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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    /// Cross-frame DDA brick-occupancy cache (Substage DDA.7 perf).
346    /// Keyed by `(chunk, mip)` + the chunk's edit version, so a static
347    /// chunk's brick map is built once and reused every frame. Skipped
348    /// entirely on the voxlap render path. Not serialised.
349    pub dda_brick_cache: roxlap_core::BrickCache,
350}
351
352impl Grid {
353    /// New empty grid at the given transform — no chunks populated,
354    /// `render_sky = true`, LOD thresholds default to
355    /// [`LodThresholds::always_near`], no billboard cache.
356    #[must_use]
357    pub fn new(transform: GridTransform) -> Self {
358        Self {
359            transform,
360            chunks: HashMap::new(),
361            render_sky: true,
362            mip_levels_override: None,
363            lod_thresholds: LodThresholds::always_near(),
364            billboards: None,
365            generator: None,
366            stream_radius: StreamRadius::DISABLED,
367            chunk_versions: HashMap::new(),
368            pending_gen: HashSet::new(),
369            dda_brick_cache: roxlap_core::BrickCache::new(),
370        }
371    }
372
373    /// Ensure the DDA brick cache holds current mip-`requested_mip`
374    /// occupancy maps for every populated chunk, rebuilding only chunks
375    /// whose edit version changed (Substage DDA.7). Clamps the mip to a
376    /// level every chunk has built (so coarse rendering never holes) and
377    /// returns that effective mip. Evicts cache entries for chunks no
378    /// longer present. Call once per frame before the DDA render.
379    pub fn ensure_dda_bricks(&mut self, requested_mip: u32) -> u32 {
380        // Split-borrow disjoint fields so the cache mutates while the
381        // chunks + versions are read.
382        let Self {
383            chunks,
384            chunk_versions,
385            dda_brick_cache,
386            ..
387        } = self;
388        // Effective uniform mip: min built mip across chunks, capped.
389        let mut mip = requested_mip;
390        if requested_mip > 0 {
391            for vxl in chunks.values() {
392                mip = mip.min(vxl.mip_count().saturating_sub(1));
393            }
394        }
395        for (idx, vxl) in chunks.iter() {
396            let version = chunk_versions.get(idx).copied().unwrap_or(0);
397            let view = roxlap_core::GridView::from_single_vxl(vxl);
398            dda_brick_cache.ensure([idx.x, idx.y, idx.z], mip, version, &view);
399        }
400        dda_brick_cache.retain_chunks(|c| chunks.contains_key(&IVec3::new(c[0], c[1], c[2])));
401        mip
402    }
403
404    /// Current per-chunk edit version (S7.2). Returns `0` for any
405    /// chunk that hasn't been edited yet (including absent chunks
406    /// and chunks materialised only via
407    /// [`Self::ensure_chunk_generated`]).
408    ///
409    /// Used by S7.3's async generation dispatch to detect "edit
410    /// happened while we were generating" — the dispatcher
411    /// snapshots this value, the background task carries it, and
412    /// the result is discarded on install if the live counter has
413    /// since moved.
414    #[must_use]
415    pub fn chunk_version(&self, chunk_idx: IVec3) -> u64 {
416        self.chunk_versions.get(&chunk_idx).copied().unwrap_or(0)
417    }
418
419    /// Bump the edit version of `chunk_idx` (S7.2). Saturating add
420    /// at `u64::MAX` — a chunk would need 10^11 edits per second
421    /// for ~5 years to wrap, so saturation is a defensive cap, not
422    /// a realistic concern.
423    ///
424    /// Called by the edit API ([`Self::set_voxel`] /
425    /// [`Self::set_rect`] / [`Self::set_sphere`]) after a chunk
426    /// has actually been written to. Pure no-op edit paths
427    /// (carving from an air chunk that doesn't exist yet) skip
428    /// the bump.
429    ///
430    /// Exposed as `pub` (vs the historical `pub(crate)`) so hosts
431    /// that mutate `grid.chunks` directly — e.g.
432    /// `roxlap-scene-demo`'s `StreamingBakeTracker` writing
433    /// lightmode-1 alphas via `apply_lighting_with_cache` — can
434    /// signal "this chunk's slab changed" to downstream consumers
435    /// like the GPU dirty-chunk poller.
436    pub fn bump_chunk_version(&mut self, chunk_idx: IVec3) {
437        let entry = self.chunk_versions.entry(chunk_idx).or_insert(0);
438        *entry = entry.saturating_add(1);
439    }
440
441    /// Attach (or detach) the procedural generator used by
442    /// [`Self::ensure_chunk_generated`] (S7.0).
443    ///
444    /// Pass `Some(Arc::new(generator))` to enable on-demand chunk
445    /// generation; pass `None` to revert to the "absent stays
446    /// absent" behaviour. Replacing an existing generator drops the
447    /// previous `Arc` clone without touching already-materialised
448    /// chunks. Any background tasks dispatched by a prior
449    /// [`Scene::pump_streaming`] hold their own clones of the old
450    /// generator and finish naturally.
451    pub fn set_generator(&mut self, generator: Option<Arc<dyn ChunkGenerator>>) {
452        self.generator = generator;
453    }
454
455    /// Materialise the chunk at `chunk_idx` by running [`Self::generator`]
456    /// if (a) the chunk is not already present and (b) a generator
457    /// is attached. Returns `true` iff a chunk was newly generated.
458    ///
459    /// No-ops in all other cases:
460    /// - chunk already present (caller edits / a previous
461    ///   `ensure_chunk_generated` call already populated it),
462    /// - no generator attached (the chunk stays implicit-air per
463    ///   the existing convention — does NOT fall through to
464    ///   [`Self::ensure_chunk`]'s empty-chunk constructor).
465    ///
466    /// This is the synchronous S7.0 path. S7.3 will add an async
467    /// counterpart that dispatches the generator call to a
468    /// dedicated rayon pool and installs the result on the next
469    /// `pump_streaming` call.
470    pub fn ensure_chunk_generated(&mut self, chunk_idx: IVec3) -> bool {
471        if self.chunks.contains_key(&chunk_idx) {
472            return false;
473        }
474        let Some(generator) = self.generator.as_ref() else {
475            return false;
476        };
477        // S7.6+: generator may decline specific indices (e.g. a
478        // single-z-layer generator skipping placeholder bedrock
479        // chunks at chz != 0). Respect the filter so we don't
480        // materialise an unwanted chunk.
481        if !generator.should_generate(chunk_idx) {
482            return false;
483        }
484        let chunk = generator.generate(chunk_idx);
485        self.chunks.insert(chunk_idx, chunk);
486        // S7.4: a fresh chunk grows the populated AABB → the
487        // bounding sphere shifts/expands → existing impostor
488        // projections become wrong. Match the eviction (S7.1) +
489        // edit (S6.2) invalidation contract and drop the cache.
490        // Next Far-tier render rebuilds lazily.
491        self.billboards = None;
492        true
493    }
494
495    /// Bounding-sphere radius of the populated chunk set in
496    /// grid-local space.
497    ///
498    /// Walks the sparse chunk map once, computes the chunk-index
499    /// AABB, converts to voxel-space half-extent, returns its
500    /// Euclidean length. Empty grid → `0.0`.
501    ///
502    /// Conservative — bounds the full chunk volume, not just its
503    /// populated voxels (a chunk containing one voxel still
504    /// contributes `CHUNK_SIZE_XY × CHUNK_SIZE_XY × CHUNK_SIZE_Z`
505    /// to the bbox). For LOD picking that's fine: an over-bound
506    /// sphere errs on the side of `Near`.
507    ///
508    /// Cost: `O(chunks.len())`; recomputed on every call. Callers
509    /// who need this every frame should memoize at the
510    /// [`Scene`]-level cache (added when S6.2 needs it).
511    #[must_use]
512    pub fn bounding_radius(&self) -> f64 {
513        if self.chunks.is_empty() {
514            return 0.0;
515        }
516        let mut min = IVec3::splat(i32::MAX);
517        let mut max = IVec3::splat(i32::MIN);
518        for &idx in self.chunks.keys() {
519            min = min.min(idx);
520            max = max.max(idx);
521        }
522        // Chunk-index bbox → voxel-space half-extent. `+1` on max
523        // converts inclusive chunk index to exclusive voxel upper
524        // bound (chunk `idx` covers voxels `[idx*size, (idx+1)*size)`).
525        let sx = f64::from(CHUNK_SIZE_XY);
526        let sz = f64::from(CHUNK_SIZE_Z);
527        let lo = DVec3::new(
528            f64::from(min.x) * sx,
529            f64::from(min.y) * sx,
530            f64::from(min.z) * sz,
531        );
532        let hi = DVec3::new(
533            f64::from(max.x + 1) * sx,
534            f64::from(max.y + 1) * sx,
535            f64::from(max.z + 1) * sz,
536        );
537        let half_extent = (hi - lo) * 0.5;
538        half_extent.length()
539    }
540
541    /// Pick this grid's LOD tier for the given world-space camera
542    /// position. Convenience wrapper around [`crate::select_lod`]
543    /// that pulls [`Self::lod_thresholds`] from the grid.
544    #[must_use]
545    pub fn select_lod(&self, camera_world_pos: DVec3) -> Lod {
546        select_lod(camera_world_pos, &self.transform, self.lod_thresholds)
547    }
548}
549
550/// Top-level scene container. Holds a flat collection of grids
551/// keyed by [`GridId`].
552///
553/// S2.0 only exposes registration / removal / lookup. Address math
554/// helpers (S2.x), edit API (S2.x), and rendering composition (S3)
555/// land in later sub-substages.
556#[derive(Debug, Default)]
557pub struct Scene {
558    grids: HashMap<GridId, Grid>,
559    next_grid_id: u32,
560    /// S7.3: per-scene streaming pool + result channel. Stored on
561    /// the `Scene` so `pump_streaming` can dispatch background
562    /// tasks and drain results across pump calls. `cfg`-gated out
563    /// on wasm32 where `pump_streaming` short-circuits to
564    /// `pump_streaming_sync` (no rayon pool there).
565    #[cfg(not(target_arch = "wasm32"))]
566    streaming: streaming::StreamingState,
567}
568
569impl Scene {
570    /// New empty scene — no grids.
571    #[must_use]
572    pub fn new() -> Self {
573        Self::default()
574    }
575
576    /// Number of grids currently registered.
577    #[must_use]
578    pub fn grid_count(&self) -> usize {
579        self.grids.len()
580    }
581
582    /// Register a new grid. Returns its fresh, unique [`GridId`].
583    pub fn add_grid(&mut self, transform: GridTransform) -> GridId {
584        let id = GridId(self.next_grid_id);
585        self.next_grid_id += 1;
586        self.grids.insert(id, Grid::new(transform));
587        id
588    }
589
590    /// Remove a grid by id. Returns the removed [`Grid`] (so the
591    /// caller can reclaim its chunks) or `None` if the id wasn't
592    /// registered. Removed ids are not reissued.
593    pub fn remove_grid(&mut self, id: GridId) -> Option<Grid> {
594        self.grids.remove(&id)
595    }
596
597    /// Borrow a registered grid.
598    #[must_use]
599    pub fn grid(&self, id: GridId) -> Option<&Grid> {
600        self.grids.get(&id)
601    }
602
603    /// Mutably borrow a registered grid.
604    pub fn grid_mut(&mut self, id: GridId) -> Option<&mut Grid> {
605        self.grids.get_mut(&id)
606    }
607
608    /// Iterator over all `(id, grid)` pairs in registration order
609    /// is **not** guaranteed — the underlying map is a `HashMap`.
610    /// Callers that need a stable order must sort by [`GridId`].
611    pub fn grids(&self) -> impl Iterator<Item = (GridId, &Grid)> {
612        self.grids.iter().map(|(id, g)| (*id, g))
613    }
614
615    /// Mutable iterator over all `(id, grid)` pairs. Yield order
616    /// is not guaranteed (HashMap-backed).
617    pub fn grids_mut(&mut self) -> impl Iterator<Item = (GridId, &mut Grid)> {
618        self.grids.iter_mut().map(|(id, g)| (*id, g))
619    }
620
621    /// Resolve a world-space surface hit to the owning grid + its
622    /// grid-local voxel — the picking back half. `ray_dir` is the view
623    /// direction the hit was found along (need not be normalised); the
624    /// point is nudged half a voxel along it, past the surface and into
625    /// the solid cell, before each grid's [`Grid::voxel_solid`] test.
626    /// Returns the first grid that is solid there (transform-correct
627    /// for rotated/translated grids), or `None` if none claims it.
628    ///
629    /// Backend-agnostic: pair with a renderer depth read to turn a
630    /// click into a voxel — `world = cam.pos + t · normalize(ray_dir)`,
631    /// then `resolve_voxel(world, ray_dir)`. `roxlap-render`'s
632    /// `SceneRenderer::pick` wires exactly that.
633    #[must_use]
634    pub fn resolve_voxel(&self, world: DVec3, ray_dir: DVec3) -> Option<(GridId, IVec3)> {
635        let len = ray_dir.length();
636        if len < 1e-9 {
637            return None;
638        }
639        let inside = world + ray_dir * (0.5 / len); // half a voxel inward
640        for (id, grid) in self.grids() {
641            let glp = addr::world_to_grid_local(inside, &grid.transform);
642            let v = addr::voxel_global(glp.chunk, glp.voxel);
643            if grid.voxel_solid(v) {
644                return Some((id, v));
645            }
646        }
647        None
648    }
649
650    /// Cast a world-space ray and return the nearest solid voxel hit
651    /// across all grids, or `None` if nothing solid lies within
652    /// `max_dist`. Renderer-independent (no depth buffer, no camera) —
653    /// the primitive for line-of-sight, projectiles, AI probing, and
654    /// off-screen / backend-agnostic picking.
655    ///
656    /// `dir` need not be normalised. Each grid's ray is transformed
657    /// into the grid's local frame (so rotated / translated grids are
658    /// handled exactly) and marched with a voxel DDA against
659    /// [`Grid::voxel_solid`]; the closest hit by world distance `t`
660    /// wins. The step budget is bounded by `max_dist`, so empty space
661    /// is safe but not free — a chunk-level skip is a future
662    /// optimisation if hot.
663    #[must_use]
664    pub fn raycast(&self, origin: DVec3, dir: DVec3, max_dist: f64) -> Option<RayHit> {
665        let len = dir.length();
666        if len < 1e-12 || max_dist <= 0.0 {
667            return None;
668        }
669        let dn = dir / len; // unit world direction → t is world distance
670        let mut best: Option<RayHit> = None;
671        for (id, grid) in self.grids() {
672            // World ray → grid-local: undo translation + rotation. The
673            // inverse rotation preserves length, so `t` stays in world
674            // units and is comparable across grids.
675            let inv = grid.transform.rotation.inverse();
676            let lo = inv * (origin - grid.transform.origin);
677            let ld = inv * dn;
678            if let Some((voxel, t)) = voxel_dda(grid, lo, ld, max_dist) {
679                if best.as_ref().map_or(true, |b| t < b.t) {
680                    best = Some(RayHit {
681                        grid: id,
682                        voxel,
683                        world: origin + dn * t,
684                        t,
685                        color: grid.voxel_color(voxel),
686                    });
687                }
688            }
689        }
690        best
691    }
692
693    /// Configure the number of worker threads in the dedicated
694    /// streaming pool (S7.3).
695    ///
696    /// Lazily applied — the pool itself is constructed on the first
697    /// [`Self::pump_streaming`] call. If the pool was already built
698    /// (i.e. a previous `pump_streaming` already dispatched at
699    /// least one task), it gets dropped and rebuilt. Dropping the
700    /// old pool blocks until all of its in-flight tasks finish
701    /// (rayon's contract); any results those tasks sent are still
702    /// drained by the next `pump_streaming` because the channel
703    /// survives the rebuild.
704    ///
705    /// The streaming pool is separate from rayon's global pool
706    /// (which R12 multicore rendering uses), so chunk generation
707    /// doesn't compete with render threads. Sensible values are 1
708    /// to ~4 — generation work is CPU-bound but should leave most
709    /// of the box for everything else.
710    ///
711    /// On wasm32 this is a no-op (no rayon pool available);
712    /// `pump_streaming` runs synchronously there.
713    ///
714    /// # Panics
715    /// Panics on native if `n == 0` (zero-thread pools are not
716    /// supported; the scene crate's S7.1 helper already disallows
717    /// the equivalent for `StreamRadius::r_active < 0`).
718    #[cfg(not(target_arch = "wasm32"))]
719    pub fn set_streaming_threads(&mut self, n: usize) {
720        self.streaming.set_thread_count(n);
721    }
722
723    /// wasm32 no-op companion of [`Self::set_streaming_threads`].
724    /// Lets cross-target code call this unconditionally.
725    #[cfg(target_arch = "wasm32")]
726    pub fn set_streaming_threads(&mut self, _n: usize) {
727        // No streaming pool on wasm32 — see `pump_streaming` docs.
728    }
729
730    /// Asynchronous streaming pump (S7.3).
731    ///
732    /// On native, dispatches missing-chunk generations onto a
733    /// dedicated rayon pool, drains any results that arrived since
734    /// the last pump, runs the eviction pass, and tracks in-flight
735    /// tasks in each grid's [`Grid::pending_gen`] set. The drain
736    /// uses the per-chunk version counter from S7.2 to discard
737    /// results whose chunk was edited mid-generation.
738    ///
739    /// On wasm32 this short-circuits to [`Self::pump_streaming_sync`]
740    /// — no thread pool is available there, but the same per-grid
741    /// stream-in / evict semantics apply.
742    ///
743    /// Call once per frame from the render thread. Cheap when
744    /// nothing changed (early-exit on disabled grids, try_recv
745    /// loops empty fast).
746    pub fn pump_streaming(&mut self, camera_world_pos: DVec3) {
747        #[cfg(target_arch = "wasm32")]
748        {
749            self.pump_streaming_sync(camera_world_pos);
750        }
751        #[cfg(not(target_arch = "wasm32"))]
752        {
753            self.pump_streaming_native(camera_world_pos);
754        }
755    }
756
757    /// Native implementation of [`Self::pump_streaming`].
758    #[cfg(not(target_arch = "wasm32"))]
759    fn pump_streaming_native(&mut self, camera_world_pos: DVec3) {
760        // 1. Drain inbox — install fresh results, drop stale.
761        while let Ok(result) = self.streaming.rx.try_recv() {
762            let Some(grid) = self.grids.get_mut(&result.grid_id) else {
763                // Grid was removed while a generation task was
764                // in-flight. Drop silently.
765                continue;
766            };
767            // Clearing pending_gen here both for "result delivered"
768            // and "we shouldn't try to re-dispatch this chunk just
769            // because it's missing".
770            let was_pending = grid.pending_gen.remove(&result.chunk_idx);
771            if !was_pending {
772                // Either the chunk was evicted (pending cleared in
773                // the eviction pass below in some prior call), or a
774                // duplicate result for an already-handled chunk.
775                continue;
776            }
777            if grid.chunks.contains_key(&result.chunk_idx) {
778                // Some other path (e.g. `ensure_chunk_generated`
779                // sync helper, or a manual edit's `ensure_chunk`)
780                // already populated the slot. Don't overwrite.
781                continue;
782            }
783            if grid.chunk_version(result.chunk_idx) != result.version_at_dispatch {
784                // S7.2 stale-result discard: chunk was edited mid-
785                // generation.
786                continue;
787            }
788            grid.chunks.insert(result.chunk_idx, result.vxl);
789            // S7.4: same invalidation contract as the sync
790            // `ensure_chunk_generated` path — installing a new
791            // chunk can grow the bounding sphere, so the
792            // billboard impostor cache must be rebuilt on next
793            // Far entry. Lazy: only one cache wipe per drain
794            // batch, the Far render rebuilds afterwards.
795            grid.billboards = None;
796        }
797
798        // 2. Per-grid: eviction first, then dispatch. Doing evict
799        //    before dispatch means a chunk that's just left
800        //    r_active doesn't get re-dispatched on the same pump.
801        self.streaming.ensure_pool();
802        // Disjoint sub-field borrows: pool/tx via `&self.streaming.*`,
803        // grids via `&mut self.grids`. Hold both at once.
804        let pool: &rayon::ThreadPool = self.streaming.pool.as_ref().expect("ensure_pool just ran");
805        let tx_template = &self.streaming.tx;
806        for (grid_id, grid) in &mut self.grids {
807            evict_grid_chunks(grid, camera_world_pos);
808            dispatch_grid_async(*grid_id, grid, camera_world_pos, pool, tx_template);
809        }
810    }
811
812    /// Synchronous streaming pump (S7.1).
813    ///
814    /// For each grid with a non-[`StreamRadius::DISABLED`] policy:
815    /// 1. Project the world-space camera into grid-local coords
816    ///    (inverse rotation + origin subtract).
817    /// 2. Stream in any chunk whose AABB-to-camera distance is
818    ///    `<= r_active`, calling [`Grid::ensure_chunk_generated`].
819    ///    No-ops gracefully if the grid has no generator attached
820    ///    (so callers can use the eviction half of streaming on a
821    ///    purely-edited grid).
822    /// 3. Evict any chunk whose AABB-to-camera distance exceeds
823    ///    `r_evict` from the grid's chunk map. Eviction also
824    ///    clears the cached [`BillboardCache`] (the bounding sphere
825    ///    may shrink, invalidating impostor projections; the next
826    ///    Far-tier render rebuilds lazily).
827    ///
828    /// Both passes use the f64 grid-local position so rotation +
829    /// non-axis-aligned grids stream and evict correctly. The
830    /// generate path is blocking — S7.3 will move it to a
831    /// background rayon pool with `pump_streaming` (non-blocking).
832    /// Callers that want the async variant in S7.0/S7.1 stages
833    /// should keep `r_active` small.
834    pub fn pump_streaming_sync(&mut self, camera_world_pos: DVec3) {
835        for grid in self.grids.values_mut() {
836            pump_grid_streaming_sync(grid, camera_world_pos);
837        }
838    }
839}
840
841/// S7.1 helper — drives one grid's synchronous streaming pass.
842/// Stream-in pass uses [`Grid::ensure_chunk_generated`] (blocking
843/// inline generation); eviction pass shared with the S7.3 async
844/// path through [`evict_grid_chunks`].
845fn pump_grid_streaming_sync(grid: &mut Grid, camera_world_pos: DVec3) {
846    let radius = grid.stream_radius;
847    if radius.is_disabled() {
848        return;
849    }
850    let cam_local = streaming::world_to_grid_local_pos(camera_world_pos, &grid.transform);
851
852    // --- Pass 1: stream in active chunks (sync) ---------------
853    if radius.r_active > 0.0 && grid.generator.is_some() {
854        for_each_chunk_in_radius(cam_local, radius.r_active, |idx| {
855            grid.ensure_chunk_generated(idx);
856        });
857    }
858
859    // --- Pass 2: evict chunks past r_evict --------------------
860    evict_grid_chunks_with_cam(grid, cam_local);
861}
862
863/// Eviction pass shared by [`pump_grid_streaming_sync`] and the
864/// S7.3 async path. Public-ish so the async driver can call it
865/// before dispatching to avoid generating chunks that are about
866/// to be evicted. `cfg`-gated to native: on wasm32 the only
867/// caller (`pump_streaming_native`) doesn't compile, so this
868/// helper would warn as dead code.
869#[cfg(not(target_arch = "wasm32"))]
870fn evict_grid_chunks(grid: &mut Grid, camera_world_pos: DVec3) {
871    let radius = grid.stream_radius;
872    if radius.is_disabled() {
873        return;
874    }
875    let cam_local = streaming::world_to_grid_local_pos(camera_world_pos, &grid.transform);
876    evict_grid_chunks_with_cam(grid, cam_local);
877}
878
879/// Eviction inner — assumes `cam_local` is already computed (the
880/// dispatcher and sync pump both have it on hand).
881fn evict_grid_chunks_with_cam(grid: &mut Grid, cam_local: DVec3) {
882    let radius = grid.stream_radius;
883    if !radius.r_evict.is_finite() {
884        return;
885    }
886    let r_sq = radius.r_evict * radius.r_evict;
887    let to_evict: Vec<IVec3> = grid
888        .chunks
889        .keys()
890        .filter(|&&idx| streaming::chunk_aabb_dist_sq(cam_local, idx) > r_sq)
891        .copied()
892        .collect();
893    // S7.3: also evict pending in-flight tasks past r_evict so the
894    // drain pass doesn't install a chunk that's no longer wanted.
895    // We don't have a way to cancel the rayon task, but we can
896    // drop the pending_gen entry so the result is dropped on
897    // arrival.
898    let to_evict_pending: Vec<IVec3> = grid
899        .pending_gen
900        .iter()
901        .filter(|&&idx| streaming::chunk_aabb_dist_sq(cam_local, idx) > r_sq)
902        .copied()
903        .collect();
904    if to_evict.is_empty() && to_evict_pending.is_empty() {
905        return;
906    }
907    for idx in &to_evict {
908        grid.chunks.remove(idx);
909        // S7.2: keep chunk_versions in sync with chunks so the
910        // map stays bounded. A future re-stream of the same idx
911        // restarts at 0 — that's fine because any in-flight
912        // gen-result tagged with the pre-eviction version is
913        // unreachable (no chunk to install onto) and gets
914        // discarded by the new "version still 0" check anyway.
915        grid.chunk_versions.remove(idx);
916        // S7.3: drop pending entry for the same chunk too. If a
917        // background task is still running, its result will be
918        // dropped on arrival (was_pending = false).
919        grid.pending_gen.remove(idx);
920    }
921    for idx in &to_evict_pending {
922        grid.pending_gen.remove(idx);
923    }
924    if !to_evict.is_empty() {
925        // Bounding sphere can shrink → impostor projections would
926        // be wrong on next Far render. Clear lazily; the next
927        // Far-tier pass repopulates via BillboardCache::build.
928        grid.billboards = None;
929    }
930}
931
932/// Walk every chunk index whose AABB falls within `r_active` of
933/// `cam_local` and invoke `f` on it. Shared between the S7.1 sync
934/// stream-in and the S7.3 async dispatch.
935fn for_each_chunk_in_radius<F>(cam_local: DVec3, r_active: f64, mut f: F)
936where
937    F: FnMut(IVec3),
938{
939    let r_sq = r_active * r_active;
940    let sxy = f64::from(CHUNK_SIZE_XY);
941    let sz = f64::from(CHUNK_SIZE_Z);
942    // Half-extent in chunk units; ceil to be conservative so any
943    // chunk whose AABB clips the radius gets considered. `+1`
944    // covers the half-open chunk-AABB upper edge plus the case
945    // where the camera sits exactly on a chunk boundary and the
946    // closest chunk is one index off.
947    #[allow(clippy::cast_possible_truncation)]
948    let r_chunks_xy = (r_active / sxy).ceil() as i32 + 1;
949    #[allow(clippy::cast_possible_truncation)]
950    let r_chunks_z = (r_active / sz).ceil() as i32 + 1;
951    #[allow(clippy::cast_possible_truncation)]
952    let cx_chunk = (cam_local.x / sxy).floor() as i32;
953    #[allow(clippy::cast_possible_truncation)]
954    let cy_chunk = (cam_local.y / sxy).floor() as i32;
955    #[allow(clippy::cast_possible_truncation)]
956    let cz_chunk = (cam_local.z / sz).floor() as i32;
957    for chz in (cz_chunk - r_chunks_z)..=(cz_chunk + r_chunks_z) {
958        for chy in (cy_chunk - r_chunks_xy)..=(cy_chunk + r_chunks_xy) {
959            for chx in (cx_chunk - r_chunks_xy)..=(cx_chunk + r_chunks_xy) {
960                let idx = IVec3::new(chx, chy, chz);
961                if streaming::chunk_aabb_dist_sq(cam_local, idx) <= r_sq {
962                    f(idx);
963                }
964            }
965        }
966    }
967}
968
969/// S7.3 async dispatch — schedule generation for every chunk in
970/// `r_active` that's not already present and not already in
971/// flight. Each dispatch clones the grid's generator `Arc` and a
972/// sender clone, then spawns the closure on the streaming rayon
973/// pool. The closure does the generate + send; the main thread
974/// drains results on the next pump.
975#[cfg(not(target_arch = "wasm32"))]
976fn dispatch_grid_async(
977    grid_id: GridId,
978    grid: &mut Grid,
979    camera_world_pos: DVec3,
980    pool: &rayon::ThreadPool,
981    tx: &crossbeam_channel::Sender<streaming::ChunkResult>,
982) {
983    let radius = grid.stream_radius;
984    if radius.is_disabled() || radius.r_active <= 0.0 {
985        return;
986    }
987    let Some(generator) = grid.generator.as_ref().map(Arc::clone) else {
988        return;
989    };
990    let cam_local = streaming::world_to_grid_local_pos(camera_world_pos, &grid.transform);
991    for_each_chunk_in_radius(cam_local, radius.r_active, |idx| {
992        if grid.chunks.contains_key(&idx) {
993            return; // already present
994        }
995        if grid.pending_gen.contains(&idx) {
996            return; // already in flight
997        }
998        // S7.6+: respect the generator's per-chunk filter — same
999        // contract as `Grid::ensure_chunk_generated` (sync helper).
1000        // Lets a generator decline to materialise specific indices
1001        // (e.g. `HillsChunkGenerator` skipping placeholder bedrock
1002        // chunks at chz != 0 so the camera-above-grid path doesn't
1003        // create chz < 0 entries that would shift `origin_chunk_z`
1004        // and trigger the S4B.6.j cross-chunk look-down bug).
1005        if !generator.should_generate(idx) {
1006            return;
1007        }
1008        grid.pending_gen.insert(idx);
1009        let version_at_dispatch = grid.chunk_version(idx);
1010        let tx_clone = tx.clone();
1011        let gen_clone = Arc::clone(&generator);
1012        pool.spawn(move || {
1013            let vxl = gen_clone.generate(idx);
1014            // Send is non-blocking on unbounded channel; if the
1015            // receiver was dropped (Scene drop), the send fails
1016            // silently — that's fine.
1017            let _ = tx_clone.send(streaming::ChunkResult {
1018                grid_id,
1019                chunk_idx: idx,
1020                version_at_dispatch,
1021                vxl,
1022            });
1023        });
1024    });
1025}
1026
1027#[cfg(test)]
1028mod tests {
1029    use super::*;
1030
1031    #[test]
1032    fn empty_scene_has_no_grids() {
1033        let scene = Scene::new();
1034        assert_eq!(scene.grid_count(), 0);
1035        assert!(scene.grids().next().is_none());
1036    }
1037
1038    #[test]
1039    fn raycast_hits_axis_aligned_voxel() {
1040        let mut scene = Scene::new();
1041        let id = scene.add_grid(GridTransform::identity());
1042        scene
1043            .grid_mut(id)
1044            .unwrap()
1045            .set_voxel(IVec3::new(5, 5, 10), Some(0x80_aa_bb_cc));
1046
1047        // Straight down the +z column through (5,5): hits z=10 at t≈10.
1048        let hit = scene
1049            .raycast(DVec3::new(5.5, 5.5, 0.0), DVec3::new(0.0, 0.0, 1.0), 64.0)
1050            .expect("ray hits the voxel");
1051        assert_eq!(hit.grid, id);
1052        assert_eq!(hit.voxel, IVec3::new(5, 5, 10));
1053        assert!((hit.t - 10.0).abs() < 1e-6, "t≈10, got {}", hit.t);
1054        assert!(hit.color.is_some(), "textured voxel has a colour");
1055
1056        // A column with no voxel misses.
1057        assert!(
1058            scene
1059                .raycast(DVec3::new(0.5, 0.5, 0.0), DVec3::new(0.0, 0.0, 1.0), 64.0)
1060                .is_none(),
1061            "empty column → no hit",
1062        );
1063    }
1064
1065    #[test]
1066    fn raycast_respects_grid_transform() {
1067        // A translated grid: the hit voxel is reported in GRID-LOCAL
1068        // coords, and the world hit point is back in world space — so a
1069        // host gets the true voxel regardless of where the grid sits.
1070        let mut scene = Scene::new();
1071        let id = scene.add_grid(GridTransform::at(DVec3::new(100.0, 0.0, 0.0)));
1072        scene
1073            .grid_mut(id)
1074            .unwrap()
1075            .set_voxel(IVec3::new(5, 5, 10), Some(0x80_11_22_33));
1076
1077        let hit = scene
1078            .raycast(DVec3::new(105.5, 5.5, 0.0), DVec3::new(0.0, 0.0, 1.0), 64.0)
1079            .expect("ray hits the translated voxel");
1080        assert_eq!(hit.voxel, IVec3::new(5, 5, 10), "grid-local voxel");
1081        assert!((hit.world.x - 105.5).abs() < 1e-6, "world x preserved");
1082        assert!((hit.t - 10.0).abs() < 1e-6, "t≈10, got {}", hit.t);
1083    }
1084
1085    #[test]
1086    fn raycast_picks_nearest_grid() {
1087        // Two grids with a voxel each along the same world column; the
1088        // raycast must return the closer one.
1089        let mut scene = Scene::new();
1090        let near = scene.add_grid(GridTransform::identity());
1091        let far = scene.add_grid(GridTransform::identity());
1092        scene
1093            .grid_mut(near)
1094            .unwrap()
1095            .set_voxel(IVec3::new(1, 1, 20), Some(0x80_00_ff_00));
1096        scene
1097            .grid_mut(far)
1098            .unwrap()
1099            .set_voxel(IVec3::new(1, 1, 40), Some(0x80_ff_00_00));
1100
1101        let hit = scene
1102            .raycast(DVec3::new(1.5, 1.5, 0.0), DVec3::new(0.0, 0.0, 1.0), 64.0)
1103            .expect("hits the nearer voxel");
1104        assert_eq!(hit.grid, near);
1105        assert_eq!(hit.voxel, IVec3::new(1, 1, 20));
1106    }
1107
1108    #[test]
1109    fn add_grid_returns_fresh_ids() {
1110        let mut scene = Scene::new();
1111        let a = scene.add_grid(GridTransform::identity());
1112        let b = scene.add_grid(GridTransform::at(DVec3::new(100.0, 0.0, 0.0)));
1113        assert_ne!(a, b);
1114        assert_eq!(a.raw(), 0);
1115        assert_eq!(b.raw(), 1);
1116        assert_eq!(scene.grid_count(), 2);
1117    }
1118
1119    #[test]
1120    fn grid_lookup_round_trips() {
1121        let mut scene = Scene::new();
1122        let id = scene.add_grid(GridTransform::at(DVec3::new(10.0, 20.0, 30.0)));
1123        let g = scene.grid(id).expect("grid registered");
1124        assert_eq!(g.transform.origin, DVec3::new(10.0, 20.0, 30.0));
1125        assert_eq!(g.transform.rotation, DQuat::IDENTITY);
1126        assert!(g.chunks.is_empty());
1127    }
1128
1129    #[test]
1130    fn remove_grid_drops_it_from_scene() {
1131        let mut scene = Scene::new();
1132        let id = scene.add_grid(GridTransform::identity());
1133        let removed = scene.remove_grid(id);
1134        assert!(removed.is_some());
1135        assert_eq!(scene.grid_count(), 0);
1136        assert!(scene.grid(id).is_none());
1137        // Re-adding does NOT reuse the dropped id.
1138        let id2 = scene.add_grid(GridTransform::identity());
1139        assert_ne!(id, id2);
1140        assert_eq!(id2.raw(), 1);
1141    }
1142
1143    #[test]
1144    fn remove_unknown_grid_is_none() {
1145        let mut scene = Scene::new();
1146        let bogus = GridId(999);
1147        assert!(scene.remove_grid(bogus).is_none());
1148    }
1149
1150    #[test]
1151    fn grid_mut_can_modify_transform() {
1152        let mut scene = Scene::new();
1153        let id = scene.add_grid(GridTransform::identity());
1154        scene.grid_mut(id).unwrap().transform.origin = DVec3::new(1.0, 2.0, 3.0);
1155        assert_eq!(
1156            scene.grid(id).unwrap().transform.origin,
1157            DVec3::new(1.0, 2.0, 3.0)
1158        );
1159    }
1160
1161    #[test]
1162    fn chunk_size_constants_match_plan() {
1163        // Plan locks these values; bumping either breaks the slab
1164        // byte format (Z) or the worst-case chunk footprint budget
1165        // (XY). Pin them so a future refactor that drifts them
1166        // shows up in CI.
1167        assert_eq!(CHUNK_SIZE_XY, 128);
1168        assert_eq!(CHUNK_SIZE_Z, 256);
1169    }
1170
1171    // ---- S6.0: bounding_radius + Grid::select_lod ----
1172
1173    #[test]
1174    fn new_grid_defaults_to_always_near_lod() {
1175        // Byte-identity contract for the staged S6 rollout: a
1176        // grid built through `new` must never trigger the Mid/Far
1177        // branches by accident, even when bounding_radius would
1178        // imply otherwise.
1179        let g = Grid::new(GridTransform::identity());
1180        assert_eq!(g.lod_thresholds.r_near, f64::INFINITY);
1181        assert_eq!(g.lod_thresholds.r_mid, f64::INFINITY);
1182        assert_eq!(g.select_lod(DVec3::new(1e9, 0.0, 0.0)), Lod::Near);
1183    }
1184
1185    #[test]
1186    fn bounding_radius_empty_grid_is_zero() {
1187        let g = Grid::new(GridTransform::identity());
1188        assert_eq!(g.bounding_radius(), 0.0);
1189    }
1190
1191    #[test]
1192    fn bounding_radius_single_chunk_at_origin() {
1193        // One chunk at (0, 0, 0): bbox is [0, 128) × [0, 128) × [0, 256).
1194        // Half-extent = (64, 64, 128); length = sqrt(64² + 64² + 128²)
1195        //   = sqrt(4096 + 4096 + 16384) = sqrt(24576) ≈ 156.7747...
1196        let mut scene = Scene::new();
1197        let id = scene.add_grid(GridTransform::identity());
1198        let g = scene.grid_mut(id).unwrap();
1199        // Populate chunk (0, 0, 0) via the edit API.
1200        g.set_voxel(IVec3::new(0, 0, 0), Some(0x80_88_88_88));
1201        let r = g.bounding_radius();
1202        let expected = ((64.0_f64).powi(2) * 2.0 + (128.0_f64).powi(2)).sqrt();
1203        assert!(
1204            (r - expected).abs() < 1e-9,
1205            "bounding_radius={r} expected={expected}"
1206        );
1207    }
1208
1209    #[test]
1210    fn bounding_radius_grows_with_chunk_extent() {
1211        // Two chunks at (0,0,0) and (3,0,0): x extent is 4 chunks =
1212        // 512 voxels; y/z are 1 chunk each. Half-extent = (256, 64, 128);
1213        // length = sqrt(256² + 64² + 128²) = sqrt(65536+4096+16384)
1214        //        = sqrt(86016) ≈ 293.2848.
1215        let mut scene = Scene::new();
1216        let id = scene.add_grid(GridTransform::identity());
1217        let g = scene.grid_mut(id).unwrap();
1218        // Stamp one voxel in chunk (0,0,0).
1219        g.set_voxel(IVec3::new(0, 0, 0), Some(0x80_88_88_88));
1220        // Stamp one voxel in chunk (3,0,0): grid-local x = 3*128 = 384.
1221        g.set_voxel(IVec3::new(384, 0, 0), Some(0x80_88_88_88));
1222        assert_eq!(g.chunks.len(), 2);
1223        let r = g.bounding_radius();
1224        let expected = (256.0_f64.powi(2) + 64.0_f64.powi(2) + 128.0_f64.powi(2)).sqrt();
1225        assert!(
1226            (r - expected).abs() < 1e-9,
1227            "bounding_radius={r} expected={expected}"
1228        );
1229    }
1230
1231    #[test]
1232    fn grid_select_lod_respects_lod_thresholds_field() {
1233        // Set a non-default threshold and verify the helper picks
1234        // the right tier for known distances.
1235        let mut scene = Scene::new();
1236        let id = scene.add_grid(GridTransform::at(DVec3::new(100.0, 0.0, 0.0)));
1237        let g = scene.grid_mut(id).unwrap();
1238        g.lod_thresholds = LodThresholds {
1239            r_near: 50.0,
1240            r_mid: 200.0,
1241            ..LodThresholds::always_near()
1242        };
1243        // Camera 25 units from grid origin → Near.
1244        assert_eq!(g.select_lod(DVec3::new(125.0, 0.0, 0.0)), Lod::Near);
1245        // 100 units → Mid.
1246        assert_eq!(g.select_lod(DVec3::new(200.0, 0.0, 0.0)), Lod::Mid);
1247        // 500 units → Far.
1248        assert_eq!(g.select_lod(DVec3::new(600.0, 0.0, 0.0)), Lod::Far);
1249    }
1250}