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#pragma once
#include "Generation/Generator.hpp"
#include "ChunkIndex.hpp"
#include "ChunkRegistry.hpp"
#include "../Compute/Queue.hpp"
#include "../Math/Ray.hpp"
#include "Generation/ChunkMeshing.hpp"
#include "Generation/Lighting.hpp"
#include "VoxelTraversal.hpp"
namespace MC::World {
class World {
public:
std::vector<ChunkRegistry::Data*> get_visible_chunks(Time const& time, Position::World position);
Chunk::BlockData block_at(Position::BlockWorld pos);
void set_block(Position::BlockWorld pos, BlockType type);
void break_block(Position::BlockWorld pos);
using TraversalResult = VoxelTraversal::TraversalResult;
template <typename F>
TraversalResult traverse(Ray ray, F&& predicate, Real max_distance = 0) {
return VoxelTraversal::traverse(
ray,
[this, &predicate](Position::BlockWorld pos) { return predicate(block_at(pos)); },
max_distance
);
}
Real get_average_chunk_time() const;
ChunkRegistry& chunks() { return m_registry; }
private:
std::vector<ChunkIndex> get_visible_chunk_indices(Position::World position) const;
void process_chunk_updates(Time const& time);
void request_generation(ChunkIndex index, Real priority);
void request_reification(ChunkIndex index, Real priority);
Bool should_reassess_priorities(Position::World player_position) const;
void reassess_priorities(Position::World player_position);
enum class RequestType { Initial, Update };
static Real calculate_priority(ChunkIndex chunk, Position::World player_position, RequestType request_type);
void log_chunk_time(U64 chunk_time_ms);
U8 m_view_distance_radius = 10;
Bool is_chunk_in_radius(Position::World position, ChunkIndex chunk) const;
struct GenerationResult {
Chunk chunk;
U64 generation_duration;
};
using GenerationQueue = Compute::Queue<GenerationResult, ChunkIndex>;
GenerationQueue m_generation_queue{1};
struct ReificationResult {
Generation::ChunkMeshing::ChunkMesh chunk_mesh;
};
using ReificationQueue = Compute::Queue<ReificationResult, ChunkIndex>;
ReificationQueue m_reification_queue{1};
Real m_priority_reassession_distance_threshold = 50;
Position::World m_last_priority_reassession_at = {};
Generation::Generator m_generator;
Generation::Lighting m_lighting;
ChunkRegistry m_registry;
struct Statistics {
UInt chunk_time_sample_count;
Real average_chunk_time_ms;
};
Statistics m_statistics{0, 0.0f};
};
}
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