voxelotl-engine/Sources/Voxelotl/World.swift

119 lines
3.7 KiB
Swift

import Foundation
public class World {
private var _chunks: Dictionary<ChunkID, Chunk>
private var _chunkDamage: Set<ChunkID>
private var _generator: any WorldGenerator
private var _chunkGeneration: ChunkGeneration
public init(generator: any WorldGenerator) {
self._chunks = [:]
self._chunkDamage = []
self._generator = generator
self._chunkGeneration = ChunkGeneration(queue: .global(qos: .userInitiated))
self._chunkGeneration.world = self
}
func getBlock(at position: SIMD3<Int>) -> Block {
if let chunk = self._chunks[ChunkID(fromPosition: position)] {
chunk.getBlock(at: position)
} else { Block(.air) }
}
func setBlock(at position: SIMD3<Int>, type: BlockType) {
// Find the chunk containing the block position
let chunkID = ChunkID(fromPosition: position)
if let idx = self._chunks.index(forKey: chunkID) {
// Set the block and mark the containing chunk for render update
self._chunks.values[idx].setBlock(at: position, type: type)
self._chunkDamage.insert(chunkID)
// Mark adjacent chunks for render update when placing along the chunk border
let internalPos = position &- chunkID.getPosition()
for (i, ofs) in zip(internalPos.indices, [ SIMD3<Int>.X, .Y, .Z ]) {
if internalPos[i] == 0 {
let id = chunkID &- ChunkID(id: ofs)
if let other = self._chunks[id],
// optim: Damage adjacent chunk only if block is touching a solid
case .solid = other.getBlock(internal: (internalPos &- ofs) & Chunk.mask).type
{
self._chunkDamage.insert(id)
}
} else if internalPos[i] == Chunk.size - 1 {
let id = chunkID &+ ChunkID(id: ofs)
if let other = self._chunks[id],
// optim: Damage adjacent chunk only if block is touching a solid
case .solid = other.getBlock(internal: (internalPos &+ ofs) & Chunk.mask).type
{
self._chunkDamage.insert(id)
}
}
}
}
}
func getChunk(id chunkID: ChunkID) -> Chunk? {
self._chunks[chunkID]
}
public func forEachChunk(_ body: @escaping (_ id: ChunkID, _ chunk: Chunk) throws -> Void) rethrows {
for i in self._chunks {
try body(i.key, i.value)
}
}
func removeAllChunks() {
self._chunkGeneration.cancelAndClearAll()
self._chunks.removeAll()
}
func generate(width: Int, height: Int, depth: Int, seed: UInt64) {
self._generator.reset(seed: seed)
let orig = SIMD3(width, height, depth) / 2
for z in 0..<depth {
for y in 0..<height {
for x in 0..<width {
let chunkID = ChunkID(id: SIMD3(x, y, z) &- orig)
self._chunkGeneration.generate(chunkID: chunkID)
}
}
}
}
func generateSingleChunkUncommitted(id chunkID: ChunkID) -> Chunk {
self._generator.makeChunk(id: chunkID)
}
public func generateAdjacentChunksIfNeeded(position: SIMD3<Float>) {
self._chunkGeneration.generateAdjacentIfNeeded(position: position)
}
public func addChunk(id chunkID: ChunkID, chunk: Chunk) {
self._chunks[chunkID] = chunk
self._chunkDamage.insert(chunkID)
for i in ChunkID.axes {
for otherID in [ chunkID &- i, chunkID &+ i ] {
if self._chunks.keys.contains(otherID) {
self._chunkDamage.insert(otherID)
}
}
}
}
public func update() {
self._chunkGeneration.acceptReadyChunks()
}
public func waitForActiveOperations() {
self._chunkGeneration.waitForActiveOperations()
}
func handleRenderDamagedChunks(_ body: (_ id: ChunkID, _ chunk: Chunk) -> Void) {
for id in self._chunkDamage {
body(id, self._chunks[id]!)
}
self._chunkDamage.removeAll(keepingCapacity: true)
}
}