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roxlap_scene/
lib.rs

1//! roxlap scene-graph layer — many independent chunked voxel
2//! grids in a single 3D scene.
3//!
4//! See `PORTING-SCENE.md` at the workspace root for the substage
5//! roadmap. This crate is the layer **above** voxlap's per-chunk
6//! renderer (`roxlap-core`): a [`Scene`] holds a sparse set of
7//! [`Grid`]s, each with its own f64 world position + arbitrary 3D
8//! rotation. Future stages will add per-grid raycast composition
9//! (S3), cross-chunk gline within a grid (S4), per-grid rotation
10//! (S5), far-LOD billboards / planet proxies (S6), and streaming +
11//! procedural generation (S7).
12//!
13//! S2.0 lands the **type skeleton + grid registration only**.
14//! S2.1 adds the [`addr`] module — world ↔ grid-local ↔ chunk +
15//! voxel-in-chunk decomposition, the canonical f64↔i32 boundary
16//! helper called out by risk R5 in `PORTING-SCENE.md`. S2.2 adds
17//! the [`chunks`] module (sparse storage with on-demand chunk
18//! allocation) and the [`Grid`] edit API ([`Grid::set_voxel`],
19//! [`Grid::set_rect`], [`Grid::set_sphere`]) which decompose
20//! multi-chunk operations and delegate to
21//! [`roxlap_formats::edit`]. S2.3 adds the [`snapshot`] module —
22//! a serde-friendly view of the scene that round-trips through
23//! `Serialize` + `Deserialize` (chunks encode via
24//! [`roxlap_formats::vxl::serialize`] / [`parse`]). Rendering
25//! composition is still owed (S3+).
26//!
27//! [`parse`]: roxlap_formats::vxl::parse
28
29pub mod addr;
30pub mod billboard;
31pub mod cavegen;
32pub mod chunks;
33pub mod edit;
34pub mod lod;
35pub mod render;
36pub mod snapshot;
37pub mod streaming;
38
39use std::collections::{HashMap, HashSet};
40use std::sync::Arc;
41
42use glam::{DQuat, DVec3, IVec3, UVec3};
43use roxlap_formats::vxl::Vxl;
44use serde::{Deserialize, Serialize};
45
46pub use addr::{grid_local_to_world, voxel_global, voxel_split, world_to_grid_local, GridLocalPos};
47pub use billboard::{canonical_viewpoints, BillboardCache, BillboardSnapshot};
48pub use edit::SpanOp;
49pub use lod::{select_lod, Lod, LodThresholds};
50pub use streaming::{ChunkGenerator, StreamRadius};
51
52/// XY size of one chunk in voxels. The plan locks 128 — keeps
53/// chunks compact (~2 MB worst-case dense-slab footprint inside
54/// each `Vxl`) and divides cleanly into voxlap's 2048 reference
55/// world size.
56pub const CHUNK_SIZE_XY: u32 = 128;
57
58/// Z size of one chunk in voxels. Locked at 256 to preserve
59/// voxlap's existing slab byte format unchanged inside each chunk
60/// — the per-chunk renderer doesn't need to know it's living
61/// inside a scene-graph.
62pub const CHUNK_SIZE_Z: u32 = 256;
63
64/// Stable identifier for a grid registered in a [`Scene`]. Issued
65/// by [`Scene::add_grid`]; persists across edits but a removed
66/// grid's id is not reissued.
67#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, PartialOrd, Ord, Serialize, Deserialize)]
68pub struct GridId(u32);
69
70impl GridId {
71    /// The integer wire form. Useful for serde / debug output.
72    #[must_use]
73    pub const fn raw(self) -> u32 {
74        self.0
75    }
76}
77
78/// A solid-voxel hit from [`Scene::raycast`].
79#[derive(Debug, Clone, Copy, PartialEq)]
80pub struct RayHit {
81    /// The grid the ray hit.
82    pub grid: GridId,
83    /// Grid-local integer voxel coordinate of the hit cell.
84    pub voxel: IVec3,
85    /// World-space hit point (`origin + t · normalize(dir)`).
86    pub world: DVec3,
87    /// World distance from the ray origin to the hit.
88    pub t: f64,
89    /// Packed colour of the hit voxel, or `None` if it's an untextured
90    /// (bedrock / interior) cell. See [`Grid::voxel_color`].
91    pub color: Option<u32>,
92}
93
94/// Voxel DDA (Amanatides-Woo) in a grid's local space. `lo` / `ld` are
95/// the ray origin + unit direction already transformed into grid-local
96/// coords. Returns the first [`Grid::voxel_solid`] cell and its world-
97/// equal distance `t`, or `None` past `max_t`. The step budget is
98/// `~3·max_t` so a near-axis ray through empty space still terminates.
99fn voxel_dda(grid: &Grid, lo: DVec3, ld: DVec3, max_t: f64) -> Option<(IVec3, f64)> {
100    #[allow(clippy::cast_possible_truncation)]
101    let mut p = IVec3::new(
102        lo.x.floor() as i32,
103        lo.y.floor() as i32,
104        lo.z.floor() as i32,
105    );
106    if grid.voxel_solid(p) {
107        return Some((p, 0.0)); // origin already inside a solid voxel
108    }
109    let sign = |d: f64| -> i32 {
110        if d > 0.0 {
111            1
112        } else if d < 0.0 {
113            -1
114        } else {
115            0
116        }
117    };
118    let step = IVec3::new(sign(ld.x), sign(ld.y), sign(ld.z));
119    // Distance to advance one whole voxel along each axis (∞ if parallel).
120    let t_delta = DVec3::new(
121        if ld.x == 0.0 {
122            f64::INFINITY
123        } else {
124            (1.0 / ld.x).abs()
125        },
126        if ld.y == 0.0 {
127            f64::INFINITY
128        } else {
129            (1.0 / ld.y).abs()
130        },
131        if ld.z == 0.0 {
132            f64::INFINITY
133        } else {
134            (1.0 / ld.z).abs()
135        },
136    );
137    // Distance to the first voxel boundary on each axis.
138    let boundary = |o: f64, d: f64| -> f64 {
139        if d > 0.0 {
140            (o.floor() + 1.0 - o) / d
141        } else if d < 0.0 {
142            (o - o.floor()) / -d
143        } else {
144            f64::INFINITY
145        }
146    };
147    let mut t_max = DVec3::new(
148        boundary(lo.x, ld.x),
149        boundary(lo.y, ld.y),
150        boundary(lo.z, ld.z),
151    );
152    #[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
153    let max_steps = (max_t * 3.0) as u64 + 8;
154    for _ in 0..max_steps {
155        // Advance across the nearest voxel boundary.
156        let t = if t_max.x <= t_max.y && t_max.x <= t_max.z {
157            p.x += step.x;
158            let t = t_max.x;
159            t_max.x += t_delta.x;
160            t
161        } else if t_max.y <= t_max.z {
162            p.y += step.y;
163            let t = t_max.y;
164            t_max.y += t_delta.y;
165            t
166        } else {
167            p.z += step.z;
168            let t = t_max.z;
169            t_max.z += t_delta.z;
170            t
171        };
172        if t > max_t {
173            return None;
174        }
175        if grid.voxel_solid(p) {
176            return Some((p, t));
177        }
178    }
179    None
180}
181
182/// f64 world placement of one grid: position + orientation.
183///
184/// `origin` is the grid's local-space origin in world coords —
185/// chunk `(0, 0, 0)`'s `(0, 0, 0)` voxel maps to
186/// `origin + rotation * vec3(0, 0, 0)` (i.e. just `origin`).
187/// Voxel size is fixed at 1 world unit / voxel for v1.
188#[derive(Debug, Clone, Copy, PartialEq, Serialize, Deserialize)]
189pub struct GridTransform {
190    pub origin: DVec3,
191    pub rotation: DQuat,
192}
193
194impl GridTransform {
195    /// Identity transform at world origin. Useful as a default for
196    /// the first grid added to an otherwise empty scene.
197    #[must_use]
198    pub fn identity() -> Self {
199        Self {
200            origin: DVec3::ZERO,
201            rotation: DQuat::IDENTITY,
202        }
203    }
204
205    /// Axis-aligned grid placed at `origin` with no rotation.
206    #[must_use]
207    pub fn at(origin: DVec3) -> Self {
208        Self {
209            origin,
210            rotation: DQuat::IDENTITY,
211        }
212    }
213}
214
215impl Default for GridTransform {
216    fn default() -> Self {
217        Self::identity()
218    }
219}
220
221/// Address of one voxel inside a scene: which grid it belongs to,
222/// which chunk within that grid, and the voxel's offset inside
223/// that chunk.
224///
225/// `chunk` is signed (`IVec3`) because chunks are centred on the
226/// grid's local origin and may extend in either direction. `voxel`
227/// is unsigned and must satisfy
228/// `(voxel.x, voxel.y) < CHUNK_SIZE_XY` and `voxel.z < CHUNK_SIZE_Z`.
229#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Serialize, Deserialize)]
230pub struct GridAddr {
231    pub grid: GridId,
232    pub chunk: IVec3,
233    pub voxel: UVec3,
234}
235
236/// One independent voxel grid in a scene. Holds its world placement
237/// and a sparse map of populated chunks. Empty chunk slots are
238/// implicit air and skipped during rendering / raycasts.
239///
240/// Each chunk is internally a [`Vxl`] with `vsid = CHUNK_SIZE_XY`
241/// — the existing per-chunk renderer (opticast + grouscan +
242/// sprites + lighting in `roxlap-core`) runs on each chunk
243/// unchanged. Vertical worlds are built by stacking chunks along
244/// grid-local `+z`.
245#[derive(Debug)]
246pub struct Grid {
247    /// World placement (origin + rotation).
248    pub transform: GridTransform,
249    /// Sparse chunk storage keyed by `(chx, chy, chz)` chunk
250    /// coordinates. A missing entry means the chunk is fully air.
251    pub chunks: HashMap<IVec3, Vxl>,
252    /// Whether sky pixels rendered for this grid should be
253    /// composited into the final framebuffer. `true` is the
254    /// historical "grid owns its own sky" behaviour: ray misses
255    /// inside this grid's frustum paint sky_color into the temp
256    /// buffer. Set `false` for grids that are a foreground object
257    /// (e.g. a ship) — the sky is owned by a single "world" grid
258    /// (the ground) and other grids should not contribute sky
259    /// pixels, otherwise their grid-local-frame sky lookup
260    /// rotates with the grid and visibly fights the world's sky
261    /// during compose. See [`crate::render::render_scene_composed`]
262    /// for the masking implementation.
263    pub render_sky: bool,
264    /// Override [`roxlap_core::opticast::OpticastSettings::mip_levels`]
265    /// for this grid. `None` ⇒ use the caller's value. `Some(n)`
266    /// ⇒ cap at `n` (clamped to `[1, settings.mip_levels]`). Use
267    /// to disable multi-mip on a per-grid basis — small grids
268    /// (rotating ships, billboards) don't benefit from deep mips
269    /// and CAN trigger the
270    /// `[[project_axis_aligned_mip_beams]]`-style cf-cancellation
271    /// artifact when near-axis-aligned rays hit the rotated grid.
272    /// `Some(1)` = mip-0 only, byte-stable to single-mip.
273    pub mip_levels_override: Option<u32>,
274    /// World-distance thresholds for per-grid LOD tier selection
275    /// (S6.0). Defaults to [`LodThresholds::always_near`], so a
276    /// freshly-constructed grid always renders at full voxel (the
277    /// S5-and-earlier byte-stable behaviour). S6.1 plugs `Mid` into
278    /// the existing multi-mip path; S6.3 plugs `Far` into the
279    /// billboard impostor cache. See [`crate::lod`].
280    pub lod_thresholds: LodThresholds,
281    /// Lazy [`BillboardCache`] for the `Lod::Far` tier (S6.2).
282    /// `None` until the first time S6.3's render dispatch needs
283    /// it; populated then via [`BillboardCache::build`] and
284    /// cleared by edits ([`Self::set_voxel`] / [`Self::set_rect`]
285    /// / [`Self::set_sphere`]) to force a rebuild on next Far use.
286    /// Callers may also force-invalidate via direct assignment.
287    pub billboards: Option<BillboardCache>,
288    /// Optional procedural generator (S7.0). When set,
289    /// [`Self::ensure_chunk_generated`] uses it to materialise
290    /// chunks that are still absent from [`Self::chunks`].
291    ///
292    /// Streaming layers (S7.1+) walk the active radius around the
293    /// camera and call `ensure_chunk_generated` for missing chunks;
294    /// later stages dispatch this onto a background rayon pool. The
295    /// trait bound is `Send + Sync` (needed for S7.3 async
296    /// dispatch) + `Debug` (needed so [`Grid`] keeps deriving
297    /// `Debug`).
298    ///
299    /// `None` is the default — a grid without a generator behaves
300    /// exactly like the pre-S7 grids: absent chunks stay absent.
301    ///
302    /// `Arc` (not `Box`) so S7.3's async dispatch can clone the
303    /// generator into background rayon tasks without moving it out
304    /// of the grid. Trait bound `Send + Sync` (required at S7.0)
305    /// already makes `Arc<dyn ChunkGenerator>` `Send + Sync`.
306    pub generator: Option<Arc<dyn ChunkGenerator>>,
307    /// Streaming activity / eviction radii used by
308    /// [`Scene::pump_streaming_sync`] (S7.1). Defaults to
309    /// [`StreamRadius::DISABLED`] so existing grids see no change
310    /// in behaviour until the caller opts in.
311    pub stream_radius: StreamRadius,
312    /// Per-chunk edit version counter (S7.2). Each user edit
313    /// through [`Self::set_voxel`] / [`Self::set_rect`] /
314    /// [`Self::set_sphere`] bumps the counter for every chunk it
315    /// actually wrote to. [`Self::ensure_chunk_generated`] does
316    /// NOT bump — a freshly generated chunk has no edits and
317    /// reads as version 0.
318    ///
319    /// Wired up here so the S7.3 async dispatch can detect "an
320    /// edit happened while a chunk was being generated in the
321    /// background" and discard the now-stale result: each
322    /// background task captures the dispatch-time version and
323    /// only installs its result iff the current version still
324    /// matches.
325    ///
326    /// Missing entries read as `0` via [`Self::chunk_version`].
327    /// Evictions in [`Scene::pump_streaming_sync`] drop the
328    /// corresponding entry so the map stays bounded.
329    pub chunk_versions: HashMap<IVec3, u64>,
330    /// In-flight background generation tasks (S7.3).
331    ///
332    /// Populated by [`Scene::pump_streaming`] when it dispatches a
333    /// generator call onto the streaming rayon pool, drained when
334    /// the corresponding [`ChunkResult`] is received and processed
335    /// (either installed or discarded). The set is consulted to
336    /// avoid re-dispatching the same chunk while a previous task
337    /// is still running.
338    ///
339    /// Stays empty when only the synchronous
340    /// [`Scene::pump_streaming_sync`] is used — that path generates
341    /// inline on the calling thread.
342    ///
343    /// [`ChunkResult`]: streaming::ChunkResult
344    pub pending_gen: HashSet<IVec3>,
345}
346
347impl Grid {
348    /// New empty grid at the given transform — no chunks populated,
349    /// `render_sky = true`, LOD thresholds default to
350    /// [`LodThresholds::always_near`], no billboard cache.
351    #[must_use]
352    pub fn new(transform: GridTransform) -> Self {
353        Self {
354            transform,
355            chunks: HashMap::new(),
356            render_sky: true,
357            mip_levels_override: None,
358            lod_thresholds: LodThresholds::always_near(),
359            billboards: None,
360            generator: None,
361            stream_radius: StreamRadius::DISABLED,
362            chunk_versions: HashMap::new(),
363            pending_gen: HashSet::new(),
364        }
365    }
366
367    /// Current per-chunk edit version (S7.2). Returns `0` for any
368    /// chunk that hasn't been edited yet (including absent chunks
369    /// and chunks materialised only via
370    /// [`Self::ensure_chunk_generated`]).
371    ///
372    /// Used by S7.3's async generation dispatch to detect "edit
373    /// happened while we were generating" — the dispatcher
374    /// snapshots this value, the background task carries it, and
375    /// the result is discarded on install if the live counter has
376    /// since moved.
377    #[must_use]
378    pub fn chunk_version(&self, chunk_idx: IVec3) -> u64 {
379        self.chunk_versions.get(&chunk_idx).copied().unwrap_or(0)
380    }
381
382    /// Bump the edit version of `chunk_idx` (S7.2). Saturating add
383    /// at `u64::MAX` — a chunk would need 10^11 edits per second
384    /// for ~5 years to wrap, so saturation is a defensive cap, not
385    /// a realistic concern.
386    ///
387    /// Called by the edit API ([`Self::set_voxel`] /
388    /// [`Self::set_rect`] / [`Self::set_sphere`]) after a chunk
389    /// has actually been written to. Pure no-op edit paths
390    /// (carving from an air chunk that doesn't exist yet) skip
391    /// the bump.
392    ///
393    /// Exposed as `pub` (vs the historical `pub(crate)`) so hosts
394    /// that mutate `grid.chunks` directly — e.g.
395    /// `roxlap-scene-demo`'s `StreamingBakeTracker` writing
396    /// lightmode-1 alphas via `apply_lighting_with_cache` — can
397    /// signal "this chunk's slab changed" to downstream consumers
398    /// like the GPU dirty-chunk poller.
399    pub fn bump_chunk_version(&mut self, chunk_idx: IVec3) {
400        let entry = self.chunk_versions.entry(chunk_idx).or_insert(0);
401        *entry = entry.saturating_add(1);
402    }
403
404    /// Attach (or detach) the procedural generator used by
405    /// [`Self::ensure_chunk_generated`] (S7.0).
406    ///
407    /// Pass `Some(Arc::new(generator))` to enable on-demand chunk
408    /// generation; pass `None` to revert to the "absent stays
409    /// absent" behaviour. Replacing an existing generator drops the
410    /// previous `Arc` clone without touching already-materialised
411    /// chunks. Any background tasks dispatched by a prior
412    /// [`Scene::pump_streaming`] hold their own clones of the old
413    /// generator and finish naturally.
414    pub fn set_generator(&mut self, generator: Option<Arc<dyn ChunkGenerator>>) {
415        self.generator = generator;
416    }
417
418    /// Materialise the chunk at `chunk_idx` by running [`Self::generator`]
419    /// if (a) the chunk is not already present and (b) a generator
420    /// is attached. Returns `true` iff a chunk was newly generated.
421    ///
422    /// No-ops in all other cases:
423    /// - chunk already present (caller edits / a previous
424    ///   `ensure_chunk_generated` call already populated it),
425    /// - no generator attached (the chunk stays implicit-air per
426    ///   the existing convention — does NOT fall through to
427    ///   [`Self::ensure_chunk`]'s empty-chunk constructor).
428    ///
429    /// This is the synchronous S7.0 path. S7.3 will add an async
430    /// counterpart that dispatches the generator call to a
431    /// dedicated rayon pool and installs the result on the next
432    /// `pump_streaming` call.
433    pub fn ensure_chunk_generated(&mut self, chunk_idx: IVec3) -> bool {
434        if self.chunks.contains_key(&chunk_idx) {
435            return false;
436        }
437        let Some(generator) = self.generator.as_ref() else {
438            return false;
439        };
440        // S7.6+: generator may decline specific indices (e.g. a
441        // single-z-layer generator skipping placeholder bedrock
442        // chunks at chz != 0). Respect the filter so we don't
443        // materialise an unwanted chunk.
444        if !generator.should_generate(chunk_idx) {
445            return false;
446        }
447        let chunk = generator.generate(chunk_idx);
448        self.chunks.insert(chunk_idx, chunk);
449        // S7.4: a fresh chunk grows the populated AABB → the
450        // bounding sphere shifts/expands → existing impostor
451        // projections become wrong. Match the eviction (S7.1) +
452        // edit (S6.2) invalidation contract and drop the cache.
453        // Next Far-tier render rebuilds lazily.
454        self.billboards = None;
455        true
456    }
457
458    /// Bounding-sphere radius of the populated chunk set in
459    /// grid-local space.
460    ///
461    /// Walks the sparse chunk map once, computes the chunk-index
462    /// AABB, converts to voxel-space half-extent, returns its
463    /// Euclidean length. Empty grid → `0.0`.
464    ///
465    /// Conservative — bounds the full chunk volume, not just its
466    /// populated voxels (a chunk containing one voxel still
467    /// contributes `CHUNK_SIZE_XY × CHUNK_SIZE_XY × CHUNK_SIZE_Z`
468    /// to the bbox). For LOD picking that's fine: an over-bound
469    /// sphere errs on the side of `Near`.
470    ///
471    /// Cost: `O(chunks.len())`; recomputed on every call. Callers
472    /// who need this every frame should memoize at the
473    /// [`Scene`]-level cache (added when S6.2 needs it).
474    #[must_use]
475    pub fn bounding_radius(&self) -> f64 {
476        if self.chunks.is_empty() {
477            return 0.0;
478        }
479        let mut min = IVec3::splat(i32::MAX);
480        let mut max = IVec3::splat(i32::MIN);
481        for &idx in self.chunks.keys() {
482            min = min.min(idx);
483            max = max.max(idx);
484        }
485        // Chunk-index bbox → voxel-space half-extent. `+1` on max
486        // converts inclusive chunk index to exclusive voxel upper
487        // bound (chunk `idx` covers voxels `[idx*size, (idx+1)*size)`).
488        let sx = f64::from(CHUNK_SIZE_XY);
489        let sz = f64::from(CHUNK_SIZE_Z);
490        let lo = DVec3::new(
491            f64::from(min.x) * sx,
492            f64::from(min.y) * sx,
493            f64::from(min.z) * sz,
494        );
495        let hi = DVec3::new(
496            f64::from(max.x + 1) * sx,
497            f64::from(max.y + 1) * sx,
498            f64::from(max.z + 1) * sz,
499        );
500        let half_extent = (hi - lo) * 0.5;
501        half_extent.length()
502    }
503
504    /// Pick this grid's LOD tier for the given world-space camera
505    /// position. Convenience wrapper around [`crate::select_lod`]
506    /// that pulls [`Self::lod_thresholds`] from the grid.
507    #[must_use]
508    pub fn select_lod(&self, camera_world_pos: DVec3) -> Lod {
509        select_lod(camera_world_pos, &self.transform, self.lod_thresholds)
510    }
511}
512
513/// Top-level scene container. Holds a flat collection of grids
514/// keyed by [`GridId`].
515///
516/// S2.0 only exposes registration / removal / lookup. Address math
517/// helpers (S2.x), edit API (S2.x), and rendering composition (S3)
518/// land in later sub-substages.
519#[derive(Debug, Default)]
520pub struct Scene {
521    grids: HashMap<GridId, Grid>,
522    next_grid_id: u32,
523    /// S7.3: per-scene streaming pool + result channel. Stored on
524    /// the `Scene` so `pump_streaming` can dispatch background
525    /// tasks and drain results across pump calls. `cfg`-gated out
526    /// on wasm32 where `pump_streaming` short-circuits to
527    /// `pump_streaming_sync` (no rayon pool there).
528    #[cfg(not(target_arch = "wasm32"))]
529    streaming: streaming::StreamingState,
530}
531
532impl Scene {
533    /// New empty scene — no grids.
534    #[must_use]
535    pub fn new() -> Self {
536        Self::default()
537    }
538
539    /// Number of grids currently registered.
540    #[must_use]
541    pub fn grid_count(&self) -> usize {
542        self.grids.len()
543    }
544
545    /// Register a new grid. Returns its fresh, unique [`GridId`].
546    pub fn add_grid(&mut self, transform: GridTransform) -> GridId {
547        let id = GridId(self.next_grid_id);
548        self.next_grid_id += 1;
549        self.grids.insert(id, Grid::new(transform));
550        id
551    }
552
553    /// Remove a grid by id. Returns the removed [`Grid`] (so the
554    /// caller can reclaim its chunks) or `None` if the id wasn't
555    /// registered. Removed ids are not reissued.
556    pub fn remove_grid(&mut self, id: GridId) -> Option<Grid> {
557        self.grids.remove(&id)
558    }
559
560    /// Borrow a registered grid.
561    #[must_use]
562    pub fn grid(&self, id: GridId) -> Option<&Grid> {
563        self.grids.get(&id)
564    }
565
566    /// Mutably borrow a registered grid.
567    pub fn grid_mut(&mut self, id: GridId) -> Option<&mut Grid> {
568        self.grids.get_mut(&id)
569    }
570
571    /// Iterator over all `(id, grid)` pairs in registration order
572    /// is **not** guaranteed — the underlying map is a `HashMap`.
573    /// Callers that need a stable order must sort by [`GridId`].
574    pub fn grids(&self) -> impl Iterator<Item = (GridId, &Grid)> {
575        self.grids.iter().map(|(id, g)| (*id, g))
576    }
577
578    /// Mutable iterator over all `(id, grid)` pairs. Yield order
579    /// is not guaranteed (HashMap-backed).
580    pub fn grids_mut(&mut self) -> impl Iterator<Item = (GridId, &mut Grid)> {
581        self.grids.iter_mut().map(|(id, g)| (*id, g))
582    }
583
584    /// Resolve a world-space surface hit to the owning grid + its
585    /// grid-local voxel — the picking back half. `ray_dir` is the view
586    /// direction the hit was found along (need not be normalised); the
587    /// point is nudged half a voxel along it, past the surface and into
588    /// the solid cell, before each grid's [`Grid::voxel_solid`] test.
589    /// Returns the first grid that is solid there (transform-correct
590    /// for rotated/translated grids), or `None` if none claims it.
591    ///
592    /// Backend-agnostic: pair with a renderer depth read to turn a
593    /// click into a voxel — `world = cam.pos + t · normalize(ray_dir)`,
594    /// then `resolve_voxel(world, ray_dir)`. `roxlap-render`'s
595    /// `SceneRenderer::pick` wires exactly that.
596    #[must_use]
597    pub fn resolve_voxel(&self, world: DVec3, ray_dir: DVec3) -> Option<(GridId, IVec3)> {
598        let len = ray_dir.length();
599        if len < 1e-9 {
600            return None;
601        }
602        let inside = world + ray_dir * (0.5 / len); // half a voxel inward
603        for (id, grid) in self.grids() {
604            let glp = addr::world_to_grid_local(inside, &grid.transform);
605            let v = addr::voxel_global(glp.chunk, glp.voxel);
606            if grid.voxel_solid(v) {
607                return Some((id, v));
608            }
609        }
610        None
611    }
612
613    /// Cast a world-space ray and return the nearest solid voxel hit
614    /// across all grids, or `None` if nothing solid lies within
615    /// `max_dist`. Renderer-independent (no depth buffer, no camera) —
616    /// the primitive for line-of-sight, projectiles, AI probing, and
617    /// off-screen / backend-agnostic picking.
618    ///
619    /// `dir` need not be normalised. Each grid's ray is transformed
620    /// into the grid's local frame (so rotated / translated grids are
621    /// handled exactly) and marched with a voxel DDA against
622    /// [`Grid::voxel_solid`]; the closest hit by world distance `t`
623    /// wins. The step budget is bounded by `max_dist`, so empty space
624    /// is safe but not free — a chunk-level skip is a future
625    /// optimisation if hot.
626    #[must_use]
627    pub fn raycast(&self, origin: DVec3, dir: DVec3, max_dist: f64) -> Option<RayHit> {
628        let len = dir.length();
629        if len < 1e-12 || max_dist <= 0.0 {
630            return None;
631        }
632        let dn = dir / len; // unit world direction → t is world distance
633        let mut best: Option<RayHit> = None;
634        for (id, grid) in self.grids() {
635            // World ray → grid-local: undo translation + rotation. The
636            // inverse rotation preserves length, so `t` stays in world
637            // units and is comparable across grids.
638            let inv = grid.transform.rotation.inverse();
639            let lo = inv * (origin - grid.transform.origin);
640            let ld = inv * dn;
641            if let Some((voxel, t)) = voxel_dda(grid, lo, ld, max_dist) {
642                if best.as_ref().map_or(true, |b| t < b.t) {
643                    best = Some(RayHit {
644                        grid: id,
645                        voxel,
646                        world: origin + dn * t,
647                        t,
648                        color: grid.voxel_color(voxel),
649                    });
650                }
651            }
652        }
653        best
654    }
655
656    /// Configure the number of worker threads in the dedicated
657    /// streaming pool (S7.3).
658    ///
659    /// Lazily applied — the pool itself is constructed on the first
660    /// [`Self::pump_streaming`] call. If the pool was already built
661    /// (i.e. a previous `pump_streaming` already dispatched at
662    /// least one task), it gets dropped and rebuilt. Dropping the
663    /// old pool blocks until all of its in-flight tasks finish
664    /// (rayon's contract); any results those tasks sent are still
665    /// drained by the next `pump_streaming` because the channel
666    /// survives the rebuild.
667    ///
668    /// The streaming pool is separate from rayon's global pool
669    /// (which R12 multicore rendering uses), so chunk generation
670    /// doesn't compete with render threads. Sensible values are 1
671    /// to ~4 — generation work is CPU-bound but should leave most
672    /// of the box for everything else.
673    ///
674    /// On wasm32 this is a no-op (no rayon pool available);
675    /// `pump_streaming` runs synchronously there.
676    ///
677    /// # Panics
678    /// Panics on native if `n == 0` (zero-thread pools are not
679    /// supported; the scene crate's S7.1 helper already disallows
680    /// the equivalent for `StreamRadius::r_active < 0`).
681    #[cfg(not(target_arch = "wasm32"))]
682    pub fn set_streaming_threads(&mut self, n: usize) {
683        self.streaming.set_thread_count(n);
684    }
685
686    /// wasm32 no-op companion of [`Self::set_streaming_threads`].
687    /// Lets cross-target code call this unconditionally.
688    #[cfg(target_arch = "wasm32")]
689    pub fn set_streaming_threads(&mut self, _n: usize) {
690        // No streaming pool on wasm32 — see `pump_streaming` docs.
691    }
692
693    /// Asynchronous streaming pump (S7.3).
694    ///
695    /// On native, dispatches missing-chunk generations onto a
696    /// dedicated rayon pool, drains any results that arrived since
697    /// the last pump, runs the eviction pass, and tracks in-flight
698    /// tasks in each grid's [`Grid::pending_gen`] set. The drain
699    /// uses the per-chunk version counter from S7.2 to discard
700    /// results whose chunk was edited mid-generation.
701    ///
702    /// On wasm32 this short-circuits to [`Self::pump_streaming_sync`]
703    /// — no thread pool is available there, but the same per-grid
704    /// stream-in / evict semantics apply.
705    ///
706    /// Call once per frame from the render thread. Cheap when
707    /// nothing changed (early-exit on disabled grids, try_recv
708    /// loops empty fast).
709    pub fn pump_streaming(&mut self, camera_world_pos: DVec3) {
710        #[cfg(target_arch = "wasm32")]
711        {
712            self.pump_streaming_sync(camera_world_pos);
713        }
714        #[cfg(not(target_arch = "wasm32"))]
715        {
716            self.pump_streaming_native(camera_world_pos);
717        }
718    }
719
720    /// Native implementation of [`Self::pump_streaming`].
721    #[cfg(not(target_arch = "wasm32"))]
722    fn pump_streaming_native(&mut self, camera_world_pos: DVec3) {
723        // 1. Drain inbox — install fresh results, drop stale.
724        while let Ok(result) = self.streaming.rx.try_recv() {
725            let Some(grid) = self.grids.get_mut(&result.grid_id) else {
726                // Grid was removed while a generation task was
727                // in-flight. Drop silently.
728                continue;
729            };
730            // Clearing pending_gen here both for "result delivered"
731            // and "we shouldn't try to re-dispatch this chunk just
732            // because it's missing".
733            let was_pending = grid.pending_gen.remove(&result.chunk_idx);
734            if !was_pending {
735                // Either the chunk was evicted (pending cleared in
736                // the eviction pass below in some prior call), or a
737                // duplicate result for an already-handled chunk.
738                continue;
739            }
740            if grid.chunks.contains_key(&result.chunk_idx) {
741                // Some other path (e.g. `ensure_chunk_generated`
742                // sync helper, or a manual edit's `ensure_chunk`)
743                // already populated the slot. Don't overwrite.
744                continue;
745            }
746            if grid.chunk_version(result.chunk_idx) != result.version_at_dispatch {
747                // S7.2 stale-result discard: chunk was edited mid-
748                // generation.
749                continue;
750            }
751            grid.chunks.insert(result.chunk_idx, result.vxl);
752            // S7.4: same invalidation contract as the sync
753            // `ensure_chunk_generated` path — installing a new
754            // chunk can grow the bounding sphere, so the
755            // billboard impostor cache must be rebuilt on next
756            // Far entry. Lazy: only one cache wipe per drain
757            // batch, the Far render rebuilds afterwards.
758            grid.billboards = None;
759        }
760
761        // 2. Per-grid: eviction first, then dispatch. Doing evict
762        //    before dispatch means a chunk that's just left
763        //    r_active doesn't get re-dispatched on the same pump.
764        self.streaming.ensure_pool();
765        // Disjoint sub-field borrows: pool/tx via `&self.streaming.*`,
766        // grids via `&mut self.grids`. Hold both at once.
767        let pool: &rayon::ThreadPool = self.streaming.pool.as_ref().expect("ensure_pool just ran");
768        let tx_template = &self.streaming.tx;
769        for (grid_id, grid) in &mut self.grids {
770            evict_grid_chunks(grid, camera_world_pos);
771            dispatch_grid_async(*grid_id, grid, camera_world_pos, pool, tx_template);
772        }
773    }
774
775    /// Synchronous streaming pump (S7.1).
776    ///
777    /// For each grid with a non-[`StreamRadius::DISABLED`] policy:
778    /// 1. Project the world-space camera into grid-local coords
779    ///    (inverse rotation + origin subtract).
780    /// 2. Stream in any chunk whose AABB-to-camera distance is
781    ///    `<= r_active`, calling [`Grid::ensure_chunk_generated`].
782    ///    No-ops gracefully if the grid has no generator attached
783    ///    (so callers can use the eviction half of streaming on a
784    ///    purely-edited grid).
785    /// 3. Evict any chunk whose AABB-to-camera distance exceeds
786    ///    `r_evict` from the grid's chunk map. Eviction also
787    ///    clears the cached [`BillboardCache`] (the bounding sphere
788    ///    may shrink, invalidating impostor projections; the next
789    ///    Far-tier render rebuilds lazily).
790    ///
791    /// Both passes use the f64 grid-local position so rotation +
792    /// non-axis-aligned grids stream and evict correctly. The
793    /// generate path is blocking — S7.3 will move it to a
794    /// background rayon pool with `pump_streaming` (non-blocking).
795    /// Callers that want the async variant in S7.0/S7.1 stages
796    /// should keep `r_active` small.
797    pub fn pump_streaming_sync(&mut self, camera_world_pos: DVec3) {
798        for grid in self.grids.values_mut() {
799            pump_grid_streaming_sync(grid, camera_world_pos);
800        }
801    }
802}
803
804/// S7.1 helper — drives one grid's synchronous streaming pass.
805/// Stream-in pass uses [`Grid::ensure_chunk_generated`] (blocking
806/// inline generation); eviction pass shared with the S7.3 async
807/// path through [`evict_grid_chunks`].
808fn pump_grid_streaming_sync(grid: &mut Grid, camera_world_pos: DVec3) {
809    let radius = grid.stream_radius;
810    if radius.is_disabled() {
811        return;
812    }
813    let cam_local = streaming::world_to_grid_local_pos(camera_world_pos, &grid.transform);
814
815    // --- Pass 1: stream in active chunks (sync) ---------------
816    if radius.r_active > 0.0 && grid.generator.is_some() {
817        for_each_chunk_in_radius(cam_local, radius.r_active, |idx| {
818            grid.ensure_chunk_generated(idx);
819        });
820    }
821
822    // --- Pass 2: evict chunks past r_evict --------------------
823    evict_grid_chunks_with_cam(grid, cam_local);
824}
825
826/// Eviction pass shared by [`pump_grid_streaming_sync`] and the
827/// S7.3 async path. Public-ish so the async driver can call it
828/// before dispatching to avoid generating chunks that are about
829/// to be evicted. `cfg`-gated to native: on wasm32 the only
830/// caller (`pump_streaming_native`) doesn't compile, so this
831/// helper would warn as dead code.
832#[cfg(not(target_arch = "wasm32"))]
833fn evict_grid_chunks(grid: &mut Grid, camera_world_pos: DVec3) {
834    let radius = grid.stream_radius;
835    if radius.is_disabled() {
836        return;
837    }
838    let cam_local = streaming::world_to_grid_local_pos(camera_world_pos, &grid.transform);
839    evict_grid_chunks_with_cam(grid, cam_local);
840}
841
842/// Eviction inner — assumes `cam_local` is already computed (the
843/// dispatcher and sync pump both have it on hand).
844fn evict_grid_chunks_with_cam(grid: &mut Grid, cam_local: DVec3) {
845    let radius = grid.stream_radius;
846    if !radius.r_evict.is_finite() {
847        return;
848    }
849    let r_sq = radius.r_evict * radius.r_evict;
850    let to_evict: Vec<IVec3> = grid
851        .chunks
852        .keys()
853        .filter(|&&idx| streaming::chunk_aabb_dist_sq(cam_local, idx) > r_sq)
854        .copied()
855        .collect();
856    // S7.3: also evict pending in-flight tasks past r_evict so the
857    // drain pass doesn't install a chunk that's no longer wanted.
858    // We don't have a way to cancel the rayon task, but we can
859    // drop the pending_gen entry so the result is dropped on
860    // arrival.
861    let to_evict_pending: Vec<IVec3> = grid
862        .pending_gen
863        .iter()
864        .filter(|&&idx| streaming::chunk_aabb_dist_sq(cam_local, idx) > r_sq)
865        .copied()
866        .collect();
867    if to_evict.is_empty() && to_evict_pending.is_empty() {
868        return;
869    }
870    for idx in &to_evict {
871        grid.chunks.remove(idx);
872        // S7.2: keep chunk_versions in sync with chunks so the
873        // map stays bounded. A future re-stream of the same idx
874        // restarts at 0 — that's fine because any in-flight
875        // gen-result tagged with the pre-eviction version is
876        // unreachable (no chunk to install onto) and gets
877        // discarded by the new "version still 0" check anyway.
878        grid.chunk_versions.remove(idx);
879        // S7.3: drop pending entry for the same chunk too. If a
880        // background task is still running, its result will be
881        // dropped on arrival (was_pending = false).
882        grid.pending_gen.remove(idx);
883    }
884    for idx in &to_evict_pending {
885        grid.pending_gen.remove(idx);
886    }
887    if !to_evict.is_empty() {
888        // Bounding sphere can shrink → impostor projections would
889        // be wrong on next Far render. Clear lazily; the next
890        // Far-tier pass repopulates via BillboardCache::build.
891        grid.billboards = None;
892    }
893}
894
895/// Walk every chunk index whose AABB falls within `r_active` of
896/// `cam_local` and invoke `f` on it. Shared between the S7.1 sync
897/// stream-in and the S7.3 async dispatch.
898fn for_each_chunk_in_radius<F>(cam_local: DVec3, r_active: f64, mut f: F)
899where
900    F: FnMut(IVec3),
901{
902    let r_sq = r_active * r_active;
903    let sxy = f64::from(CHUNK_SIZE_XY);
904    let sz = f64::from(CHUNK_SIZE_Z);
905    // Half-extent in chunk units; ceil to be conservative so any
906    // chunk whose AABB clips the radius gets considered. `+1`
907    // covers the half-open chunk-AABB upper edge plus the case
908    // where the camera sits exactly on a chunk boundary and the
909    // closest chunk is one index off.
910    #[allow(clippy::cast_possible_truncation)]
911    let r_chunks_xy = (r_active / sxy).ceil() as i32 + 1;
912    #[allow(clippy::cast_possible_truncation)]
913    let r_chunks_z = (r_active / sz).ceil() as i32 + 1;
914    #[allow(clippy::cast_possible_truncation)]
915    let cx_chunk = (cam_local.x / sxy).floor() as i32;
916    #[allow(clippy::cast_possible_truncation)]
917    let cy_chunk = (cam_local.y / sxy).floor() as i32;
918    #[allow(clippy::cast_possible_truncation)]
919    let cz_chunk = (cam_local.z / sz).floor() as i32;
920    for chz in (cz_chunk - r_chunks_z)..=(cz_chunk + r_chunks_z) {
921        for chy in (cy_chunk - r_chunks_xy)..=(cy_chunk + r_chunks_xy) {
922            for chx in (cx_chunk - r_chunks_xy)..=(cx_chunk + r_chunks_xy) {
923                let idx = IVec3::new(chx, chy, chz);
924                if streaming::chunk_aabb_dist_sq(cam_local, idx) <= r_sq {
925                    f(idx);
926                }
927            }
928        }
929    }
930}
931
932/// S7.3 async dispatch — schedule generation for every chunk in
933/// `r_active` that's not already present and not already in
934/// flight. Each dispatch clones the grid's generator `Arc` and a
935/// sender clone, then spawns the closure on the streaming rayon
936/// pool. The closure does the generate + send; the main thread
937/// drains results on the next pump.
938#[cfg(not(target_arch = "wasm32"))]
939fn dispatch_grid_async(
940    grid_id: GridId,
941    grid: &mut Grid,
942    camera_world_pos: DVec3,
943    pool: &rayon::ThreadPool,
944    tx: &crossbeam_channel::Sender<streaming::ChunkResult>,
945) {
946    let radius = grid.stream_radius;
947    if radius.is_disabled() || radius.r_active <= 0.0 {
948        return;
949    }
950    let Some(generator) = grid.generator.as_ref().map(Arc::clone) else {
951        return;
952    };
953    let cam_local = streaming::world_to_grid_local_pos(camera_world_pos, &grid.transform);
954    for_each_chunk_in_radius(cam_local, radius.r_active, |idx| {
955        if grid.chunks.contains_key(&idx) {
956            return; // already present
957        }
958        if grid.pending_gen.contains(&idx) {
959            return; // already in flight
960        }
961        // S7.6+: respect the generator's per-chunk filter — same
962        // contract as `Grid::ensure_chunk_generated` (sync helper).
963        // Lets a generator decline to materialise specific indices
964        // (e.g. `HillsChunkGenerator` skipping placeholder bedrock
965        // chunks at chz != 0 so the camera-above-grid path doesn't
966        // create chz < 0 entries that would shift `origin_chunk_z`
967        // and trigger the S4B.6.j cross-chunk look-down bug).
968        if !generator.should_generate(idx) {
969            return;
970        }
971        grid.pending_gen.insert(idx);
972        let version_at_dispatch = grid.chunk_version(idx);
973        let tx_clone = tx.clone();
974        let gen_clone = Arc::clone(&generator);
975        pool.spawn(move || {
976            let vxl = gen_clone.generate(idx);
977            // Send is non-blocking on unbounded channel; if the
978            // receiver was dropped (Scene drop), the send fails
979            // silently — that's fine.
980            let _ = tx_clone.send(streaming::ChunkResult {
981                grid_id,
982                chunk_idx: idx,
983                version_at_dispatch,
984                vxl,
985            });
986        });
987    });
988}
989
990#[cfg(test)]
991mod tests {
992    use super::*;
993
994    #[test]
995    fn empty_scene_has_no_grids() {
996        let scene = Scene::new();
997        assert_eq!(scene.grid_count(), 0);
998        assert!(scene.grids().next().is_none());
999    }
1000
1001    #[test]
1002    fn raycast_hits_axis_aligned_voxel() {
1003        let mut scene = Scene::new();
1004        let id = scene.add_grid(GridTransform::identity());
1005        scene
1006            .grid_mut(id)
1007            .unwrap()
1008            .set_voxel(IVec3::new(5, 5, 10), Some(0x80_aa_bb_cc));
1009
1010        // Straight down the +z column through (5,5): hits z=10 at t≈10.
1011        let hit = scene
1012            .raycast(DVec3::new(5.5, 5.5, 0.0), DVec3::new(0.0, 0.0, 1.0), 64.0)
1013            .expect("ray hits the voxel");
1014        assert_eq!(hit.grid, id);
1015        assert_eq!(hit.voxel, IVec3::new(5, 5, 10));
1016        assert!((hit.t - 10.0).abs() < 1e-6, "t≈10, got {}", hit.t);
1017        assert!(hit.color.is_some(), "textured voxel has a colour");
1018
1019        // A column with no voxel misses.
1020        assert!(
1021            scene
1022                .raycast(DVec3::new(0.5, 0.5, 0.0), DVec3::new(0.0, 0.0, 1.0), 64.0)
1023                .is_none(),
1024            "empty column → no hit",
1025        );
1026    }
1027
1028    #[test]
1029    fn raycast_respects_grid_transform() {
1030        // A translated grid: the hit voxel is reported in GRID-LOCAL
1031        // coords, and the world hit point is back in world space — so a
1032        // host gets the true voxel regardless of where the grid sits.
1033        let mut scene = Scene::new();
1034        let id = scene.add_grid(GridTransform::at(DVec3::new(100.0, 0.0, 0.0)));
1035        scene
1036            .grid_mut(id)
1037            .unwrap()
1038            .set_voxel(IVec3::new(5, 5, 10), Some(0x80_11_22_33));
1039
1040        let hit = scene
1041            .raycast(DVec3::new(105.5, 5.5, 0.0), DVec3::new(0.0, 0.0, 1.0), 64.0)
1042            .expect("ray hits the translated voxel");
1043        assert_eq!(hit.voxel, IVec3::new(5, 5, 10), "grid-local voxel");
1044        assert!((hit.world.x - 105.5).abs() < 1e-6, "world x preserved");
1045        assert!((hit.t - 10.0).abs() < 1e-6, "t≈10, got {}", hit.t);
1046    }
1047
1048    #[test]
1049    fn raycast_picks_nearest_grid() {
1050        // Two grids with a voxel each along the same world column; the
1051        // raycast must return the closer one.
1052        let mut scene = Scene::new();
1053        let near = scene.add_grid(GridTransform::identity());
1054        let far = scene.add_grid(GridTransform::identity());
1055        scene
1056            .grid_mut(near)
1057            .unwrap()
1058            .set_voxel(IVec3::new(1, 1, 20), Some(0x80_00_ff_00));
1059        scene
1060            .grid_mut(far)
1061            .unwrap()
1062            .set_voxel(IVec3::new(1, 1, 40), Some(0x80_ff_00_00));
1063
1064        let hit = scene
1065            .raycast(DVec3::new(1.5, 1.5, 0.0), DVec3::new(0.0, 0.0, 1.0), 64.0)
1066            .expect("hits the nearer voxel");
1067        assert_eq!(hit.grid, near);
1068        assert_eq!(hit.voxel, IVec3::new(1, 1, 20));
1069    }
1070
1071    #[test]
1072    fn add_grid_returns_fresh_ids() {
1073        let mut scene = Scene::new();
1074        let a = scene.add_grid(GridTransform::identity());
1075        let b = scene.add_grid(GridTransform::at(DVec3::new(100.0, 0.0, 0.0)));
1076        assert_ne!(a, b);
1077        assert_eq!(a.raw(), 0);
1078        assert_eq!(b.raw(), 1);
1079        assert_eq!(scene.grid_count(), 2);
1080    }
1081
1082    #[test]
1083    fn grid_lookup_round_trips() {
1084        let mut scene = Scene::new();
1085        let id = scene.add_grid(GridTransform::at(DVec3::new(10.0, 20.0, 30.0)));
1086        let g = scene.grid(id).expect("grid registered");
1087        assert_eq!(g.transform.origin, DVec3::new(10.0, 20.0, 30.0));
1088        assert_eq!(g.transform.rotation, DQuat::IDENTITY);
1089        assert!(g.chunks.is_empty());
1090    }
1091
1092    #[test]
1093    fn remove_grid_drops_it_from_scene() {
1094        let mut scene = Scene::new();
1095        let id = scene.add_grid(GridTransform::identity());
1096        let removed = scene.remove_grid(id);
1097        assert!(removed.is_some());
1098        assert_eq!(scene.grid_count(), 0);
1099        assert!(scene.grid(id).is_none());
1100        // Re-adding does NOT reuse the dropped id.
1101        let id2 = scene.add_grid(GridTransform::identity());
1102        assert_ne!(id, id2);
1103        assert_eq!(id2.raw(), 1);
1104    }
1105
1106    #[test]
1107    fn remove_unknown_grid_is_none() {
1108        let mut scene = Scene::new();
1109        let bogus = GridId(999);
1110        assert!(scene.remove_grid(bogus).is_none());
1111    }
1112
1113    #[test]
1114    fn grid_mut_can_modify_transform() {
1115        let mut scene = Scene::new();
1116        let id = scene.add_grid(GridTransform::identity());
1117        scene.grid_mut(id).unwrap().transform.origin = DVec3::new(1.0, 2.0, 3.0);
1118        assert_eq!(
1119            scene.grid(id).unwrap().transform.origin,
1120            DVec3::new(1.0, 2.0, 3.0)
1121        );
1122    }
1123
1124    #[test]
1125    fn chunk_size_constants_match_plan() {
1126        // Plan locks these values; bumping either breaks the slab
1127        // byte format (Z) or the worst-case chunk footprint budget
1128        // (XY). Pin them so a future refactor that drifts them
1129        // shows up in CI.
1130        assert_eq!(CHUNK_SIZE_XY, 128);
1131        assert_eq!(CHUNK_SIZE_Z, 256);
1132    }
1133
1134    // ---- S6.0: bounding_radius + Grid::select_lod ----
1135
1136    #[test]
1137    fn new_grid_defaults_to_always_near_lod() {
1138        // Byte-identity contract for the staged S6 rollout: a
1139        // grid built through `new` must never trigger the Mid/Far
1140        // branches by accident, even when bounding_radius would
1141        // imply otherwise.
1142        let g = Grid::new(GridTransform::identity());
1143        assert_eq!(g.lod_thresholds.r_near, f64::INFINITY);
1144        assert_eq!(g.lod_thresholds.r_mid, f64::INFINITY);
1145        assert_eq!(g.select_lod(DVec3::new(1e9, 0.0, 0.0)), Lod::Near);
1146    }
1147
1148    #[test]
1149    fn bounding_radius_empty_grid_is_zero() {
1150        let g = Grid::new(GridTransform::identity());
1151        assert_eq!(g.bounding_radius(), 0.0);
1152    }
1153
1154    #[test]
1155    fn bounding_radius_single_chunk_at_origin() {
1156        // One chunk at (0, 0, 0): bbox is [0, 128) × [0, 128) × [0, 256).
1157        // Half-extent = (64, 64, 128); length = sqrt(64² + 64² + 128²)
1158        //   = sqrt(4096 + 4096 + 16384) = sqrt(24576) ≈ 156.7747...
1159        let mut scene = Scene::new();
1160        let id = scene.add_grid(GridTransform::identity());
1161        let g = scene.grid_mut(id).unwrap();
1162        // Populate chunk (0, 0, 0) via the edit API.
1163        g.set_voxel(IVec3::new(0, 0, 0), Some(0x80_88_88_88));
1164        let r = g.bounding_radius();
1165        let expected = ((64.0_f64).powi(2) * 2.0 + (128.0_f64).powi(2)).sqrt();
1166        assert!(
1167            (r - expected).abs() < 1e-9,
1168            "bounding_radius={r} expected={expected}"
1169        );
1170    }
1171
1172    #[test]
1173    fn bounding_radius_grows_with_chunk_extent() {
1174        // Two chunks at (0,0,0) and (3,0,0): x extent is 4 chunks =
1175        // 512 voxels; y/z are 1 chunk each. Half-extent = (256, 64, 128);
1176        // length = sqrt(256² + 64² + 128²) = sqrt(65536+4096+16384)
1177        //        = sqrt(86016) ≈ 293.2848.
1178        let mut scene = Scene::new();
1179        let id = scene.add_grid(GridTransform::identity());
1180        let g = scene.grid_mut(id).unwrap();
1181        // Stamp one voxel in chunk (0,0,0).
1182        g.set_voxel(IVec3::new(0, 0, 0), Some(0x80_88_88_88));
1183        // Stamp one voxel in chunk (3,0,0): grid-local x = 3*128 = 384.
1184        g.set_voxel(IVec3::new(384, 0, 0), Some(0x80_88_88_88));
1185        assert_eq!(g.chunks.len(), 2);
1186        let r = g.bounding_radius();
1187        let expected = (256.0_f64.powi(2) + 64.0_f64.powi(2) + 128.0_f64.powi(2)).sqrt();
1188        assert!(
1189            (r - expected).abs() < 1e-9,
1190            "bounding_radius={r} expected={expected}"
1191        );
1192    }
1193
1194    #[test]
1195    fn grid_select_lod_respects_lod_thresholds_field() {
1196        // Set a non-default threshold and verify the helper picks
1197        // the right tier for known distances.
1198        let mut scene = Scene::new();
1199        let id = scene.add_grid(GridTransform::at(DVec3::new(100.0, 0.0, 0.0)));
1200        let g = scene.grid_mut(id).unwrap();
1201        g.lod_thresholds = LodThresholds {
1202            r_near: 50.0,
1203            r_mid: 200.0,
1204            ..LodThresholds::always_near()
1205        };
1206        // Camera 25 units from grid origin → Near.
1207        assert_eq!(g.select_lod(DVec3::new(125.0, 0.0, 0.0)), Lod::Near);
1208        // 100 units → Mid.
1209        assert_eq!(g.select_lod(DVec3::new(200.0, 0.0, 0.0)), Lod::Mid);
1210        // 500 units → Far.
1211        assert_eq!(g.select_lod(DVec3::new(600.0, 0.0, 0.0)), Lod::Far);
1212    }
1213}