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book_scene_graph/
book_scene_graph.rs

1//! Companion example for the book's "The scene graph" chapter
2//! (`docs/book/src/scene-graph.md`) — the chapter pulls its snippets
3//! from here via `// ANCHOR:` markers, so everything it shows compiles
4//! and its assertions actually ran. Headless: builds, edits, saves and
5//! streams a scene without ever opening a window.
6//!
7//! ```sh
8//! cargo run -p roxlap-scene --example book_scene_graph
9//! ```
10//!
11//! Keep the anchors when editing; `docs/book/check-anchors.sh` (run by
12//! the CI `book` job) goes red if one disappears.
13
14use std::collections::HashMap;
15use std::sync::{Arc, Mutex};
16
17use glam::{DQuat, DVec3, IVec3};
18use roxlap_formats::vxl::Vxl;
19use roxlap_scene::{
20    ChunkGenerator, ChunkStore, GridTransform, Scene, SpanOp, StreamRadius, VoxColor, CHUNK_SIZE_XY,
21};
22
23const GRASS: VoxColor = VoxColor::rgb(0x4d, 0x8a, 0x3a);
24const STONE: VoxColor = VoxColor::rgb(0x8a, 0x8a, 0x8a);
25const RED: VoxColor = VoxColor::rgb(0xc0, 0x30, 0x30);
26
27// ANCHOR: generator
28/// A deterministic floor generator: chunk layer `z = 0` gets a solid
29/// slab, checkerboarded per chunk so streamed tiles are visible;
30/// every other layer is left as air. `generate` must be a pure
31/// function of `chunk_idx` (plus the generator's own config) — that
32/// determinism is what makes evict + re-stream sound.
33#[derive(Debug)]
34struct FloorGenerator;
35
36impl ChunkGenerator for FloorGenerator {
37    fn generate(&self, chunk_idx: IVec3) -> Vxl {
38        // `Vxl::empty(CHUNK_SIZE_XY)` is the canonical all-air chunk
39        // shape — the same one `Grid::ensure_chunk` materialises.
40        let mut vxl = Vxl::empty(CHUNK_SIZE_XY);
41        if chunk_idx.z == 0 {
42            let light = (chunk_idx.x + chunk_idx.y).rem_euclid(2) == 0;
43            let color = if light {
44                VoxColor::rgb(0x74, 0x9e, 0x58)
45            } else {
46                VoxColor::rgb(0x5d, 0x84, 0x46)
47            };
48            roxlap_formats::edit::set_rect(&mut vxl, [0, 0, 240], [127, 127, 255], Some(color));
49        }
50        vxl
51    }
52}
53// ANCHOR_END: generator
54
55// ANCHOR: chunk_store
56/// Minimal in-memory [`ChunkStore`]: edited chunks handed over at
57/// eviction, returned on stream-in (so player edits survive walking
58/// away). A real game would write a save-file region instead.
59#[derive(Debug, Default)]
60struct MemoryStore {
61    chunks: Mutex<HashMap<IVec3, (Vxl, u64)>>,
62}
63
64impl ChunkStore for MemoryStore {
65    fn store(&self, chunk_idx: IVec3, vxl: &Vxl, version: u64) {
66        let entry = (vxl.clone(), version);
67        self.chunks
68            .lock()
69            .expect("store poisoned")
70            .insert(chunk_idx, entry);
71    }
72
73    fn load(&self, chunk_idx: IVec3) -> Option<(Vxl, u64)> {
74        self.chunks
75            .lock()
76            .expect("store poisoned")
77            .get(&chunk_idx)
78            .cloned()
79    }
80}
81// ANCHOR_END: chunk_store
82
83fn main() {
84    // ANCHOR: scene_grids
85    let mut scene = Scene::new();
86    // A static "world" grid at the origin…
87    let ground_id = scene.add_grid(GridTransform::at(DVec3::ZERO));
88    // …and a second grid placed and rotated independently — its own
89    // f64 world position + quaternion, same chunked voxel payload.
90    let ship_id = scene.add_grid(GridTransform {
91        origin: DVec3::new(300.0, -80.0, -40.0),
92        rotation: DQuat::from_rotation_z(0.5),
93        voxel_world_size: 1.0,
94    });
95    // Object grids should not paint their own (grid-local, rotating)
96    // sky — leave the sky to the world grid.
97    scene.grid_mut(ship_id).expect("just added").render_sky = false;
98    // ANCHOR_END: scene_grids
99
100    // ANCHOR: edits
101    let ground = scene.grid_mut(ground_id).expect("just added");
102    // Solid slab: grid-local voxel coords, inclusive on both ends,
103    // decomposed across as many chunks as it spans (here 4×4).
104    ground.set_rect(
105        IVec3::new(-200, -200, 200),
106        IVec3::new(199, 199, 254),
107        Some(GRASS),
108    );
109    // `Some(colour)` inserts, `None` carves back to air.
110    ground.set_sphere(IVec3::new(0, 0, 195), 12, Some(STONE));
111    ground.set_rect(IVec3::new(-3, -200, 190), IVec3::new(3, 199, 196), None);
112    // ANCHOR_END: edits
113
114    // ANCHOR: queries
115    // Solid tests: inside the slab, then inside the carved tunnel.
116    assert!(ground.voxel_solid(IVec3::new(0, 0, 210)));
117    assert!(!ground.voxel_solid(IVec3::new(0, 100, 193)));
118    // Colour queries answer on surface voxels; deep interior cells
119    // are untextured in the slab format and read as `None`.
120    assert_eq!(ground.voxel_color(IVec3::new(50, 50, 200)), Some(GRASS));
121    // ANCHOR_END: queries
122
123    // ANCHOR: recolour
124    // GOTCHA: inserting over already-solid voxels does NOT repaint
125    // them — span insertion only fills air. Recolour = carve, then
126    // insert.
127    let (lo, hi) = (IVec3::new(20, 20, 200), IVec3::new(24, 24, 204));
128    ground.set_rect(lo, hi, Some(RED));
129    assert_eq!(ground.voxel_color(IVec3::new(22, 22, 200)), Some(GRASS)); // unchanged!
130    ground.set_rect(lo, hi, None); // carve…
131    ground.set_rect(lo, hi, Some(RED)); // …then insert
132    assert_eq!(ground.voxel_color(IVec3::new(22, 22, 200)), Some(RED));
133    // ANCHOR_END: recolour
134
135    // ANCHOR: colfunc
136    // A carve exposes fresh interior walls; the plain edits paint
137    // them colour 0 (black). The `_with_colfunc` variants ask a
138    // closure instead — it sees grid-local coordinates, so gradients
139    // stay continuous across chunk seams. Here: a crater whose walls
140    // darken with depth.
141    ground.set_sphere_with_colfunc(IVec3::new(60, 60, 200), 8, SpanOp::Carve, |_x, _y, z| {
142        let depth = (z - 192).clamp(0, 15) as u8;
143        VoxColor::rgb(0x6b, 0x40 + depth * 3, 0x2f)
144    });
145    // ANCHOR_END: colfunc
146
147    // ANCHOR: snapshot
148    // Name grids before saving: ids survive the round-trip, but the
149    // generator / store hooks are host code and cannot be serialised
150    // — the name is your key for rebinding them after a load.
151    scene.grid_mut(ground_id).expect("ground exists").name = Some("ground".into());
152    let bytes = scene.save_snapshot(); // versioned envelope
153    let restored = Scene::load_snapshot(&bytes).expect("self-authored snapshot");
154    assert_eq!(restored.grid_count(), 2);
155    let (_, ground2) = restored
156        .grids()
157        .find(|(_, g)| g.name.as_deref() == Some("ground"))
158        .expect("rebind by name");
159    assert_eq!(ground2.voxel_color(IVec3::new(22, 22, 200)), Some(RED));
160    // ANCHOR_END: snapshot
161
162    // ANCHOR: streaming
163    // Streaming: attach a generator + radii to a grid, then pump once
164    // per frame with the camera's world position. Chunks within
165    // `r_active` stream in; chunks beyond `r_evict` drop out; the band
166    // between is hysteresis so a camera hovering on a boundary
167    // doesn't thrash.
168    let stream_id = scene.add_grid(GridTransform::at(DVec3::new(0.0, 4096.0, 0.0)));
169    let store = Arc::new(MemoryStore::default());
170    let grid = scene.grid_mut(stream_id).expect("just added");
171    grid.set_generator(Some(Arc::new(FloorGenerator)));
172    grid.set_chunk_store(Some(store));
173    grid.stream_radius = StreamRadius::new(256.0, 384.0);
174
175    let camera_near = DVec3::new(0.0, 4096.0, 100.0);
176    scene.pump_streaming_sync(camera_near); // real games: `pump_streaming`
177    let grid = scene.grid(stream_id).expect("still there");
178    assert!(grid.chunk_count() > 0); // floor streamed in around the camera
179    assert!(grid.voxel_solid(IVec3::new(5, 5, 240)));
180    // ANCHOR_END: streaming
181
182    // ANCHOR: streaming_edit
183    // Edit the streamed floor, walk far away, come back. The active
184    // set follows the camera: the old region evicts (edited chunks
185    // are handed to the ChunkStore first) while a fresh set streams
186    // in around the new position. On return the store wins over the
187    // generator, so the edit survives; without a store, eviction
188    // would silently revert the chunk to generator output.
189    scene
190        .grid_mut(stream_id)
191        .expect("still there")
192        .set_voxel(IVec3::new(5, 5, 240), None); // dig a hole
193    scene.pump_streaming_sync(camera_near + DVec3::new(0.0, 100_000.0, 0.0));
194    let grid = scene.grid(stream_id).expect("still there");
195    assert!(grid.chunk(IVec3::ZERO).is_none()); // home chunk evicted…
196    assert!(grid.chunk_count() > 0); // …but the far region streamed in
197    scene.pump_streaming_sync(camera_near);
198    let grid = scene.grid(stream_id).expect("re-streamed");
199    // The hole survived evict + re-stream.
200    assert!(!grid.voxel_solid(IVec3::new(5, 5, 240)));
201    // ANCHOR_END: streaming_edit
202
203    // ANCHOR: grid_scale
204    // Per-grid scale: `voxel_world_size` is world units per voxel. A grid
205    // built with `at_scale(origin, 2.0)` has voxels twice world size — a
206    // coarse "planet" — while `0.25` gives a fine detail grid; both coexist
207    // at their true relative sizes. Only the world↔grid boundary scales:
208    // edits + queries stay in voxels, unchanged.
209    let mut scaled = Scene::new();
210    let planet = scaled.add_grid(GridTransform::at_scale(DVec3::ZERO, 2.0));
211    scaled
212        .grid_mut(planet)
213        .expect("just added")
214        // Same voxel edit API — grid-local coordinates.
215        .set_voxel(IVec3::new(5, 5, 10), Some(STONE));
216    // Grid-local voxel z=10 sits at WORLD z = 20 (10 voxels × 2.0). A world
217    // raycast down that column reports the grid-local voxel it hit AND a
218    // WORLD-space `t` — so hits across grids of different scale compare
219    // correctly (the raycaster marches voxels but returns world distance).
220    let hit = scaled
221        .raycast(DVec3::new(11.0, 11.0, 0.0), DVec3::new(0.0, 0.0, 1.0), 64.0)
222        .expect("ray hits the scaled voxel");
223    assert_eq!(hit.voxel, IVec3::new(5, 5, 10)); // grid-local, unscaled
224    assert!((hit.t - 20.0).abs() < 1e-4); // WORLD distance: 10 voxels × 2.0
225                                          // ANCHOR_END: grid_scale
226
227    println!("book_scene_graph: all scene-graph assertions hold");
228}