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}