Chunk::Chunk(const BlockTypeRegistry &types)
: types(&types)
+, neighbor{ 0, 0, 0, 0, 0, 0 }
, blocks()
, model()
, position(0, 0, 0)
, blocks(std::move(other.blocks))
, model(std::move(other.model))
, dirty(other.dirty) {
-
+ for (size_t i = 0; i < Block::FACE_COUNT; ++i) {
+ neighbor[i] = other.neighbor[i];
+ }
}
Chunk &Chunk::operator =(Chunk &&other) {
types = other.types;
+ for (size_t i = 0; i < Block::FACE_COUNT; ++i) {
+ neighbor[i] = other.neighbor[i];
+ }
blocks = std::move(other.blocks);
model = std::move(other.model);
dirty = other.dirty;
}
+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;
+ }
+}
+
+
void Chunk::Allocate() {
blocks.resize(Size());
}
Model::Index vtx_counter = 0;
for (size_t i = 0; i < Size(); ++i) {
- if (Obstructed(i)) continue;
-
const BlockType &type = Type(blocks[i]);
+
+ if (!type.visible || Obstructed(i)) continue;
+
type.FillModel(buf, ToTransform(i), vtx_counter);
vtx_counter += type.shape->VertexCount();
}
}
bool Chunk::Obstructed(int idx) const {
- if (IsBorder(idx)) return false;
-
- // not checking neighbor visibility here, so all
- // invisible blocks must have their fill set to 6x false
- // (the default, so should be okay)
-
- const Block &right = blocks[idx + 1];
- if (!Type(right).FaceFilled(right, Block::FACE_LEFT)) return false;
+ Chunk::Pos pos(ToPos(idx));
+
+ Chunk::Pos left_pos(pos + Chunk::Pos(-1, 0, 0));
+ const Block *left_block = nullptr;
+ if (InBounds(left_pos)) {
+ left_block = &BlockAt(left_pos);
+ } else if (HasNeighbor(Block::FACE_LEFT)) {
+ left_pos += Chunk::Pos(Width(), 0, 0);
+ left_block = &GetNeighbor(Block::FACE_LEFT).BlockAt(left_pos);
+ } else {
+ return false;
+ }
+ if (!Type(*left_block).FaceFilled(*left_block, Block::FACE_RIGHT)) {
+ return false;
+ }
- const Block &left = blocks[idx - 1];
- if (!Type(left).FaceFilled(left, Block::FACE_RIGHT)) return false;
+ Chunk::Pos right_pos(pos + Chunk::Pos(1, 0, 0));
+ const Block *right_block = nullptr;
+ if (InBounds(right_pos)) {
+ right_block = &BlockAt(right_pos);
+ } else if (HasNeighbor(Block::FACE_RIGHT)) {
+ right_pos += Chunk::Pos(-Width(), 0, 0);
+ right_block = &GetNeighbor(Block::FACE_RIGHT).BlockAt(right_pos);
+ } else {
+ return false;
+ }
+ if (!Type(*right_block).FaceFilled(*right_block, Block::FACE_LEFT)) {
+ return false;
+ }
- const Block &up = blocks[idx + Width()];
- if (!Type(up).FaceFilled(up, Block::FACE_DOWN)) return false;
+ Chunk::Pos down_pos(pos + Chunk::Pos(0, -1, 0));
+ const Block *down_block = nullptr;
+ if (InBounds(down_pos)) {
+ down_block = &BlockAt(down_pos);
+ } else if (HasNeighbor(Block::FACE_DOWN)) {
+ down_pos += Chunk::Pos(0, Height(), 0);
+ down_block = &GetNeighbor(Block::FACE_DOWN).BlockAt(down_pos);
+ } else {
+ return false;
+ }
+ if (!Type(*down_block).FaceFilled(*down_block, Block::FACE_UP)) {
+ return false;
+ }
- const Block &down = blocks[idx - Width()];
- if (!Type(down).FaceFilled(down, Block::FACE_UP)) return false;
+ Chunk::Pos up_pos(pos + Chunk::Pos(0, 1, 0));
+ const Block *up_block = nullptr;
+ if (InBounds(up_pos)) {
+ up_block = &BlockAt(up_pos);
+ } else if (HasNeighbor(Block::FACE_UP)) {
+ up_pos += Chunk::Pos(0, -Height(), 0);
+ up_block = &GetNeighbor(Block::FACE_UP).BlockAt(up_pos);
+ } else {
+ return false;
+ }
+ if (!Type(*up_block).FaceFilled(*up_block, Block::FACE_DOWN)) {
+ return false;
+ }
- const Block &front = blocks[idx + Width() * Height()];
- if (!Type(front).FaceFilled(front, Block::FACE_BACK)) return false;
+ Chunk::Pos back_pos(pos + Chunk::Pos(0, 0, -1));
+ const Block *back_block = nullptr;
+ if (InBounds(back_pos)) {
+ back_block = &BlockAt(back_pos);
+ } else if (HasNeighbor(Block::FACE_BACK)) {
+ back_pos += Chunk::Pos(0, 0, Depth());
+ back_block = &GetNeighbor(Block::FACE_BACK).BlockAt(back_pos);
+ } else {
+ return false;
+ }
+ if (!Type(*back_block).FaceFilled(*back_block, Block::FACE_FRONT)) {
+ return false;
+ }
- const Block &back = blocks[idx - Width() * Height()];
- if (!Type(back).FaceFilled(back, Block::FACE_FRONT)) return false;
+ Chunk::Pos front_pos(pos + Chunk::Pos(0, 0, 1));
+ const Block *front_block = nullptr;
+ if (InBounds(front_pos)) {
+ front_block = &BlockAt(front_pos);
+ } else if (HasNeighbor(Block::FACE_FRONT)) {
+ front_pos += Chunk::Pos(0, 0, -Depth());
+ front_block = &GetNeighbor(Block::FACE_FRONT).BlockAt(front_pos);
+ } else {
+ return false;
+ }
+ if (!Type(*front_block).FaceFilled(*front_block, Block::FACE_BACK)) {
+ return false;
+ }
return true;
}
Chunk::Pos pos(x, y, z);
if (Known(pos)) {
continue;
- } else if (x == 0 && y == 0 && z == 0) {
- loaded.emplace_back(reg);
- loaded.back().Position(pos);
- gen(loaded.back());
+ } else if (pos == base) {
+ Generate(pos);
// orientation testing
// for (int i = 0; i < Block::FACE_COUNT; ++i) {
to_generate.sort(ChunkLess(base));
}
+Chunk &ChunkLoader::Generate(const Chunk::Pos &pos) {
+ loaded.emplace_back(reg);
+ Chunk &chunk = loaded.back();
+ chunk.Position(pos);
+ Insert(chunk);
+ gen(chunk);
+ return chunk;
+}
+
+void ChunkLoader::Insert(Chunk &chunk) {
+ for (Chunk &other : loaded) {
+ chunk.SetNeighbor(other);
+ }
+}
+
+void ChunkLoader::Remove(Chunk &chunk) {
+ chunk.Unlink();
+}
+
Chunk *ChunkLoader::Loaded(const Chunk::Pos &pos) {
for (Chunk &chunk : loaded) {
if (chunk.Position() == pos) {
}
}
- loaded.emplace_back(reg);
- loaded.back().Position(pos);
- gen(loaded.back());
- return loaded.back();
+ return Generate(pos);
}
void ChunkLoader::Rebase(const Chunk::Pos &new_base) {
|| 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 {
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);
reused = true;
break;
if (to_free.empty()) {
loaded.emplace_back(reg);
} else {
+ to_free.front().ClearNeighbors();
loaded.splice(loaded.end(), to_free, to_free.begin());
reused = true;
}
- loaded.back().Position(pos);
- gen(loaded.back());
+ Chunk &chunk = loaded.back();
+ chunk.Position(pos);
+ Insert(chunk);
+ gen(chunk);
}
to_generate.pop_front();
}
static AABB Bounds() { return AABB{ { 0, 0, 0 }, Extent() }; }
- static constexpr bool InBounds(const glm::vec3 &pos) {
+ static constexpr bool InBounds(const Block::Pos &pos) {
return
pos.x >= 0 && pos.x < Width() &&
pos.y >= 0 && pos.y < Height() &&
pos.z >= 0 && pos.z < Depth();
}
- static constexpr int ToIndex(const glm::vec3 &pos) {
- return int(pos.x) + int(pos.y) * Width() + int(pos.z) * Width() * Height();
+ static constexpr bool InBounds(const Chunk::Pos &pos) {
+ return
+ pos.x >= 0 && pos.x < Width() &&
+ pos.y >= 0 && pos.y < Height() &&
+ pos.z >= 0 && pos.z < Depth();
+ }
+ static constexpr int ToIndex(const Chunk::Pos &pos) {
+ return pos.x + pos.y * Width() + pos.z * Width() * Height();
}
static constexpr bool InBounds(int idx) {
return idx >= 0 && idx < Size();
0.5f + (idx / (Width() * Height()))
);
}
+ static Chunk::Pos ToPos(int idx) {
+ return Chunk::Pos(
+ (idx % Width()),
+ ((idx / Width()) % Height()),
+ (idx / (Width() * Height()))
+ );
+ }
glm::mat4 ToTransform(int idx) const;
static constexpr bool IsBorder(int idx) {
(idx / Width()) % Height() == Height() - 1; // high Y plane
}
+ void SetNeighbor(Chunk &);
+ bool HasNeighbor(Block::Face f) const { return neighbor[f]; }
+ Chunk &GetNeighbor(Block::Face f) { return *neighbor[f]; }
+ const Chunk &GetNeighbor(Block::Face f) const { return *neighbor[f]; }
+ void ClearNeighbors();
+ void Unlink();
+ void Relink();
+
// check if block at given index is completely enclosed (and therefore invisible)
bool Obstructed(int idx) const;
const Block &BlockAt(int index) const { return blocks[index]; }
Block &BlockAt(const Block::Pos &pos) { return BlockAt(ToIndex(pos)); }
const Block &BlockAt(const Block::Pos &pos) const { return BlockAt(ToIndex(pos)); }
+ Block &BlockAt(const Chunk::Pos &pos) { return BlockAt(ToIndex(pos)); }
+ const Block &BlockAt(const Chunk::Pos &pos) const { return BlockAt(ToIndex(pos)); }
const BlockType &Type(const Block &b) const { return *types->Get(b.type); }
private:
const BlockTypeRegistry *types;
+ Chunk *neighbor[Block::FACE_COUNT];
std::vector<Block> blocks;
Model model;
Pos position;
void Rebase(const Chunk::Pos &);
void Update();
+private:
+ Chunk &Generate(const Chunk::Pos &pos);
+ void Insert(Chunk &);
+ void Remove(Chunk &);
+
private:
Chunk::Pos base;