+++ /dev/null
-#include "chunk.hpp"
-
-#include "generator.hpp"
-
-#include <algorithm>
-#include <limits>
-#include <queue>
-
-
-namespace blank {
-
-constexpr int Chunk::width;
-constexpr int Chunk::height;
-constexpr int Chunk::depth;
-constexpr int Chunk::size;
-
-
-Chunk::Chunk(const BlockTypeRegistry &types) noexcept
-: types(&types)
-, neighbor{0}
-, blocks{}
-, light{0}
-, model()
-, position(0, 0, 0)
-, dirty(false) {
-
-}
-
-Chunk::Chunk(Chunk &&other) noexcept
-: types(other.types)
-, model(std::move(other.model))
-, position(other.position)
-, dirty(other.dirty) {
- std::copy(other.neighbor, other.neighbor + sizeof(neighbor), neighbor);
- std::copy(other.blocks, other.blocks + sizeof(blocks), blocks);
- std::copy(other.light, other.light + sizeof(light), light);
-}
-
-Chunk &Chunk::operator =(Chunk &&other) noexcept {
- types = other.types;
- std::copy(other.neighbor, other.neighbor + sizeof(neighbor), neighbor);
- std::copy(other.blocks, other.blocks + sizeof(blocks), blocks);
- std::copy(other.light, other.light + sizeof(light), light);
- model = std::move(other.model);
- position = other.position;
- dirty = other.dirty;
- return *this;
-}
-
-
-namespace {
-
-struct SetNode {
-
- Chunk *chunk;
- Chunk::Pos pos;
-
- SetNode(Chunk *chunk, Chunk::Pos pos)
- : chunk(chunk), pos(pos) { }
-
- int Get() const noexcept { return chunk->GetLight(pos); }
- void Set(int level) noexcept { chunk->SetLight(pos, level); }
-
- bool HasNext(Block::Face face) noexcept {
- const BlockLookup next(chunk, pos, face);
- return next && !next.GetType().block_light;
- }
- SetNode GetNext(Block::Face face) noexcept {
- const BlockLookup next(chunk, pos, face);
- return SetNode(&next.GetChunk(), next.GetBlockPos());
- }
-
-};
-
-struct UnsetNode
-: public SetNode {
-
- int level;
-
- UnsetNode(Chunk *chunk, Chunk::Pos pos)
- : SetNode(chunk, pos), level(Get()) { }
-
- UnsetNode(const SetNode &set)
- : SetNode(set), level(Get()) { }
-
-
- bool HasNext(Block::Face face) noexcept {
- const BlockLookup next(chunk, pos, face);
- return next;
- }
- UnsetNode GetNext(Block::Face face) noexcept { return UnsetNode(SetNode::GetNext(face)); }
-
-};
-
-std::queue<SetNode> light_queue;
-std::queue<UnsetNode> dark_queue;
-
-void work_light() noexcept {
- while (!light_queue.empty()) {
- SetNode node = light_queue.front();
- light_queue.pop();
-
- int level = node.Get() - 1;
- for (int face = 0; face < Block::FACE_COUNT; ++face) {
- if (node.HasNext(Block::Face(face))) {
- SetNode other = node.GetNext(Block::Face(face));
- if (other.Get() < level) {
- other.Set(level);
- light_queue.emplace(other);
- }
- }
- }
- }
-}
-
-void work_dark() noexcept {
- while (!dark_queue.empty()) {
- UnsetNode node = dark_queue.front();
- dark_queue.pop();
-
- for (int face = 0; face < Block::FACE_COUNT; ++face) {
- if (node.HasNext(Block::Face(face))) {
- UnsetNode other = node.GetNext(Block::Face(face));
- // TODO: if there a light source here with the same level this will err
- if (other.Get() != 0 && other.Get() < node.level) {
- other.Set(0);
- dark_queue.emplace(other);
- } else {
- light_queue.emplace(other);
- }
- }
- }
- }
-}
-
-}
-
-void Chunk::SetBlock(int index, const Block &block) noexcept {
- const BlockType &old_type = Type(blocks[index]);
- const BlockType &new_type = Type(block);
-
- blocks[index] = block;
-
- if (&old_type == &new_type) return;
-
- if (new_type.luminosity > old_type.luminosity) {
- // light added
- SetLight(index, new_type.luminosity);
- light_queue.emplace(this, ToPos(index));
- work_light();
- } else if (new_type.luminosity < old_type.luminosity) {
- // light removed
- dark_queue.emplace(this, ToPos(index));
- SetLight(index, 0);
- work_dark();
- SetLight(index, new_type.luminosity);
- light_queue.emplace(this, ToPos(index));
- work_light();
- } else if (new_type.block_light && !old_type.block_light) {
- // obstacle added
- if (GetLight(index) > 0) {
- dark_queue.emplace(this, ToPos(index));
- SetLight(index, 0);
- work_dark();
- work_light();
- }
- } else if (!new_type.block_light && old_type.block_light) {
- // obstacle removed
- int level = 0;
- for (int face = 0; face < Block::FACE_COUNT; ++face) {
- BlockLookup next_block(this, ToPos(index), Block::Face(face));
- if (next_block) {
- level = std::min(level, next_block.GetLight());
- }
- }
- if (level > 1) {
- SetLight(index, level - 1);
- light_queue.emplace(this, ToPos(index));
- work_light();
- }
- }
-}
-
-void Chunk::SetNeighbor(Chunk &other) noexcept {
- if (other.position == position + Pos(-1, 0, 0)) {
- if (neighbor[Block::FACE_LEFT] != &other) {
- neighbor[Block::FACE_LEFT] = &other;
- other.neighbor[Block::FACE_RIGHT] = this;
- for (int z = 0; z < depth; ++z) {
- for (int y = 0; y < height; ++y) {
- Pos my_pos(0, y, z);
- Pos other_pos(width - 1, y, z);
- if (GetLight(my_pos) > 0) {
- light_queue.emplace(this, my_pos);
- }
- if (other.GetLight(other_pos) > 0) {
- light_queue.emplace(&other, other_pos);
- }
- }
- }
- work_light();
- }
- } else if (other.position == position + Pos(1, 0, 0)) {
- if (neighbor[Block::FACE_RIGHT] != &other) {
- neighbor[Block::FACE_RIGHT] = &other;
- other.neighbor[Block::FACE_LEFT] = this;
- for (int z = 0; z < depth; ++z) {
- for (int y = 0; y < height; ++y) {
- Pos my_pos(width - 1, y, z);
- Pos other_pos(0, y, z);
- if (GetLight(my_pos) > 0) {
- light_queue.emplace(this, my_pos);
- }
- if (other.GetLight(other_pos) > 0) {
- light_queue.emplace(&other, other_pos);
- }
- }
- }
- work_light();
- }
- } else if (other.position == position + Pos(0, -1, 0)) {
- if (neighbor[Block::FACE_DOWN] != &other) {
- neighbor[Block::FACE_DOWN] = &other;
- other.neighbor[Block::FACE_UP] = this;
- for (int z = 0; z < depth; ++z) {
- for (int x = 0; x < width; ++x) {
- Pos my_pos(x, 0, z);
- Pos other_pos(x, height - 1, z);
- if (GetLight(my_pos) > 0) {
- light_queue.emplace(this, my_pos);
- }
- if (other.GetLight(other_pos) > 0) {
- light_queue.emplace(&other, other_pos);
- }
- }
- }
- work_light();
- }
- } else if (other.position == position + Pos(0, 1, 0)) {
- if (neighbor[Block::FACE_UP] != &other) {
- neighbor[Block::FACE_UP] = &other;
- other.neighbor[Block::FACE_DOWN] = this;
- for (int z = 0; z < depth; ++z) {
- for (int x = 0; x < width; ++x) {
- Pos my_pos(x, height - 1, z);
- Pos other_pos(x, 0, z);
- if (GetLight(my_pos) > 0) {
- light_queue.emplace(this, my_pos);
- }
- if (other.GetLight(other_pos) > 0) {
- light_queue.emplace(&other, other_pos);
- }
- }
- }
- work_light();
- }
- } else if (other.position == position + Pos(0, 0, -1)) {
- if (neighbor[Block::FACE_BACK] != &other) {
- neighbor[Block::FACE_BACK] = &other;
- other.neighbor[Block::FACE_FRONT] = this;
- for (int y = 0; y < height; ++y) {
- for (int x = 0; x < width; ++x) {
- Pos my_pos(x, y, 0);
- Pos other_pos(x, y, depth - 1);
- if (GetLight(my_pos) > 0) {
- light_queue.emplace(this, my_pos);
- }
- if (other.GetLight(other_pos) > 0) {
- light_queue.emplace(&other, other_pos);
- }
- }
- }
- work_light();
- }
- } else if (other.position == position + Pos(0, 0, 1)) {
- if (neighbor[Block::FACE_FRONT] != &other) {
- neighbor[Block::FACE_FRONT] = &other;
- other.neighbor[Block::FACE_BACK] = this;
- for (int y = 0; y < height; ++y) {
- for (int x = 0; x < width; ++x) {
- Pos my_pos(x, y, depth - 1);
- Pos other_pos(x, y, 0);
- if (GetLight(my_pos) > 0) {
- light_queue.emplace(this, my_pos);
- }
- if (other.GetLight(other_pos) > 0) {
- light_queue.emplace(&other, other_pos);
- }
- }
- }
- work_light();
- }
- }
-}
-
-void Chunk::ClearNeighbors() noexcept {
- for (int i = 0; i < Block::FACE_COUNT; ++i) {
- neighbor[i] = nullptr;
- }
-}
-
-void Chunk::Unlink() noexcept {
- for (int face = 0; face < Block::FACE_COUNT; ++face) {
- if (neighbor[face]) {
- neighbor[face]->neighbor[Block::Opposite(Block::Face(face))] = nullptr;
- }
- }
-}
-
-void Chunk::Relink() noexcept {
- for (int face = 0; face < Block::FACE_COUNT; ++face) {
- if (neighbor[face]) {
- neighbor[face]->neighbor[Block::Opposite(Block::Face(face))] = this;
- }
- }
-}
-
-
-void Chunk::SetLight(int index, int level) noexcept {
- if (light[index] != level) {
- light[index] = level;
- Invalidate();
- }
-}
-
-int Chunk::GetLight(int index) const noexcept {
- return light[index];
-}
-
-float Chunk::GetVertexLight(const Pos &pos, const BlockModel::Position &vtx, const Model::Normal &norm) const noexcept {
- int index = ToIndex(pos);
- float light = GetLight(index);
-
- Block::Face direct_face(Block::NormalFace(norm));
- // tis okay
- BlockLookup direct(const_cast<Chunk *>(this), pos, Block::NormalFace(norm));
- if (direct) {
- float direct_light = direct.GetLight();
- if (direct_light > light) {
- light = direct_light;
- }
- } else {
- return light;
- }
-
- if (Type(BlockAt(index)).luminosity > 0 || direct.GetType().block_light) {
- return light;
- }
-
- Block::Face edge[2];
- switch (Block::Axis(direct_face)) {
- case 0: // X
- edge[0] = (vtx.y - pos.y) > 0.5f ? Block::FACE_UP : Block::FACE_DOWN;
- edge[1] = (vtx.z - pos.z) > 0.5f ? Block::FACE_FRONT : Block::FACE_BACK;
- break;
- case 1: // Y
- edge[0] = (vtx.z - pos.z) > 0.5f ? Block::FACE_FRONT : Block::FACE_BACK;
- edge[1] = (vtx.x - pos.x) > 0.5f ? Block::FACE_RIGHT : Block::FACE_LEFT;
- break;
- case 2: // Z
- edge[0] = (vtx.x - pos.x) > 0.5f ? Block::FACE_RIGHT : Block::FACE_LEFT;
- edge[1] = (vtx.y - pos.y) > 0.5f ? Block::FACE_UP : Block::FACE_DOWN;
- break;
- }
-
- int num = 1;
- int occlusion = 0;
-
- BlockLookup next[2] = {
- direct.Next(edge[0]),
- direct.Next(edge[1]),
- };
-
- if (next[0]) {
- if (next[0].GetType().block_light) {
- ++occlusion;
- } else {
- light += next[0].GetLight();
- ++num;
- }
- }
- if (next[1]) {
- if (next[1].GetType().block_light) {
- ++occlusion;
- } else {
- light += next[1].GetLight();
- ++num;
- }
- }
- if (occlusion < 2) {
- if (next[0]) {
- BlockLookup corner = next[0].Next(edge[1]);
- if (corner) {
- if (corner.GetType().block_light) {
- ++occlusion;
- } else {
- light += corner.GetLight();
- ++num;
- }
- }
- } else if (next[1]) {
- BlockLookup corner = next[1].Next(edge[0]);
- if (corner) {
- if (corner.GetType().block_light) {
- ++occlusion;
- } else {
- light += corner.GetLight();
- ++num;
- }
- }
- }
- } else {
- ++occlusion;
- }
-
- return (light / num) - (occlusion * 0.8f);
-}
-
-
-bool Chunk::IsSurface(const Pos &pos) const noexcept {
- const Block &block = BlockAt(pos);
- if (!Type(block).visible) {
- return false;
- }
- for (int face = 0; face < Block::FACE_COUNT; ++face) {
- BlockLookup next = BlockLookup(const_cast<Chunk *>(this), pos, Block::Face(face));
- if (!next || !next.GetType().visible) {
- return true;
- }
- }
- return false;
-}
-
-
-void Chunk::Draw() noexcept {
- if (dirty) {
- Update();
- }
- model.Draw();
-}
-
-
-bool Chunk::Intersection(
- const Ray &ray,
- const glm::mat4 &M,
- int &blkid,
- float &dist,
- glm::vec3 &normal
-) const noexcept {
- // TODO: should be possible to heavily optimize this
- int idx = 0;
- blkid = -1;
- dist = std::numeric_limits<float>::infinity();
- for (int z = 0; z < depth; ++z) {
- for (int y = 0; y < height; ++y) {
- for (int x = 0; x < width; ++x, ++idx) {
- const BlockType &type = Type(idx);
- if (!type.visible) {
- continue;
- }
- float cur_dist;
- glm::vec3 cur_norm;
- if (type.shape->Intersects(ray, M * ToTransform(Pos(x, y, z), idx), cur_dist, cur_norm)) {
- if (cur_dist < dist) {
- blkid = idx;
- dist = cur_dist;
- normal = cur_norm;
- }
- }
- }
- }
- }
-
- if (blkid < 0) {
- return false;
- } else {
- normal = glm::vec3(BlockAt(blkid).Transform() * glm::vec4(normal, 0.0f));
- return true;
- }
-}
-
-
-namespace {
-
-BlockModel::Buffer buf;
-
-}
-
-void Chunk::CheckUpdate() noexcept {
- if (dirty) {
- Update();
- }
-}
-
-void Chunk::Update() noexcept {
- int vtx_count = 0, idx_count = 0;
- for (const auto &block : blocks) {
- const Shape *shape = Type(block).shape;
- vtx_count += shape->VertexCount();
- idx_count += shape->VertexIndexCount();
- }
- buf.Clear();
- buf.Reserve(vtx_count, idx_count);
-
- int idx = 0;
- BlockModel::Index vtx_counter = 0;
- for (size_t z = 0; z < depth; ++z) {
- for (size_t y = 0; y < height; ++y) {
- for (size_t x = 0; x < width; ++x, ++idx) {
- const BlockType &type = Type(BlockAt(idx));
- const Pos pos(x, y, z);
-
- if (!type.visible || Obstructed(pos).All()) continue;
-
- type.FillBlockModel(buf, ToTransform(pos, idx), vtx_counter);
- size_t vtx_begin = vtx_counter;
- vtx_counter += type.shape->VertexCount();
-
- for (size_t vtx = vtx_begin; vtx < vtx_counter; ++vtx) {
- buf.lights.emplace_back(GetVertexLight(
- pos,
- buf.vertices[vtx],
- type.shape->VertexNormal(vtx - vtx_begin, BlockAt(idx).Transform())
- ));
- }
- }
- }
- }
-
- model.Update(buf);
- dirty = false;
-}
-
-Block::FaceSet Chunk::Obstructed(const Pos &pos) const noexcept {
- Block::FaceSet result;
-
- for (int f = 0; f < Block::FACE_COUNT; ++f) {
- Block::Face face = Block::Face(f);
- BlockLookup next(const_cast<Chunk *>(this), pos, face);
- if (next && next.GetType().FaceFilled(next.GetBlock(), Block::Opposite(face))) {
- result.Set(face);
- }
- }
-
- return result;
-}
-
-glm::mat4 Chunk::ToTransform(const Pos &pos, int idx) const noexcept {
- return glm::translate(ToCoords(pos)) * BlockAt(idx).Transform();
-}
-
-
-BlockLookup::BlockLookup(Chunk *c, const Chunk::Pos &p) noexcept
-: 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) noexcept
-: 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) noexcept
-: 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) noexcept
- : base(base) { }
-
- bool operator ()(const Chunk::Pos &a, const Chunk::Pos &b) const noexcept {
- 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) noexcept {
- for (Chunk &other : loaded) {
- chunk.SetNeighbor(other);
- }
-}
-
-void ChunkLoader::Remove(Chunk &chunk) noexcept {
- chunk.Unlink();
-}
-
-Chunk *ChunkLoader::Loaded(const Chunk::Pos &pos) noexcept {
- for (Chunk &chunk : loaded) {
- if (chunk.Position() == pos) {
- return &chunk;
- }
- }
- return nullptr;
-}
-
-bool ChunkLoader::Queued(const Chunk::Pos &pos) noexcept {
- for (const Chunk::Pos &chunk : to_generate) {
- if (chunk == pos) {
- return true;
- }
- }
- return nullptr;
-}
-
-bool ChunkLoader::Known(const Chunk::Pos &pos) noexcept {
- 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);
-}
-
-}