}
-void Chunk::SetNeighbor(Chunk &other) {
- if (other.position == position + Pos(-1, 0, 0)) {
- neighbor[Block::FACE_LEFT] = &other;
- other.neighbor[Block::FACE_RIGHT] = this;
- } else if (other.position == position + Pos(1, 0, 0)) {
- neighbor[Block::FACE_RIGHT] = &other;
- other.neighbor[Block::FACE_LEFT] = this;
- } else if (other.position == position + Pos(0, -1, 0)) {
- neighbor[Block::FACE_DOWN] = &other;
- other.neighbor[Block::FACE_UP] = this;
- } else if (other.position == position + Pos(0, 1, 0)) {
- neighbor[Block::FACE_UP] = &other;
- other.neighbor[Block::FACE_DOWN] = this;
- } else if (other.position == position + Pos(0, 0, -1)) {
- neighbor[Block::FACE_BACK] = &other;
- other.neighbor[Block::FACE_FRONT] = this;
- } else if (other.position == position + Pos(0, 0, 1)) {
- neighbor[Block::FACE_FRONT] = &other;
- other.neighbor[Block::FACE_BACK] = this;
- }
-}
-
-void Chunk::ClearNeighbors() {
- for (int i = 0; i < Block::FACE_COUNT; ++i) {
- neighbor[i] = nullptr;
- }
-}
-
-void Chunk::Unlink() {
- if (neighbor[Block::FACE_UP]) {
- neighbor[Block::FACE_UP]->neighbor[Block::FACE_DOWN] = nullptr;
- }
- if (neighbor[Block::FACE_DOWN]) {
- neighbor[Block::FACE_DOWN]->neighbor[Block::FACE_UP] = nullptr;
- }
- if (neighbor[Block::FACE_LEFT]) {
- neighbor[Block::FACE_LEFT]->neighbor[Block::FACE_RIGHT] = nullptr;
- }
- if (neighbor[Block::FACE_RIGHT]) {
- neighbor[Block::FACE_RIGHT]->neighbor[Block::FACE_LEFT] = nullptr;
- }
- if (neighbor[Block::FACE_FRONT]) {
- neighbor[Block::FACE_FRONT]->neighbor[Block::FACE_BACK] = nullptr;
- }
- if (neighbor[Block::FACE_BACK]) {
- neighbor[Block::FACE_BACK]->neighbor[Block::FACE_FRONT] = nullptr;
- }
-}
-
-void Chunk::Relink() {
- if (neighbor[Block::FACE_UP]) {
- neighbor[Block::FACE_UP]->neighbor[Block::FACE_DOWN] = this;
- }
- if (neighbor[Block::FACE_DOWN]) {
- neighbor[Block::FACE_DOWN]->neighbor[Block::FACE_UP] = this;
- }
- if (neighbor[Block::FACE_LEFT]) {
- neighbor[Block::FACE_LEFT]->neighbor[Block::FACE_RIGHT] = this;
- }
- if (neighbor[Block::FACE_RIGHT]) {
- neighbor[Block::FACE_RIGHT]->neighbor[Block::FACE_LEFT] = this;
- }
- if (neighbor[Block::FACE_FRONT]) {
- neighbor[Block::FACE_FRONT]->neighbor[Block::FACE_BACK] = this;
- }
- if (neighbor[Block::FACE_BACK]) {
- neighbor[Block::FACE_BACK]->neighbor[Block::FACE_FRONT] = this;
- }
-}
-
-
namespace {
struct SetNode {
work_light();
} else if (new_type.block_light && !old_type.block_light) {
// obstacle added
- dark_queue.emplace(this, ToPos(index));
- SetLight(index, 0);
- work_dark();
- work_light();
+ 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;
}
}
+void Chunk::SetNeighbor(Chunk &other) {
+ 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() {
+ for (int i = 0; i < Block::FACE_COUNT; ++i) {
+ neighbor[i] = nullptr;
+ }
+}
+
+void Chunk::Unlink() {
+ if (neighbor[Block::FACE_UP]) {
+ neighbor[Block::FACE_UP]->neighbor[Block::FACE_DOWN] = nullptr;
+ }
+ if (neighbor[Block::FACE_DOWN]) {
+ neighbor[Block::FACE_DOWN]->neighbor[Block::FACE_UP] = nullptr;
+ }
+ if (neighbor[Block::FACE_LEFT]) {
+ neighbor[Block::FACE_LEFT]->neighbor[Block::FACE_RIGHT] = nullptr;
+ }
+ if (neighbor[Block::FACE_RIGHT]) {
+ neighbor[Block::FACE_RIGHT]->neighbor[Block::FACE_LEFT] = nullptr;
+ }
+ if (neighbor[Block::FACE_FRONT]) {
+ neighbor[Block::FACE_FRONT]->neighbor[Block::FACE_BACK] = nullptr;
+ }
+ if (neighbor[Block::FACE_BACK]) {
+ neighbor[Block::FACE_BACK]->neighbor[Block::FACE_FRONT] = nullptr;
+ }
+}
+
+void Chunk::Relink() {
+ if (neighbor[Block::FACE_UP]) {
+ neighbor[Block::FACE_UP]->neighbor[Block::FACE_DOWN] = this;
+ }
+ if (neighbor[Block::FACE_DOWN]) {
+ neighbor[Block::FACE_DOWN]->neighbor[Block::FACE_UP] = this;
+ }
+ if (neighbor[Block::FACE_LEFT]) {
+ neighbor[Block::FACE_LEFT]->neighbor[Block::FACE_RIGHT] = this;
+ }
+ if (neighbor[Block::FACE_RIGHT]) {
+ neighbor[Block::FACE_RIGHT]->neighbor[Block::FACE_LEFT] = this;
+ }
+ if (neighbor[Block::FACE_FRONT]) {
+ neighbor[Block::FACE_FRONT]->neighbor[Block::FACE_BACK] = this;
+ }
+ if (neighbor[Block::FACE_BACK]) {
+ neighbor[Block::FACE_BACK]->neighbor[Block::FACE_FRONT] = this;
+ }
+}
+
void Chunk::SetLight(int index, int level) {
if (light[index] != level) {
loaded.emplace_back(reg);
Chunk &chunk = loaded.back();
chunk.Position(pos);
- Insert(chunk);
+ chunk.Allocate();
gen(chunk);
+ Insert(chunk);
return chunk;
}
}
Chunk &chunk = loaded.back();
chunk.Position(pos);
- Insert(chunk);
+ chunk.Allocate();
gen(chunk);
+ Insert(chunk);
}
to_generate.pop_front();
}