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#include "World.hpp"
namespace MC::World {
std::vector<World::ChunkData> World::get_visible_chunks(Vector<3> position) {
auto finished_chunks = load_finished_chunks_from_queue();
auto visible_chunks = get_visible_chunk_indices(position);
auto updates = visible_chunks;
for (auto index : m_visible_chunks) {
updates.erase(index);
}
for (auto index : finished_chunks) {
updates.insert(index);
}
if (!updates.empty()) {
process_chunk_visibility_updates(updates, position);
m_visible_chunks = visible_chunks;
}
std::vector<World::ChunkData> chunks{};
chunks.reserve(visible_chunks.size());
for (auto index : visible_chunks) {
auto& data = get(index);
if (data.status == ChunkStatus::Done) {
chunks.push_back(data);
}
}
return chunks;
}
void World::process_chunk_visibility_updates(std::unordered_set<ChunkIndex>& new_chunks, Vector<3> player) {
for (auto new_index: new_chunks) {
auto& data = get(new_index);
switch (data.status) {
case ChunkStatus::Empty:
request_generation(new_index, player.distance(new_index.middle()));
data.status = ChunkStatus::WaitingForGeneration;
break;
case ChunkStatus::Done:
data.mesh = GFX::Binder::load(data.chunk.value().mesh());
data.status = ChunkStatus::Done;
break;
case ChunkStatus::WaitingForGeneration:
break;
}
}
}
std::unordered_set<ChunkIndex> World::get_visible_chunk_indices(Vector<3> position) const {
int32_t center_x = std::round(position.x() / Chunk::Width);
int32_t center_y = std::round(position.z() / Chunk::Width);
std::unordered_set<ChunkIndex> indices{};
indices.reserve(m_view_distance_radius * m_view_distance_radius * 4);
auto radius = m_view_distance_radius;
for (int32_t x = -radius; x <= radius; x++) {
int32_t height = std::round(std::sqrt(radius * radius - x * x) + 0.5);
for (int32_t y = -height; y <= height; y++) {
indices.emplace(x + center_x, y + center_y);
}
}
return indices;
}
std::unordered_set<ChunkIndex> World::load_finished_chunks_from_queue() {
std::unordered_set<ChunkIndex> indices;
auto results = m_queue.done();
for (auto& result : results) {
auto& data = get(result.id);
data.chunk = {result.res};
data.status = ChunkStatus::Done;
indices.insert(result.id);
}
return indices;
}
void World::request_generation(ChunkIndex index, float priority) {
m_queue.add(index, priority, [=]() {
return m_generator.generate(index.x, index.y);
});
}
World::ChunkData& World::get(ChunkIndex index) {
auto entry = m_chunks.find(index);
if (entry == m_chunks.end()) {
ChunkData data{index, ChunkStatus::Empty};
m_chunks.insert({index, data});
return m_chunks.at(index);
}
return entry->second;
}
}
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