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#pragma once
#include "../Common/Sizes.hpp"
#include "../Math/AABB.hpp"
#include "ChunkDimensions.hpp"
#include "BiomeType.hpp"
#include "BlockType.hpp"
#include "ChunkIndex.hpp"
#include "Position.hpp"
#include "../Common/Iteration.hpp"
#include "../GFX/Mesh.hpp"
namespace MC::World {
class Chunk {
public:
static constexpr U32 Width = ChunkDimensions::Width;
static constexpr U32 Height = ChunkDimensions::Height;
static constexpr U32 BlockCount = Width * Height * Width;
Chunk(I64 x, I64 y)
: m_blocks{Width * Height * Width, {BlockType::Air}},
m_index(x, y),
m_position{(Real)x * Width, 0.0f, (Real)y * Width} {}
struct BlockData {
BlockData() : type(BlockType::Air), light{0} {}
BlockData(BlockType t) : type(t), light{0} {}
BlockType type;
U8 light;
Bool empty() const { return type == BlockType::Air; }
};
const BlockData& at(U32 x, U32 y, U32 z) const;
BlockData& at(U32 x, U32 y, U32 z);
const BlockData& at(Position::BlockLocal pos) const;
BlockData& at(Position::BlockLocal pos);
struct Details {
Matrix<Width, Width> landmass_values{};
Matrix<Width, Width> hill_values{};
Matrix<Width, Width> temperature_values{};
Matrix<Width, Width> humidity_values{};
Matrix<Width, Width, BiomeType> biome_values{};
};
void set_details(const Details& details) { m_details = details; }
Details& details(){ return m_details; }
// Cache-friendly iteration through all blocks in the chunk.
template <typename F>
void for_each(F f) {
for (U32 i = 0; i < BlockCount; ++i) {
Iteration control = f(pos(i), m_blocks[i]);
if (control == Iteration::Break) break;
}
}
// Iteration through all blocks in the chunk by column.
// Starts from the top of the chunk and goes down.
enum class ColumnIteration { Continue, Break, SkipColumn };
template <typename F>
void for_each_by_column(F f) {
// TODO: Maybe add a way to lookup the highest block in a column
// to skip all the air?
for (U32 x = 0; x < Width; ++x) {
for (U32 z = 0; z < Width; ++z) {
for (UInt y = Height - 1; y != 0; y--) {
ColumnIteration control = f({x, y, z}, m_blocks.at(pos(x, y, z)));
if (control == ColumnIteration::Break) goto end;
if (control == ColumnIteration::SkipColumn) break;
}
}
}
end: return;
}
ChunkIndex index() const;
Vector<3> position() const;
Bool is_damaged() const;
void damage();
static Bool is_valid_position(Position::BlockLocal pos);
static AABB block_bounds(Position::BlockLocal pos);
static AABB block_bounds(Position::BlockWorld pos);
private:
// Convert a local position to a chunk block index.
static U64 pos(U32 x, U32 y, U32 z);
// Convert a chunk block index to a local position.
static Position::BlockLocal pos(U64 i);
ChunkIndex m_index;
Vector<3> m_position;
std::vector<BlockData> m_blocks;
Bool m_damaged = false;
Details m_details;
};
}
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