chunk);
1108 chunk->InvalidateMesh();