ChunkMesher.lua
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-- Voxel world mode: turn a map's tile layer into one static 3D mesh. -- -- The scene description comes from Structures.lua, which -- 3dSen-style -- -- detects each connected drawn thing on the map and picks its model: -- -- flat ground / water / void: a single quad. -- top art ledges, roofs (profile-authored): a box with the art on its -- TOP face; partial side bands crop the art (a 6px ledge face -- is the bottom of the lip drawing). -- volume walls, buildings, tree lines: each column rises to the -- structure's REAL drawn height (Structures measures it, -- repeat-aware and region-consistent -- a 6-row house is 48px, -- a 40-row border forest is rows of 16px trees). The south -- face folds the full artwork upright, 8px band by band, band -- k sampling the map row k tiles north; the top wears the -- structure's top rows. -- object small props with a silhouette (plants, signs, lone trees): -- per-pixel voxel prisms prebuilt by Structures, standing on -- synthesized ground -- this mesher just emits their quads. -- Round trees arrive as STAMPS (a shared hull template plus a -- cell offset) and expand here, straight into the vertex -- stream, so no map retains per-cell copies of its forests. -- -- Side faces are never stretched: all sides are 8px bands with the art -- tiled per band and cropped at partial bands. -- -- Texturing samples the TILESET ATLAS, not a rendered copy of the map. The -- atlas is 128x48; a map-space canvas covering the biggest routes would be -- ~5 MB each with up to five live at once (connected maps), which is real -- memory on the mobile targets. Sampling the atlas costs 24 KB, and costs -- nothing in fidelity because TerrainAtlas hands back the same atlas -- TileRenderer draws with -- including the fully recolored one RED++ -- bakes -- so terrain color comes through untouched. -- -- BUILDS ARE ASYNCHRONOUS. A frame never blocks on meshing: VoxelScene -- requests what it wants to draw, request() queues a build job, and -- pump() -- called once a frame from the pipeline's update -- advances -- the queue inside a few-millisecond budget (BuildBudget suspends the -- job's coroutine mid-loop when the slice is spent). Until a mesh lands -- the scene simply draws without it: the engine's flat path while the -- current map has nothing, the body-only variant while the full one (the -- border ring) is still cooking, neighbours popping in as they finish. -- The synchronous get() remains for probes and tests. -- -- Meshes are cached per map id and EVICTED down to the live set (current -- map + connected neighbours) whenever that set changes -- setLive() -- releases far maps' GPU meshes and their Structures analysis, which is -- what used to grow the heap by gigabytes over a cross-region trek. -- the mod namespace (see main.lua): V.require loads a sibling module local V = ... local Assets = require("src.render.Assets") local Structures = V.require("Structures") local Buildings = V.require("Buildings") local TileShape = V.require("TileShape") local Voxel3D = V.require("Voxel3D") local Budget = V.require("BuildBudget") local ffi = nil do local ok, mod = pcall(require, "ffi") if ok then ffi = mod end end local ChunkMesher = {} -- Which drawn row a FLAT-topped volume's top face wears at depth `ty`. -- -- A structure is usually deeper than the art that draws it, so the rows -- cycle and the drawing repeats down the top. That is right for art which -- genuinely repeats -- the Safari Zone's fence alternates two tiles the -- whole way down -- and wrong for a RIM over a uniform body: a cliff -- mound's first row is its top edge, and cycling lays that edge again -- every second tile, striping a plateau with rims it should not have. -- -- Where Structures found the body uniform, the rim is laid once at the -- north edge and the body held after it. Everything else cycles as before. function ChunkMesher.flatTopRow(run, ty) local m = math.min(2, run.extent) local d = ty - run.north if run.topUniform then return run.north + math.min(d, m - 1) end return run.north + (d % m) end -- Ring of border blocks meshed around the body, matching the width -- TileRenderer draws so the two modes end at the same place. local RING = 3 -- A sliver of a texel, to keep a quad's sampling inside its own tile. -- Without any inset the perspective rasteriser lands on a NEIGHBOURING -- tile's texel along the shared edge and stitches bright seams across the -- whole map. -- -- It has to be a sliver and not, as it first was, half a texel. A tile is -- 8 texels of art across 8 world pixels -- one texel per pixel exactly -- -- and insetting the uv by half a texel at each end squeezes that art into -- a 7-texel sample range while the quad still covers 8 world pixels. The -- art then advances 7/8 of a texel per pixel: boundaries drift off the -- pixel grid, one art pixel gets sampled twice and another never at all. -- Nothing showed it until the voxel wireframe drew the grid those pixels -- were supposed to be sitting on. Interpolation error is nowhere near a -- fiftieth of a texel, so this is as safe against bleed and costs 0.25% of -- a pixel of drift across a whole tile. local INSET = 0.02 -- The south face of a volume is the artwork itself, so it draws at full -- brightness; its top face darkens a touch so the plateau behind a -- standing drawing reads as depth rather than repeating the same art at -- the same energy. local VOLUME_TOP_SHADE = 0.85 local cache = {} -- map id -> { full = mesh|false, body = ..., grass = ... } local gen = {} -- map id -> generation, bumped by invalidate/evict -- Horizontal neighbours: tile step, face direction id (see Voxel3D). local SIDES = { { 1, 0, 1 }, -- +X east { -1, 0, 2 }, -- -X west { 0, 1, 5 }, -- +Z south { 0, -1, 6 }, -- -Z north } -- How far sideways a face reaches for ordinary wall when the column it -- stands over draws a doorway or a sign (see wallTile), nearest ring -- first. Left before right at each distance is arbitrary and only decides -- symmetric cases. local SPAN = { { -1, 1 }, { -2, 2 } } local function keyOf(tx, ty) return (ty + 64) * 4096 + (tx + 64) end -- ------------------------------------------------------------ vertex sinks -- A sink accepts quads (4 corners, 4 uv pairs, flat or per-corner shade) -- and finishes into a drawable mesh. The TABLE sink reproduces the -- historical pure-Lua output -- geometry() returns its arrays for the -- headless suite. The FFI sink packs the same six floats per vertex -- straight into one growing native buffer, unindexed (v1 v2 v3 v1 v3 v4), -- skipping ~a million short-lived Lua tables per route and LOVE's slow -- table-by-table vertex upload. local function newTableSink() local verts, indices, quads = {}, {}, 0 return { push = function(c, uv, shade) local flat = type(shade) ~= "table" for i = 1, 4 do local cc, t = c[i], uv[i] verts[#verts + 1] = { cc[1], cc[2], cc[3], t[1], t[2], flat and shade or shade[i] } end Voxel3D.pushQuad(indices, quads) quads = quads + 1 end, results = function() return verts, indices, quads end, finish = function() return Voxel3D.newMesh(verts, indices) end, } end local TRI_ORDER = { 1, 2, 3, 1, 3, 4 } local function newFfiSink() local cap = 4096 * 6 local buf = ffi.new("float[?]", cap * 6) local n = 0 local sink sink = { push = function(c, uv, shade) if n + 6 > cap then local grown = ffi.new("float[?]", cap * 2 * 6) ffi.copy(grown, buf, n * 6 * 4) buf, cap = grown, cap * 2 end local flat = type(shade) ~= "table" local base = n * 6 for k = 1, 6 do local i = TRI_ORDER[k] local cc, t = c[i], uv[i] buf[base] = cc[1] buf[base + 1] = cc[2] buf[base + 2] = cc[3] buf[base + 3] = t[1] buf[base + 4] = t[2] buf[base + 5] = flat and shade or shade[i] base = base + 6 end n = n + 6 end, finish = function() if n == 0 then return nil end -- upload in slices with budget ticks between: a route-sized mesh -- is ~10-20MB and one atomic setVertices was the last remaining -- frame spike. The mesh is not cached (so never drawn) until the -- whole upload lands, and LuaJIT yields fine across pcall. local ok, mesh = pcall(function() local m = love.graphics.newMesh(Voxel3D.FORMAT, n, "triangles", "static") local CHUNK = 65536 -- vertices per slice (~1.5MB) local i = 0 while i < n do local count = math.min(CHUNK, n - i) local bytes = count * 6 * 4 local data = love.data.newByteData(bytes) ffi.copy(data:getFFIPointer(), buf + i * 6, bytes) m:setVertices(data, i + 1) data:release() i = i + count Budget.check() end return m end) return ok and mesh or nil end, } return sink end local function newSink() if ffi and love and love.data and love.data.newByteData and love.graphics and love.graphics.newMesh then return newFfiSink() end return newTableSink() end -- -------------------------------------------------------------- geometry -- Emit the raw geometry for `map` into `sink`. `bodyOnly` skips the -- border ring -- the shape the 2D path's drawMapOnly has always had: a -- neighbour map contributes its body, and only the CURRENT map supplies -- the ring around the view. -- -- `masks` (full variant only) lists rectangles, in this map's world -- pixels, where connected neighbour BODIES sit: ring geometry inside them -- is suppressed. The 2D renderer never needed this because it painted -- neighbour bodies OVER the ring; with a depth buffer the ring's standing -- trees would rise straight through the neighbour's flat ground -- cross -- into Route 1 and a wall of border trees sprouts over Pallet. -- -- Kept free of any GPU call so it can be exercised headless -- the -- geometry is the part with the interesting invariants, and a suite that -- needed a real GL context to check them would never run in CI. -- `waterSink`, when given, takes the WATER SURFACE quads instead of the -- main sink -- the one class in this world that is drawn as its own pass -- (see Water: a mirror cannot be drawn until what it reflects exists). -- Nothing else moves: the quads are the same quads, emitted by the same -- corner and uv arithmetic at the same recessed height, and the shoreline -- faces around them still belong to the GROUND that exposes them. -- -- Omitted, water stays in the terrain mesh exactly as it always did, which -- is what the headless geometry() below and the sun's own pass both want. local function runGeometry(map, bodyOnly, masks, sink, waterSink) local push = sink.push local waterPush = waterSink and waterSink.push or nil local tileset = map.tileset local S = Structures.forMap(map) local perRow = tileset.tilesPerRow or 16 local atlasW = tileset.imageWidth or (perRow * 8) local atlasH = tileset.imageHeight or 48 local function heightAt(tx, ty) local k = keyOf(tx, ty) if S.skip[k] then return 0 end local run = S.runs[k] if run then return run.h end local s = S.shapeAt[k] return s and s.h or 0 end -- The tiles that belong on a DRAWN FACADE and nowhere else -- doorways, -- shop signs, the gyms' lettering (data/voxel_heights.lua `frontOnly`). -- A volume folds its column's drawing up all four sides, so without this -- a house's back and flanks each carry their own copy of its front door. -- The face keeps the same map row and reaches sideways for an ordinary -- column instead, which is the neighbouring course of the same wall. -- The search stays inside the structure -- a neighbour column with no run -- of its own is the ground beside the building, and a doorway that -- borrowed grass would be a hole. Two columns is as far as it needs to -- reach: every doorway in the game is two tiles wide. local frontOnly = Buildings.frontOnly(tileset.id) local function wallTile(tx, ty) local tile = map:tileAt(tx, ty) if not (frontOnly and frontOnly[tile]) then return tile end for d = 1, 2 do for _, nx in ipairs(SPAN[d]) do nx = tx + nx if S.runs[keyOf(nx, ty)] then local n = map:tileAt(nx, ty) if not frontOnly[n] then return n end end end end return tile end -- The capping course an interior wall wears on its TOP face (see -- TileShape.wallTop). A wall band folds entirely onto its own face, so -- the top had nothing left to lay flat and repeated the face -- a house's -- town-map poster and window, a Center's pokeball poster and the Rocket -- lift's doors came out lying across the top of the wall as well as -- standing in it. Only the top is redirected: the face still draws what -- the map draws. local wallTop = TileShape.wallTop(tileset.id) local function capOf(s, tile) if not (wallTop and s.class == "wall") then return nil end return wallTop(tile) end -- one atlas-rect UV, optionally cropped to art rows [vTop, vBot] of 8 local function uvRect(tile, vTop, vBot) local ax = (tile % perRow) * 8 local ay = math.floor(tile / perRow) * 8 local vi = math.min(INSET, (vBot - vTop) / 4) return (ax + INSET) / atlasW, (ax + 8 - INSET) / atlasW, (ay + vTop + vi) / atlasH, (ay + vBot - vi) / atlasH end -- ------------------------------------------------------ ambient occlusion -- -- Ambient light is what reaches a surface from the sky at large, so it is -- blocked by how much geometry crowds a point rather than by where the -- sun happens to be -- which makes it the exact complement of the shadow -- pass, and the reason both are worth having. The shadow map draws the -- long directional shadow a building throws; this draws the dark seam in -- every corner the sky cannot see into, at every scale finer than a -- shadow map texel. -- -- Baked per vertex, the classic voxel way: each corner counts the -- neighbours that crowd it and steps down once per neighbour, and the -- rasteriser interpolates the steps into a smooth falloff. Costs exactly -- nothing at draw time, and it is resolution-independent -- a screen -- space pass would blur across the pixel grid this whole mode is built -- to keep crisp. -- -- (What was here before was a one-directional contact shadow keyed to a -- sun in the northwest: two neighbours, one corner, top faces only.) -- Intensity. Both terms below are DARKENING amounts rather than -- multipliers, so this one number scales the whole effect: 1.0 is the -- barely-there first cut, and everything is expressed against it. local AO_STRENGTH = 2.4 local AO_STEP = 0.09 * AO_STRENGTH -- per crowding neighbour, max 3 local AO_EDGE = 1 - 0.14 * AO_STRENGTH -- creases / corners on a face local AO_GROUND = 0.12 * AO_STRENGTH -- a prop's contact with the floor local AO_RISE = 6 -- px over which the floor lets go local AO_FLOOR = 0.25 -- never let a vertex reach black -- Both sinks copy a per-corner shade straight out into the vertex stream -- and keep no reference, so these two scratch rows are reused for every -- quad on the map rather than allocating a table per face -- a route -- builds a few hundred thousand of them. local aoTop = { 0, 0, 0, 0 } local aoSide = { 0, 0, 0, 0 } -- A top face's four corners, each occluded by the three cells that touch -- it: two edge neighbours and the diagonal between them. local function aoShades(tx, ty, h, shade) local n = heightAt(tx, ty - 1) > h local s = heightAt(tx, ty + 1) > h local e = heightAt(tx + 1, ty) > h local w = heightAt(tx - 1, ty) > h local nw = heightAt(tx - 1, ty - 1) > h local ne = heightAt(tx + 1, ty - 1) > h local sw = heightAt(tx - 1, ty + 1) > h local se = heightAt(tx + 1, ty + 1) > h if not (n or s or e or w or nw or ne or sw or se) then return shade end local function corner(a, b, d) local k = 0 if a then k = k + 1 end if b then k = k + 1 end -- a diagonal wedged behind both of its edges adds nothing: the -- corner is already as enclosed as it can get, and counting it -- again is what turns an ordinary inside corner black if d and not (a and b) then k = k + 1 end -- floored, so cranking AO_STRENGTH deepens the seams instead of -- punching holes of pure black through the world return shade * math.max(AO_FLOOR, 1 - AO_STEP * k) end -- corners in topQuad order: NW, NE, SE, SW aoTop[1], aoTop[2] = corner(n, w, nw), corner(n, e, ne) aoTop[3], aoTop[4] = corner(s, e, se), corner(s, w, sw) return aoTop end -- The same idea on an upright face, where the crowding is of two kinds: -- the CREASE it rises out of (the band sitting on the ground, or on -- whatever lower neighbour exposed the face) and the INSIDE CORNERS -- where the columns flanking it stand proud of the band. `hl`/`hr` are -- those flanking heights in FACE order -- left then right as seen from -- outside, per LATERAL below -- so the shades line up with sideQuad's -- corners without the caller thinking about compass directions. local LATERAL = { [1] = { 0, 1, 0, -1 }, -- east face: left south, right north [2] = { 0, -1, 0, 1 }, -- west face: left north, right south [5] = { -1, 0, 1, 0 }, -- south face: left west, right east [6] = { 1, 0, -1, 0 }, -- north face: left east, right west } -- Ground contact for the prebuilt prop quads -- the per-pixel plants, -- signs and lone trees, and the round-tree stamps. Those arrive from -- Structures already finished, so the neighbour counting above has no -- columns to count. What it CAN say is that the ground plane itself -- blocks half the sky, so the closer a voxel sits to it the less ambient -- light reaches it -- which is what plants a prop on the floor instead -- of leaving it looking pasted over the top. local aoProp = { 0, 0, 0, 0 } local function groundShades(c, shade) if type(shade) == "table" then return shade end local y1, y2, y3, y4 = c[1][2], c[2][2], c[3][2], c[4][2] if math.min(y1, y2, y3, y4) >= AO_RISE then return shade end for i = 1, 4 do local t = c[i][2] / AO_RISE aoProp[i] = shade * (t >= 1 and 1 or (1 - AO_GROUND * (1 - t))) end return aoProp end local AO_CORNER = math.max(AO_FLOOR, AO_EDGE * AO_EDGE) -- crease AND flank local function sideShades(hl, hr, y0, y1, crease, shade) if not (crease or hl > y0 or hr > y0) then return shade end -- corners run bottom-left, bottom-right, top-right, top-left local base = crease and AO_EDGE or 1 aoSide[1] = shade * (hl > y0 and (crease and AO_CORNER or AO_EDGE) or base) aoSide[2] = shade * (hr > y0 and (crease and AO_CORNER or AO_EDGE) or base) aoSide[3] = shade * (hr > y1 and AO_EDGE or 1) aoSide[4] = shade * (hl > y1 and AO_EDGE or 1) return aoSide end -- `to` routes the quad somewhere other than the main sink -- the water -- surface is the only caller that ever does (see runGeometry's header). -- `vTop`/`vBot` crop the art to a row range of the tile, which only the -- half-cell furniture rule below ever asks for: a top band that has to -- cover more depth than it was drawn with hands each 8px cell its own -- slice of the band instead of the whole of it. local function topQuad(x0, z0, h, tile, shade, to, vTop, vBot) local u0, u1, v0, v1 = uvRect(tile, vTop or 0, vBot or 8) ;(to or push)({ { x0, h, z0 }, { x0 + 8, h, z0 }, { x0 + 8, h, z0 + 8 }, { x0, h, z0 + 8 } }, { { u0, v0 }, { u1, v0 }, { u1, v1 }, { u0, v1 } }, aoShades(x0 / 8, z0 / 8, h, shade)) end -- vertical quad for face direction `d` of the tile column at (x0, z0), -- spanning heights [y0, y1] and showing art rows [vTop, vBot] of `tile`. -- Corners run bottom-left, bottom-right, top-right, top-left as seen -- from outside; u follows +X on the north/south faces so a door or sign -- never draws mirrored. local function sideQuad(d, x0, z0, y0, y1, tile, vTop, vBot, shade) local x1, z1 = x0 + 8, z0 + 8 local c if d == 5 then -- south, at z1 c = { { x0, y0, z1 }, { x1, y0, z1 }, { x1, y1, z1 }, { x0, y1, z1 } } elseif d == 6 then -- north, at z0 c = { { x1, y0, z0 }, { x0, y0, z0 }, { x0, y1, z0 }, { x1, y1, z0 } } elseif d == 1 then -- east, at x1 c = { { x1, y0, z1 }, { x1, y0, z0 }, { x1, y1, z0 }, { x1, y1, z1 } } else -- west, at x0 c = { { x0, y0, z0 }, { x0, y0, z1 }, { x0, y1, z1 }, { x0, y1, z0 } } end local u0, u1, v0, v1 = uvRect(tile, vTop, vBot) push(c, { { u0, v1 }, { u1, v1 }, { u1, v0 }, { u0, v0 } }, shade) end local def = map.def local tw, th = def.width * 4, def.height * 4 -- map size in tiles local r = bodyOnly and 0 or RING * 4 -- true when the (ring) position lies under a connected neighbour's body local function masked(px0, pz0, px1, pz1) if not masks then return false end for _, mk in ipairs(masks) do if px1 > mk[1] and px0 < mk[3] and pz1 > mk[2] and pz0 < mk[4] then return true end end return false end -- The inclusive variant for OBJECT quads: a quad TOUCHING a neighbour -- body counts as under it. The old test took the quad's center with -- strict bounds, and a quad whose center sat exactly on the body's -- edge line escaped the mask -- stringing stray pixel fragments of -- otherwise-dropped border trees along every map seam. local function maskedClosed(px0, pz0, px1, pz1) if not masks then return false end for _, mk in ipairs(masks) do if px1 >= mk[1] and px0 <= mk[3] and pz1 >= mk[2] and pz0 <= mk[4] then return true end end return false end for ty = -r, th + r - 1 do for tx = -r, tw + r - 1 do Budget.tick() local k = keyOf(tx, ty) local s, tile = S.shapeAt[k], S.tileAt[k] local inBody = tx >= 0 and ty >= 0 and tx < tw and ty < th if not inBody and masked(tx * 8, ty * 8, tx * 8 + 8, ty * 8 + 8) then s = nil end -- Under the TREES fill the border wall is MODELLED or it is not there -- (see Structures' hullRingOnly): a ring cell nothing claimed would -- be a flat-topped box standing beside carved trunks, which reads as -- a painted-on plateau rather than forest. Structures already stops -- the ring at the carve distance; this catches the odd cell inside it -- that the 2x2 grouping could not take -- a canopy whose partners -- fall outside the shortened ring is left unclaimed, and one strip of -- boxes along an edge is the whole artefact this avoids. if not inBody and S.hideBareRing and not S.skip[k] then s = nil end if s and S.skip[k] then -- an object stands here; paint its synthesized ground and let the -- prebuilt prism quads (appended below) carry the art local g = S.ground[k] if g then topQuad(tx * 8, ty * 8, 0, g, 1) -- the claimed tile is still ground at height 0, and water next -- door still recesses below it: without the same below-ground -- side bands ordinary ground emits, the two-pixel shoreline -- face is a slit into the sky behind the mesh -- which is -- exactly what a building plot or a sign standing at the -- waterline showed. Same bands, cut from the synthesized -- ground's own art for _, side in ipairs(SIDES) do local nh = heightAt(tx + side[1], ty + side[2]) if nh < 0 then local d = side[3] local lat = LATERAL[d] local hl = lat and heightAt(tx + lat[1], ty + lat[2]) or 0 local hr = lat and heightAt(tx + lat[3], ty + lat[4]) or 0 for band = math.floor(nh / 8), -1 do local y0 = math.max(nh, band * 8) local y1 = math.min(0, band * 8 + 8) if y1 > y0 then sideQuad(d, tx * 8, ty * 8, y0, y1, g, (band * 8 + 8) - y1, (band * 8 + 8) - y0, sideShades(hl, hr, y0, y1, y0 <= nh, Voxel3D.FACE_SHADE[d])) end end end end end elseif s then local run = S.runs[k] local h = run and run.h or s.h local x0, z0 = tx * 8, ty * 8 -- top face. A roofed volume gets a GABLE segment: the roof rises -- from the facade top at the south eave to a ridge across the -- footprint's middle, then falls back to the facade at the north -- edge -- so the far side sits LOW. (The first cut was a shed -- plane rising all the way north, which turns a building into a -- ramp.) The south slope wears the structure's roof rows (ridge -- art at the ridge, eaves art at the eave); the back slope -- mirrors them. Exposed east/west flanks hip: their outer edge -- drops toward the eave, rounding the drawn corner tiles into 45 -- degree corners. Flat-topped volumes wear their top rows; -- everything else its own art. if run and run.rise > 0 then local mid = run.extent / 2 local function gableH(d) -- d = rows north of the south eave local t = d <= mid and d / mid or (run.extent - d) / (run.extent - mid) return run.h + run.rise * math.max(0, math.min(1, t)) end local d0 = run.front - ty -- rows from the south edge local hS = gableH(d0) local hN = gableH(d0 + 1) -- art by proximity to the ridge, mirrored over the back local rel = 1 - math.abs(d0 + 0.5 - mid) / math.max(mid, 0.5) local idx = math.min(run.roofRows - 1, math.floor((1 - rel) * run.roofRows)) local roofTile = map:tileAt(tx, run.north + idx) local swY, seY, neY, nwY = hS, hS, hN, hN if heightAt(tx - 1, ty) < run.h then -- west flank: hip swY = math.max(run.h, hS - 8) nwY = math.max(run.h, hN - 8) end if heightAt(tx + 1, ty) < run.h then -- east flank: hip seY = math.max(run.h, hS - 8) neY = math.max(run.h, hN - 8) end local u0, u1, v0, v1 = uvRect(roofTile, 0, 8) push({ { x0, swY, z0 + 8 }, { x0 + 8, seY, z0 + 8 }, { x0 + 8, neY, z0 }, { x0, nwY, z0 } }, { { u0, v1 }, { u1, v1 }, { u1, v0 }, { u0, v0 } }, 0.95) elseif run then local topTile = map:tileAt(tx, ChunkMesher.flatTopRow(run, ty)) -- a DETECTED wall volume caps the same way a pinned one does: -- the Rocket lift's cabin doors are found rather than pinned, -- and their drawing lay across the top of the wall they are set -- into (see wallTop) topTile = capOf(s, tile) or topTile topQuad(x0, z0, h, topTile, VOLUME_TOP_SHADE) else local topTile = tile local vTop, vBot = nil, nil if s.art == "upright" and s.authored then -- Top art for a pinned box. A furniture drawing is top-view -- rows over floor(h/8) face-on rows the fold stands upright; -- a face row's top would repeat its front art lying flat, so -- it wears the nearest row above the face block instead -- -- the drawn tabletop (and whatever sits on it) stays on top, -- and a fully-folded structure (wall, desk) tops with its -- northmost row. local north, front = ty, ty while ty - north < 6 do local bs = S.shapeAt[keyOf(tx, north - 1)] if bs and bs.authored and bs.class == s.class then north = north - 1 else break end end while front - ty < 6 do local bs = S.shapeAt[keyOf(tx, front + 1)] if bs and bs.authored and bs.class == s.class then front = front + 1 else break end end local row = math.min(ty, front - math.floor(h / 8)) -- HALF-CELL FURNITURE, one cell of plot: the drawing gives ONE -- tile row of top view (the counter's surface) over one that -- folds up as the face (its front panel), and the plot under it -- is 16px deep. Repeating the top row over both depth rows -- -- what `row` above resolves to, since the face row has no top -- art of its own to wear -- draws the surface TWICE: the -- Centers' counters ran a black back edge and its white -- highlight down the middle of every counter, and the push bell -- drawn on one of them came out as two bells stacked front to -- back. The band is foreshortened, not tiled, so each depth row -- takes HALF of it and the one drawing covers the whole top. -- -- Deliberately narrow: only a run that is exactly one cell deep -- with exactly one top row. A deeper run states its own depth -- 1:1 already (the lounge couch is four tile rows over two -- cells, and its cushions must stay cushion-sized), and only the -- last of its rows repeats -- which is the drawing tiling, not -- a surface drawn once and stretched. local face = math.floor(h / 8) if front - face - north == 0 and front - north == 1 then local k = ty - north row = north vTop, vBot = k * 4, k * 4 + 4 end if row < north then -- the whole run folded onto the face: top with the drawn -- row just above it when that row is furniture too (a -- bookcase wearing its shelf-top trim), else with the -- run's own top row local above = S.shapeAt[keyOf(tx, north - 1)] row = (above and above.authored and above.art == "upright") and (north - 1) or north end topTile = capOf(s, tile) or S.tileAt[keyOf(tx, row)] end -- water's surface, and only water's: the recessed sheet itself, -- never the ground's shoreline bands around it. A cell an object -- stands on took the branch above and paints synthesized GROUND, -- which is right -- a sign at the waterline stands on a plot, not -- on the pond. topQuad(x0, z0, h, topTile, s.art == "upright" and VOLUME_TOP_SHADE or 1, (s.class == "water") and waterPush or nil, vTop, vBot) end -- sides: 8px bands wherever the neighbour is lower. Band k spans -- heights [8k, 8k+8) and shows one full tile of art; a partial -- band crops the art rows to match, so nothing ever stretches. for _, side in ipairs(SIDES) do local nh = heightAt(tx + side[1], ty + side[2]) if nh < h then local d = side[3] -- the columns flanking this face, for the inside-corner term: -- fixed for the whole face, so they are read once rather than -- once per 8px band local lat = LATERAL[d] local hl = lat and heightAt(tx + lat[1], ty + lat[2]) or 0 local hr = lat and heightAt(tx + lat[3], ty + lat[4]) or 0 for band = math.floor(nh / 8), math.ceil(h / 8) - 1 do local y0 = math.max(nh, band * 8) local y1 = math.min(h, band * 8 + 8) if y1 > y0 then local src, shade = tile, Voxel3D.FACE_SHADE[d] if run then -- fold the structure's artwork up this face: band k -- samples the map row k tiles north of the structure's -- front, clamped to its extent. The south face is the -- drawing itself (full brightness); the other sides wear -- the same rows darkened, so a building's flank matches -- its face instead of smearing one tile local sy if d == 6 then sy = math.min(run.front, run.north + band) else sy = math.max(run.north, run.front - band) end -- the south face IS the drawing and keeps every tile of -- it; the back and the flanks are the same wall seen from -- somewhere the door and the sign are not src = (d == 5) and map:tileAt(tx, sy) or wallTile(tx, sy) if d == 5 then shade = 1 end elseif s.art == "upright" then -- profile-authored upright (a pinned wall or furniture -- box): fold the drawing up the face, band 0 the -- structure's southmost same-class row and higher bands -- the rows north of it, repeating past the top. The -- south face is the drawing itself (full brightness); -- flanks and back wear the same front stack darkened, so -- a desk's side matches its face instead of smearing a -- different jumble per row. if d == 5 then shade = 1 end local front = ty while front < ty + 6 do local fs2 = S.shapeAt[keyOf(tx, front + 1)] if fs2 and fs2.authored and fs2.class == s.class then front = front + 1 else break end end local fk = keyOf(tx, front - band) local fs = S.shapeAt[fk] if fs and fs.authored and fs.class == s.class then src = S.tileAt[fk] end end sideQuad(d, x0, z0, y0, y1, src, (band * 8 + 8) - y1, (band * 8 + 8) - y0, sideShades(hl, hr, y0, y1, y0 <= nh, shade)) end end end end end end end -- Prebuilt quads from Structures (per-pixel voxel props, lathed -- columns) plus the round-tree stamps expanded in place. Keep rules, -- by the quad's own extent: -- body-only the quad must overlap the OPEN body interval -- a -- neighbour's ring props must not march past its edge -- into this map, and a quad lying exactly ON the edge -- plane would z-fight the map that owns that plane. -- full anything overlapping the body stays whole (props that -- straddle the edge no longer shed their outer half); -- pure ring quads drop when they touch a neighbour body -- (maskedClosed), which is what strings of seam pixels -- were: fragments of dropped border trees whose centers -- sat exactly on the boundary line. local bw, bh = tw * 8, th * 8 local function keepQuad(x0, z0, x1, z1) local overBody = x1 > 0 and x0 < bw and z1 > 0 and z0 < bh if bodyOnly then return overBody end return overBody or not maskedClosed(x0, z0, x1, z1) end -- A face lying EXACTLY on a body boundary plane is ambiguous to the -- rect tests above: a body structure's outward facade (a Saffron row -- house whose front row is the map's last row, its south wall on the -- shared plane with Route 6) and the inward face of a ring scrap -- occupy the same degenerate rect, and the strict overBody plus the -- closed mask dropped BOTH -- which is why those facades were missing. -- The winding tells them apart: a face pointing AWAY from the body -- belongs to this map's own edge-row structure and nothing in the -- neighbour will ever draw that plane, so it stays; a face pointing -- INTO the body is the scrap the mask rules exist to kill, and falls -- through to them. local function outwardOnEdge(q, x0, z0, x1, z1) if z0 == z1 and (z0 == 0 or z0 == bh) and x1 > 0 and x0 < bw then local nz = (q[2][1] - q[1][1]) * (q[3][2] - q[1][2]) - (q[2][2] - q[1][2]) * (q[3][1] - q[1][1]) return (z0 == bh and nz > 0) or (z0 == 0 and nz < 0) end if x0 == x1 and (x0 == 0 or x0 == bw) and z1 > 0 and z0 < bh then local nx = (q[2][2] - q[1][2]) * (q[3][3] - q[1][3]) - (q[2][3] - q[1][3]) * (q[3][2] - q[1][2]) return (x0 == bw and nx > 0) or (x0 == 0 and nx < 0) end return false end local scUV = { { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 } } local function quadUV(q) if q.uv then return q.uv end for i = 1, 4 do scUV[i][1], scUV[i][2] = q.u, q.v end return scUV end for _, q in ipairs(S.objectQuads) do Budget.tick() local x0 = math.min(q[1][1], q[2][1], q[3][1], q[4][1]) local x1 = math.max(q[1][1], q[2][1], q[3][1], q[4][1]) local z0 = math.min(q[1][3], q[2][3], q[3][3], q[4][3]) local z1 = math.max(q[1][3], q[2][3], q[3][3], q[4][3]) -- q.own: a body-anchored structure's own quad (a building placed by -- Buildings.build, whose scan never leaves the body). Exempt from -- the edge keep-rules entirely: its eave legitimately overhangs the -- boundary plane into the neighbour's airspace, and no variant of -- the neighbour will ever draw that geometry if q.own or outwardOnEdge(q, x0, z0, x1, z1) or keepQuad(x0, z0, x1, z1) then push({ q[1], q[2], q[3], q[4] }, quadUV(q), groundShades(q, q.shade)) end end -- true when the rect sits entirely inside one neighbour-body rect local function containedInMask(x0, z0, x1, z1) if not masks then return false end for _, mk in ipairs(masks) do if x0 >= mk[1] and x1 <= mk[3] and z0 >= mk[2] and z1 <= mk[4] then return true end end return false end -- round-tree stamps: the shared hull template translated per cell, -- through reusable scratch corners so expansion allocates nothing. -- A hull spans at most its own footprint -- one 16px cell unless the -- stamp carries a wider radius (the 2x2-cell canopy groups) -- so one -- rect test usually answers for the whole stamp: strictly interior -- stamps keep every quad, ring stamps buried under a neighbour body -- (or, body-only, ring stamps full stop) skip without touching their -- quads. Only stamps crossing a boundary walk quad by quad. local sc = { { 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 }, { 0, 0, 0 } } for _, st in ipairs(S.roundStamps or {}) do local mx, mz = st.mx, st.mz local sr = st.r or 8 local sx0, sz0, sx1, sz1 = mx - sr, mz - sr, mx + sr, mz + sr local interior = sx0 > 0 and sx1 < bw and sz0 > 0 and sz1 < bh local overBody = sx1 > 0 and sx0 < bw and sz1 > 0 and sz0 < bh local keepAll, skipAll if bodyOnly then keepAll = interior skipAll = not overBody else keepAll = interior or not maskedClosed(sx0, sz0, sx1, sz1) skipAll = not overBody and containedInMask(sx0, sz0, sx1, sz1) end if not skipAll then for _, q in ipairs(st.quads) do Budget.tick() for i = 1, 4 do local c, s2 = q[i], sc[i] s2[1] = c[1] + mx s2[2] = c[2] s2[3] = c[3] + mz end local ok = keepAll if not ok then local x0 = math.min(sc[1][1], sc[2][1], sc[3][1], sc[4][1]) local x1 = math.max(sc[1][1], sc[2][1], sc[3][1], sc[4][1]) local z0 = math.min(sc[1][3], sc[2][3], sc[3][3], sc[4][3]) local z1 = math.max(sc[1][3], sc[2][3], sc[3][3], sc[4][3]) ok = keepQuad(x0, z0, x1, z1) end if ok then push(sc, quadUV(q), groundShades(sc, q.shade)) end end end end end -- The raw geometry for `map`: (vertex list, triangle index list, quad -- count). Synchronous and GPU-free -- the headless suite and the probes -- exercise the invariants through this. -- -- `split` lifts the water surface out, as it is lifted out for the -- reflective pass, and appends that sink's own three values -- so the suite -- can check the same separation the GPU path relies on without a GPU. -- Without it the water is in the first list, which is what every existing -- caller reads. function ChunkMesher.geometry(map, bodyOnly, masks, split) local sink = newTableSink() local waterSink = split and newTableSink() or nil runGeometry(map, bodyOnly, masks, sink, waterSink) if not waterSink then return sink.results() end local v, i, n = sink.results() local wv, wi, wn = waterSink.results() return v, i, n, wv, wi, wn end -- Build the mesh for `map` synchronously. Returns nil when there is -- nothing to draw or meshes are unavailable (headless). -- -- `split` asks for the water surface as a SECOND mesh, returned after the -- terrain one -- the shape the reflective pass needs (see Water). Without -- it the water is inside the terrain mesh, which is the historical -- contract and what every other caller still wants. function ChunkMesher.build(map, bodyOnly, masks, split) local sink = newSink() local waterSink = split and newSink() or nil runGeometry(map, bodyOnly, masks, sink, waterSink) return sink.finish(), waterSink and waterSink.finish() or nil end local function quadsMesh(quads, grass) if #quads == 0 then return nil end local verts, indices, n = {}, {}, 0 for _, q in ipairs(quads) do for i = 1, 4 do local c = q[i] local uv = q.uv and q.uv[i] or { q.u, q.v } local v = { c[1], c[2], c[3], uv[1], uv[2], q.shade } if grass then v[7], v[8], v[9], v[10] = q.sway or 0, q.cx or 0, q.cz or 0, q.firefly and 2 or (q.leaf and 1 or 0) end verts[#verts + 1] = v end Voxel3D.pushQuad(indices, n) n = n + 1 end if grass then return Voxel3D.newGrassMesh(verts, indices) end return Voxel3D.newMesh(verts, indices) end -- The tall-grass rows as their own mesh: VoxelScene draws it AFTER the -- characters so the southern row of a grass cell still overdraws a -- walker's feet (characters stamp over terrain, Gen 1 style, so ordinary -- terrain could never do this). local function buildGrassMesh(map) return quadsMesh(Structures.forMap(map).grassQuads, true) end -- The flower billboards as their own mesh, for the same reason as the -- grass one: it draws AFTER the characters WITH the same camera-ward -- pull, so a flower south of a walker occludes their feet and one north -- of them hides behind them. Baked into the terrain mesh they lost that -- depth fight against the pulled character card whenever the player -- stood among flowers. Unlike grass this mesh still CASTS shadows (the -- sun pass draws it): a handful of flowers per meadow, not thousands of -- tufts. local function buildFlowerMesh(map) return quadsMesh(Structures.forMap(map).flowerQuads) end -- Authored FIGURES (a person drawn into furniture) as one mesh each, in -- the card's own local space -- because each one is placed by its own -- matrix at draw time, leaned back by the camera pitch exactly like a -- character card (VoxelScene). A figure baked into the terrain mesh could -- not lean, and a shared mesh could not carry per-figure placement. -- -- A list, not a mesh: `{ mesh, wx, wz, y, w }` per figure. Maps have one -- or none, so the loop that draws them is shorter than the terrain's. -- `w` is the card's own width in its local space (its quads start at -- x = 0), measured here because the first-person pass yaws a card about -- its middle -- a card yawed about its left edge swings off its seat. local function buildFigureMeshes(map) local out = {} for _, f in ipairs(Structures.forMap(map).figures or {}) do local mesh = quadsMesh(f.quads) if mesh then local w = 0 for _, q in ipairs(f.quads) do for c = 1, 4 do local x = q[c] and q[c][1] if x and x > w then w = x end end end out[#out + 1] = { mesh = mesh, wx = f.wx, wz = f.wz, y = f.y, w = w } end end return out end -- Figure lists hold their meshes one level down, so the generic slot -- release cannot reach them. local function releaseFigures(list) for _, f in ipairs(type(list) == "table" and list or {}) do if f.mesh and f.mesh.release then pcall(f.mesh.release, f.mesh) end end end -- Replace a cached slot, releasing whatever mesh it held. local function swapSlot(c, slot, mesh) local old = c[slot] if old and old ~= mesh and old.release then pcall(old.release, old) end c[slot] = mesh end -- ------------------------------------------------------------- the cache local function entry(id) local c = cache[id] if not c then c = {} cache[id] = c end return c end -- The water surface that came out of a terrain slot's own build. Kept -- beside it rather than in a slot of its own because the two are ONE -- answer: a full mesh drawn beside a body build's water would draw the -- ring's ponds twice and miss the body's own. local function waterSlot(slot) return slot .. "Water" end local function releaseEntry(c) for _, slot in ipairs({ "full", "body", "fullWater", "bodyWater", "grass", "flowers" }) do local mesh = c[slot] if mesh and mesh.release then pcall(mesh.release, mesh) end c[slot] = nil end releaseFigures(c.figures) c.figures = nil c.stale = nil end -- ---------------------------------------------------------- async builds local jobs = {} -- FIFO of pending jobs local jobIndex = {} -- "id:slot" -> job local clock = (love and love.timer and love.timer.getTime) or os.clock local function jobKey(id, slot) return id .. ":" .. slot end local function finishJob(job, ok, err) jobIndex[jobKey(job.id, job.slot)] = nil for i, j in ipairs(jobs) do if j == job then table.remove(jobs, i) break end end if not ok then -- name the reason: in a real session a lost build is a black map print("[warn] voxel mesh build failed for " .. tostring(job.id) .. ": " .. tostring(err)) if (gen[job.id] or 0) == job.gen then entry(job.id)[job.slot] = false end end end -- A build only lands if the map's generation still matches the one the -- job was queued under -- invalidate/evict bump it to cancel in-flight -- work whose inputs went stale. local function runJob(job) local map = job.map local c = entry(job.id) if c.grass == nil or c.flowers == nil or c.figures == nil or (c.stale and c.stale.aux) then local okG, grass = pcall(buildGrassMesh, map) local okF, flowers = pcall(buildFlowerMesh, map) local okX, figures = pcall(buildFigureMeshes, map) if (gen[job.id] or 0) ~= job.gen then if okG and grass and grass.release then pcall(grass.release, grass) end if okF and flowers and flowers.release then pcall(flowers.release, flowers) end if okX then releaseFigures(figures) end return end swapSlot(c, "grass", (okG and grass) or false) swapSlot(c, "flowers", (okF and flowers) or false) releaseFigures(c.figures) c.figures = (okX and figures) or false if c.stale then c.stale.aux = nil end end local sink = newSink() local waterSink = newSink() runGeometry(map, job.slot == "body", job.masks, sink, waterSink) local mesh = sink.finish() local water = waterSink.finish() if (gen[job.id] or 0) ~= job.gen then if mesh and mesh.release then pcall(mesh.release, mesh) end if water and water.release then pcall(water.release, water) end return end swapSlot(c, job.slot, mesh or false) swapSlot(c, waterSlot(job.slot), water or false) if c.stale then c.stale[job.slot] = nil if not (c.stale.full or c.stale.body or c.stale.aux) then c.stale = nil end end end -- Queue a build unless the slot is already cached or queued. Returns the -- cached mesh when there is one (false-cached misses return nil). -- `urgent` marks the current map's meshes: pump() gives those a bigger -- slice and runs them before neighbour jobs. A slot refresh() marked -- stale queues its rebuild AND keeps handing back the old mesh, so a -- one-block edit never drops the scene to the flat 2D path while the -- replacement cooks. function ChunkMesher.request(map, bodyOnly, masks, urgent) local slot = bodyOnly and "body" or "full" local c = cache[map.id] local stale = c and c.stale and (c.stale[slot] or c.stale.aux) if c and c[slot] ~= nil and not stale then return c[slot] or nil end local key = jobKey(map.id, slot) local job = jobIndex[key] if not job then job = { id = map.id, map = map, slot = slot, masks = masks, urgent = urgent or false, gen = gen[map.id] or 0 } jobIndex[key] = job jobs[#jobs + 1] = job elseif urgent then job.urgent = true end return (c and c[slot]) or nil end function ChunkMesher.pending() return #jobs end -- Advance queued builds inside a per-frame time budget. Urgent jobs (the -- current map) come first and get the larger slice -- the first voxel -- frame after a toggle is worth more milliseconds than a neighbour -- popping in one frame later. `covered` says the world pass is hidden -- this frame (a warp's fade, a menu): nothing visible can hitch, so the -- slice opens up and a door fade swallows most of a destination build. local URGENT_SLICE = 0.012 local IDLE_SLICE = 0.005 local COVERED_SLICE = 0.030 function ChunkMesher.pump(covered) if #jobs == 0 then return end local pick = jobs[1] for _, j in ipairs(jobs) do if j.urgent then pick = j break end end local slice = covered and COVERED_SLICE or (pick.urgent and URGENT_SLICE or IDLE_SLICE) local deadline = clock() + slice while pick do if not pick.co then pick.co = coroutine.create(runJob) end Budget.begin(pick.co, deadline - clock()) local ok, err = coroutine.resume(pick.co, pick) Budget.finish() if not ok then finishJob(pick, false, err) elseif coroutine.status(pick.co) == "dead" then finishJob(pick, true) else return -- slice spent mid-build; resume next frame end if clock() >= deadline or #jobs == 0 then return end pick = jobs[1] for _, j in ipairs(jobs) do if j.urgent then pick = j break end end end end -- Meshes for `map`, built SYNCHRONOUSLY on first use -- the historical -- contract, kept for probes and any direct caller. `false` is cached for -- a map whose mesh could not be built so a headless run does not retry -- every frame. `masks` (the full variant's neighbour-body rects) is -- static per map id -- a map's connections never change -- so it caches -- like everything else. function ChunkMesher.get(map, bodyOnly, masks) local slot = bodyOnly and "body" or "full" local c = entry(map.id) if c.grass == nil or c.flowers == nil or (c.stale and c.stale.aux) then local okG, grass = pcall(buildGrassMesh, map) local okF, flowers = pcall(buildFlowerMesh, map) swapSlot(c, "grass", (okG and grass) or false) swapSlot(c, "flowers", (okF and flowers) or false) if c.stale then c.stale.aux = nil end end if c[slot] == nil or (c.stale and c.stale[slot]) then local ok, mesh, water = pcall(ChunkMesher.build, map, bodyOnly, masks, true) if not ok then print("[warn] voxel mesh build failed for " .. tostring(map.id) .. ": " .. tostring(mesh)) end swapSlot(c, slot, (ok and mesh) or false) swapSlot(c, waterSlot(slot), (ok and water) or false) if c.stale then c.stale[slot] = nil if not (c.stale.full or c.stale.body or c.stale.aux) then c.stale = nil end end local key = jobKey(map.id, slot) local job = jobIndex[key] if job then finishJob(job, true) end end return c[slot] or nil end -- The cached mesh, or nil -- never builds. The async path's read side. function ChunkMesher.peek(map, bodyOnly) local c = cache[map.id] local mesh = c and c[bodyOnly and "body" or "full"] return mesh or nil end -- A slot's terrain mesh AND the water surface lifted out of it, as one -- answer. Never builds, like peek. -- -- Both or neither, always from the SAME slot: the water was cut out of that -- exact geometry, so pairing a full mesh with a body build's water would -- draw the border ring's ponds twice and leave the body's as holes. Callers -- that fall back from one variant to the other fall back through this, so -- there is nowhere for the two to be chosen separately. function ChunkMesher.pair(map, bodyOnly) local c = cache[map.id] if not c then return nil, nil end local slot = bodyOnly and "body" or "full" return c[slot] or nil, c[waterSlot(slot)] or nil end function ChunkMesher.grass(map) local c = cache[map.id] return c and c.grass or nil end function ChunkMesher.flowers(map) local c = cache[map.id] return c and c.flowers or nil end -- Authored figures as `{ mesh, wx, wz, y, w }` records -- each placed by -- its own leaning matrix at draw time, so they cannot share one mesh. function ChunkMesher.figures(map) local c = cache[map.id] local list = c and c.figures return (type(list) == "table") and list or nil end -- Rebuild a map's meshes IN PLACE: the stale meshes keep drawing while -- replacements cook, and each slot swaps as its build lands. This is -- the block-edit path (a cut tree, a door stamp) -- invalidate() drops -- the mesh outright, and until the async rebuild landed the scene fell -- to the flat 2D path, a whole-world blink for a one-block edit. function ChunkMesher.refresh(mapId) if not mapId then return ChunkMesher.invalidate() end local c = cache[mapId] -- nothing drawable cached: the plain drop costs nothing visible if not (c and (c.full or c.body)) then return ChunkMesher.invalidate(mapId) end Structures.invalidate(mapId) gen[mapId] = (gen[mapId] or 0) + 1 for i = #jobs, 1, -1 do local job = jobs[i] if job.id == mapId then jobIndex[jobKey(job.id, job.slot)] = nil table.remove(jobs, i) end end -- false-cached slots count as stale too: a retry after a failed build -- is exactly a rebuild c.stale = { aux = true, full = (c.full ~= nil) or nil, body = (c.body ~= nil) or nil } end -- Evict everything outside `live` (a set of map ids): far maps' meshes -- are released -- GPU buffer and LOVE's CPU copy both -- and their -- Structures analysis dropped. The live set is the current map plus its -- rendered neighbours, so memory stays bounded by what is on or near the -- screen instead of growing with every area ever visited. -- -- The PREVIOUS live set is retained too: warping into a building -- collapses the set to one small interior, and evicting the town at the -- door means rebuilding the whole neighbourhood on the way out -- a -- flat-world flash after every house. One set of history makes the -- round trip free while staying bounded at two neighbourhoods. local prevLive = {} function ChunkMesher.setLive(live) for id, c in pairs(cache) do if not live[id] and not prevLive[id] then releaseEntry(c) cache[id] = nil gen[id] = (gen[id] or 0) + 1 Structures.invalidate(id) end end for i = #jobs, 1, -1 do local job = jobs[i] if not live[job.id] and not prevLive[job.id] then jobIndex[jobKey(job.id, job.slot)] = nil table.remove(jobs, i) end end prevLive = live end -- Drop one map's mesh (Cut swapped a block) or all of them (hot reload). -- Structures' analysis is derived from the same block layer, so it drops -- in the same breath; in-flight builds of the map are cancelled through -- the generation counter. function ChunkMesher.invalidate(mapId) Structures.invalidate(mapId) if mapId then local c = cache[mapId] if c then releaseEntry(c) end cache[mapId] = nil gen[mapId] = (gen[mapId] or 0) + 1 else for _, c in pairs(cache) do releaseEntry(c) end cache = {} for id in pairs(gen) do gen[id] = gen[id] + 1 end end for i = #jobs, 1, -1 do local job = jobs[i] if mapId == nil or job.id == mapId then jobIndex[jobKey(job.id, job.slot)] = nil table.remove(jobs, i) end end end Assets.register(function() ChunkMesher.invalidate() end) return ChunkMesher