Cleaned up chunk and world code

This commit is contained in:
max
2025-12-14 14:35:58 +01:00
parent 2e72dd564e
commit e96f78b6b0
4 changed files with 192 additions and 115 deletions

214
Chunk.cs
View File

@@ -1,9 +1,13 @@
namespace Voxel using System.Runtime.CompilerServices;
namespace Voxel
{ {
public class Chunk public class Chunk
{ {
public static int Size = 16; public const int Size = 16;
public static int Height = 256; public const int Height = 256;
public const int TotalBlocks = Size * Size * Height;
public readonly int X; public readonly int X;
public readonly int Y; public readonly int Y;
private ChunkMesh _chunkMesh; private ChunkMesh _chunkMesh;
@@ -12,6 +16,24 @@
private Blocks[] _blocks; private Blocks[] _blocks;
public Dictionary<Orientation, Chunk> Neighbors = new(); public Dictionary<Orientation, Chunk> Neighbors = new();
private static readonly (int dx, int dy, int dz)[] Offsets = new (int, int, int)[6]
{
( 1, 0, 0), // +X
(-1, 0, 0), // -X
( 0, 1, 0), // +Y
( 0, -1, 0), // -Y
( 0, 0, 1), // +Z
( 0, 0, -1) // -Z
};
private static readonly Dictionary<int, Orientation> FaceToNeighborMap = new()
{
{ 0, Orientation.West }, // +X face
{ 1, Orientation.East }, // -X face
{ 4, Orientation.North }, // +Z face
{ 5, Orientation.South } // -Z face
};
public Chunk(int x, int y) public Chunk(int x, int y)
{ {
X = x; X = x;
@@ -39,6 +61,7 @@
public void SetBlockIndex(int i, Blocks block) public void SetBlockIndex(int i, Blocks block)
{ {
if (i < 0 || i >= TotalBlocks) return;
_blocks[i] = block; _blocks[i] = block;
} }
@@ -51,7 +74,7 @@
public BlockData GetBlockData(int x, int y, int z) public BlockData GetBlockData(int x, int y, int z)
{ {
return new BlockData(); return new BlockData(); // TODO: Implement
} }
private void Initialize() private void Initialize()
@@ -63,7 +86,7 @@
var position = GetWorldCoordinates(x, 0, z); var position = GetWorldCoordinates(x, 0, z);
int height = Worldgen.GetHeight(position.x, position.z); int height = Worldgen.GetHeight(position.x, position.z);
for (int y = 0; y < 256; y++) for (int y = 0; y < Height; y++)
{ {
Blocks block = Worldgen.GetBlock(y, height); Blocks block = Worldgen.GetBlock(y, height);
SetBlock(x, y, z, block, false); SetBlock(x, y, z, block, false);
@@ -73,110 +96,137 @@
UpdateChunkMesh(); UpdateChunkMesh();
} }
// todo
public (int x, int y, int z) IndexToPosition(int i) public (int x, int y, int z) IndexToPosition(int i)
{ {
int x = 0; if (i < 0 || i >= TotalBlocks)
int y = 0; return (0, 0, 0);
int z = 0;
int y = i >> 8; // y * 256
int remainder = i & 0xFF; // Lower 8 bits: x + z * 16
int z = remainder >> 4; // z * 16
int x = remainder & 0xF; // x
return (x, y, z); return (x, y, z);
} }
public (int x, int y, int z) GetWorldCoordinates(int x, int y, int z) public (int x, int y, int z) GetWorldCoordinates(int localX, int localY, int localZ)
{ {
x += (Size * X); return (localX + (X * Size), localY, localZ + (Y * Size));
z += (Size * Y);
return (x, y, z);
} }
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private int GetBlockIndex(int x, int y, int z) private int GetBlockIndex(int x, int y, int z)
{ {
if (x < 0 || x > 15 || y < 0 || y > 255 || z < 0 || z > 15) // bit shifting
if ((uint)x >= Size || (uint)y >= Height || (uint)z >= Size)
return -1; return -1;
return x + z * Size + y * Size * Size; return x + (z << 4) + (y << 8); // x * 1, z * 16, y * 256
} }
private static readonly (int dx, int dy, int dz)[] Offsets = new (int, int, int)[6]
{
( 1, 0, 0), // +X
(-1, 0, 0), // -X
( 0, 1, 0), // +Y
( 0, -1, 0), // -Y
( 0, 0, 1), // +Z
( 0, 0, -1) // -Z
};
public void UpdateChunkMesh() public void UpdateChunkMesh()
{ {
List<FaceData> faces = new List<FaceData>(Size * Size * Height / 2); List<FaceData> faces = new List<FaceData>(TotalBlocks / 2); // Approximate capacity
GenerateFaces(faces);
_chunkMesh.SetFaces(faces);
}
private void GenerateFaces(List<FaceData> faces)
{
for (int x = 0; x < Size; x++) for (int x = 0; x < Size; x++)
{ {
for (int z = 0; z < Size; z++) for (int z = 0; z < Size; z++)
{ {
for (int y = 0; y < Height; y++) for (int y = 0; y < Height; y++)
{ {
for (byte face = 0; face < 6; face++) ProcessBlockFaces(x, y, z, faces);
{
int indexBase = y * Size * Size + z * Size + x;
Blocks block = _blocks[indexBase];
void AddFace()
{
FaceData faceData = new FaceData();
faceData.Facing = (Orientation)face;
faceData.Texture = BlockDefinitions.Blocks[block].FaceTextures[face];
faceData.X = (byte)x;
faceData.Y = (byte)y;
faceData.Z = (byte)z;
faces.Add(faceData);
}
if (block == Blocks.Air) continue; // ignore if air
int nx = x + Offsets[face].dx;
int ny = y + Offsets[face].dy;
int nz = z + Offsets[face].dz;
// check neighbor, ignore if at chunk edge
int ni = GetBlockIndex(nx, ny, nz);
if (GetBlockIndex(nx, ny, nz) == -1)
{
if (Neighbors.TryGetValue((Orientation)face, out Chunk neighbor) && neighbor != null)
{
int localX = nx;
int localZ = nz;
if (nx < 0) localX = nx + Size;
if (nx >= Size) localX = nx - Size;
if (nz < 0) localZ = nz + Size;
if (nz >= Size) localZ = nz - Size;
Blocks neighborBlock = neighbor.GetBlock(localX, y, localZ);
if (neighborBlock != Blocks.Air)
continue;
}
AddFace();
continue;
}
if (_blocks[ni] == Blocks.Air)
{
AddFace();
continue;
}
}
} }
} }
} }
_chunkMesh.SetFaces(faces); }
private void ProcessBlockFaces(int x, int y, int z, List<FaceData> faces)
{
int blockIndex = GetBlockIndex(x, y, z);
if (blockIndex == -1) return;
Blocks block = _blocks[blockIndex];
if (block == Blocks.Air) return;
var blockDef = BlockDefinitions.Blocks[block];
for (int face = 0; face < 6; face++)
{
if (ShouldAddFace(x, y, z, face))
{
AddFace(x, y, z, face, blockDef.FaceTextures[face], faces);
}
}
}
private bool ShouldAddFace(int x, int y, int z, int face)
{
var offset = Offsets[face];
int nx = x + offset.dx;
int ny = y + offset.dy;
int nz = z + offset.dz;
int neighborIndex = GetBlockIndex(nx, ny, nz);
if (neighborIndex != -1)
{
return _blocks[neighborIndex] == Blocks.Air;
}
return IsFaceVisibleAtChunkBoundary(x, y, z, face);
}
private bool IsFaceVisibleAtChunkBoundary(int x, int y, int z, int face)
{
if (!FaceToNeighborMap.TryGetValue(face, out Orientation neighborOrientation))
{
// top bottom faces always visible at chunk bounds
return true;
}
if (!Neighbors.TryGetValue(neighborOrientation, out Chunk neighbor) || neighbor == null)
{
return true; // no neighbor, face is visible
}
// Calculate coordinates in neighbor chunk
var offset = Offsets[face];
int localX = x;
int localZ = z;
if (offset.dx != 0) // east, west face
{
localX = WrapCoordinate(x + offset.dx, Size);
}
else if (offset.dz != 0) // north, south face
{
localZ = WrapCoordinate(z + offset.dz, Size);
}
return neighbor.GetBlock(localX, y, localZ) == Blocks.Air;
}
private int WrapCoordinate(int coord, int size)
{
if (coord < 0) return coord + size;
if (coord >= size) return coord - size;
return coord;
}
private void AddFace(int x, int y, int z, int face, Textures texture, List<FaceData> faces)
{
faces.Add(new FaceData
{
Facing = (Orientation)face,
Texture = texture,
X = (byte)x,
Y = (byte)y,
Z = (byte)z
});
} }
public ChunkMesh GetChunkMesh() public ChunkMesh GetChunkMesh()

View File

@@ -92,10 +92,10 @@ namespace Voxel
//_uiTexture.Bind(); //_uiTexture.Bind();
// Draw all UI sprites (batch by texture for efficiency) // Draw all UI sprites (batch by texture for efficiency)
foreach (var sprite in _uiSprites) //foreach (var sprite in _uiSprites)
{ //{
sprite.Draw(); // sprite.Draw();
} //}
// Restore 3D settings // Restore 3D settings
GL.Disable(EnableCap.Blend); GL.Disable(EnableCap.Blend);

View File

@@ -90,7 +90,7 @@ namespace Voxel
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Repeat); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Repeat);
CursorState = CursorState.Grabbed; CursorState = CursorState.Grabbed;
VSync = VSyncMode.On; //VSync = VSyncMode.On;
Camera.UpdateSize(Width, Height); Camera.UpdateSize(Width, Height);
} }

View File

@@ -8,6 +8,14 @@ namespace Voxel
{ {
private Dictionary<(int, int), Chunk> _chunks; private Dictionary<(int, int), Chunk> _chunks;
private static readonly Dictionary<Orientation, (int x, int y)> _neighborOffsets = new()
{
{ Orientation.West, (1, 0) },
{ Orientation.East, (-1, 0) },
{ Orientation.North, (0, 1) },
{ Orientation.South, (0, -1) }
};
public World() public World()
{ {
_chunks = new Dictionary<(int, int), Chunk>(); _chunks = new Dictionary<(int, int), Chunk>();
@@ -23,26 +31,53 @@ namespace Voxel
{ {
_chunks[(chunk.X, chunk.Y)] = chunk; _chunks[(chunk.X, chunk.Y)] = chunk;
Dictionary<Orientation, Orientation> oppositeOrientation = new() UpdateNeighboringChunks(chunk);
{
{Orientation.West, Orientation.East},
{Orientation.East, Orientation.West},
{Orientation.North, Orientation.South},
{Orientation.South, Orientation.North},
};
foreach (var (orientation, neighbor) in GetChunkNeighbors(chunk))
{
neighbor.Neighbors[oppositeOrientation[orientation]] = chunk;
chunk.Neighbors[orientation] = neighbor;
neighbor.UpdateChunkMesh();
}
chunk.UpdateChunkMesh(); chunk.UpdateChunkMesh();
} }
public void RemoveChunk(int chunkX, int chunkZ) public void RemoveChunk(int chunkX, int chunkZ)
{ {
_chunks.Remove((chunkX, chunkZ)); if (_chunks.TryGetValue((chunkX, chunkZ), out Chunk chunk))
{
var neighbors = GetChunkNeighbors(chunk).ToList();
_chunks.Remove((chunkX, chunkZ));
// 3. For each neighbor, remove reference to this chunk
foreach (var (orientation, neighbor) in neighbors)
{
var opposite = GetOppositeOrientation(orientation);
neighbor.Neighbors[opposite] = null;
neighbor.UpdateChunkMesh();
}
}
}
public void UpdateNeighboringChunks(Chunk chunk)
{
chunk.Neighbors[Orientation.West] = null;
chunk.Neighbors[Orientation.East] = null;
chunk.Neighbors[Orientation.North] = null;
chunk.Neighbors[Orientation.South] = null;
foreach (var (orientation, neighbor) in GetChunkNeighbors(chunk))
{
Orientation opposite = GetOppositeOrientation(orientation);
neighbor.Neighbors[opposite] = chunk;
chunk.Neighbors[orientation] = neighbor;
neighbor.UpdateChunkMesh();
}
}
private Orientation GetOppositeOrientation(Orientation orientation)
{
return orientation switch
{
Orientation.West => Orientation.East,
Orientation.East => Orientation.West,
Orientation.North => Orientation.South,
Orientation.South => Orientation.North,
_ => orientation
};
} }
public IEnumerable<Chunk> GetAllChunks() public IEnumerable<Chunk> GetAllChunks()
@@ -87,7 +122,7 @@ namespace Voxel
chunk.SetBlock(localX, worldY, localZ, block); chunk.SetBlock(localX, worldY, localZ, block);
if (block == Blocks.Air && (localX == 15 || localX == 0) || (localZ == 15 || localZ == 0)) if (block == Blocks.Air && ((localX == Chunk.Size - 1 || localX == 0) || (localZ == Chunk.Size - 1 || localZ == 0)))
{ {
foreach (var orientation in GetEdgeOrientations(localX, localZ, Chunk.Size)) foreach (var orientation in GetEdgeOrientations(localX, localZ, Chunk.Size))
{ {
@@ -101,20 +136,12 @@ namespace Voxel
public IEnumerable<(Orientation orientation, Chunk neighbor)> GetChunkNeighbors(Chunk chunk) public IEnumerable<(Orientation orientation, Chunk neighbor)> GetChunkNeighbors(Chunk chunk)
{ {
Dictionary<Orientation, (int x, int y)> offsets = new() int chunkX = chunk.X;
{ int chunkY = chunk.Y;
{ Orientation.West, (1, 0) },
{ Orientation.East, (-1, 0) },
{ Orientation.North, (0, 1) },
{ Orientation.South, (0, -1) }
};
foreach (var kv in offsets) foreach (var kv in _neighborOffsets)
{ {
int nx = chunk.X + kv.Value.x; Chunk neighbor = GetChunk(chunkX + kv.Value.x, chunkY + kv.Value.y);
int ny = chunk.Y + kv.Value.y;
Chunk neighbor = GetChunk(nx, ny);
if (neighbor != null) if (neighbor != null)
yield return (kv.Key, neighbor); yield return (kv.Key, neighbor);
} }