]> git.lizzy.rs Git - minetest.git/commitdiff
Fix infinite viewing_range (#13225)
authorlhofhansl <larsh@apache.org>
Sun, 12 Mar 2023 16:37:47 +0000 (09:37 -0700)
committerGitHub <noreply@github.com>
Sun, 12 Mar 2023 16:37:47 +0000 (09:37 -0700)
Use a simplified version of the old loops culler for infinite viewing range.

src/client/clientmap.cpp
src/mapsector.cpp

index 62963f7a29aa2989878cf2ab54eff234aa8b56af..e19ef0f53afa8a1751c747a54f2df0d44ffdfb53 100644 (file)
@@ -262,20 +262,12 @@ void ClientMap::updateDrawList()
        }
        m_keeplist.clear();
 
-       v3s16 cam_pos_nodes = floatToInt(m_camera_position, BS);
-
-       v3s16 p_blocks_min;
-       v3s16 p_blocks_max;
-       getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max);
+       const v3s16 cam_pos_nodes = floatToInt(m_camera_position, BS);
 
        // Number of blocks occlusion culled
        u32 blocks_occlusion_culled = 0;
        // Number of blocks frustum culled
        u32 blocks_frustum_culled = 0;
-       // Blocks visited by the algorithm
-       u32 blocks_visited = 0;
-       // Block sides that were not traversed
-       u32 sides_skipped = 0;
 
        MeshGrid mesh_grid = m_client->getMeshGrid();
 
@@ -289,7 +281,7 @@ void ClientMap::updateDrawList()
                        occlusion_culling_enabled = false;
        }
 
-       v3s16 camera_block = getContainerPos(cam_pos_nodes, MAP_BLOCKSIZE);
+       const v3s16 camera_block = getContainerPos(cam_pos_nodes, MAP_BLOCKSIZE);
        m_drawlist = std::map<v3s16, MapBlock*, MapBlockComparer>(MapBlockComparer(camera_block));
 
        auto is_frustum_culled = m_client->getCamera()->getFrustumCuller();
@@ -299,213 +291,284 @@ void ClientMap::updateDrawList()
        // if (occlusion_culling_enabled && m_control.show_wireframe)
        //      occlusion_culling_enabled = porting::getTimeS() & 1;
 
-       std::queue<v3s16> blocks_to_consider;
+       // Set of mesh holding blocks
+       std::set<v3s16> shortlist;
 
-       v3s16 camera_mesh = mesh_grid.getMeshPos(camera_block);
-       v3s16 camera_cell = mesh_grid.getCellPos(camera_block);
+       /*
+        When range_all is enabled, enumerate all blocks visible in the
+        frustum and display them.
+        */
+       if (m_control.range_all) {
+               MapBlockVect sectorblocks;
 
-       // Bits per block:
-       // [ visited | 0 | 0 | 0 | 0 | Z visible | Y visible | X visible ]
-       MapBlockFlags meshes_seen(mesh_grid.getCellPos(p_blocks_min), mesh_grid.getCellPos(p_blocks_max) + 1);
+               for (auto &sector_it : m_sectors) {
+                       MapSector *sector = sector_it.second;
+                       if (!sector)
+                               continue;
 
-       // Start breadth-first search with the block the camera is in
-       blocks_to_consider.push(camera_mesh);
-       meshes_seen.getChunk(camera_cell).getBits(camera_cell) = 0x07; // mark all sides as visible
+                       sectorblocks.clear();
+                       sector->getBlocks(sectorblocks);
 
-       std::set<v3s16> shortlist;
+                       // Loop through blocks in sector
+                       for (MapBlock *block : sectorblocks) {
+                               MapBlockMesh *mesh = block->mesh;
 
-       // Recursively walk the space and pick mapblocks for drawing
-       while (blocks_to_consider.size() > 0) {
+                               // Calculate the coordinates for range and frustum culling
+                               v3f mesh_sphere_center;
+                               f32 mesh_sphere_radius;
 
-               v3s16 block_coord = blocks_to_consider.front();
-               blocks_to_consider.pop();
+                               v3s16 block_pos_nodes = block->getPos() * MAP_BLOCKSIZE;
 
-               v3s16 cell_coord = mesh_grid.getCellPos(block_coord);
-               auto &flags = meshes_seen.getChunk(cell_coord).getBits(cell_coord);
+                               if (mesh) {
+                                       mesh_sphere_center = intToFloat(block_pos_nodes, BS)
+                                                       + mesh->getBoundingSphereCenter();
+                                       mesh_sphere_radius = mesh->getBoundingRadius();
+                               } else {
+                                       mesh_sphere_center = intToFloat(block_pos_nodes, BS)
+                                                       + v3f((MAP_BLOCKSIZE * 0.5f - 0.5f) * BS);
+                                       mesh_sphere_radius = 0.0f;
+                               }
 
-               // Only visit each block once (it may have been queued up to three times)
-               if ((flags & 0x80) == 0x80)
-                       continue;
-               flags |= 0x80;
+                               // Frustum culling
+                               // Only do coarse culling here, to account for fast camera movement.
+                               // This is needed because this function is not called every frame.
+                               float frustum_cull_extra_radius = 300.0f;
+                               if (is_frustum_culled(mesh_sphere_center,
+                                               mesh_sphere_radius + frustum_cull_extra_radius)) {
+                                       blocks_frustum_culled++;
+                                       continue;
+                               }
 
-               blocks_visited++;
+                               if (mesh_grid.cell_size > 1) {
+                                       // Block meshes are stored in the corner block of a chunk
+                                       // (where all coordinate are divisible by the chunk size)
+                                       // Add them to the de-dup set.
+                                       shortlist.emplace(mesh_grid.getMeshPos(block->getPos()));
+                                       // All other blocks we can grab and add to the keeplist right away.
+                                       m_keeplist.push_back(block);
+                                       block->refGrab();
+                               } else if (mesh) {
+                                       // without mesh chunking we can add the block to the drawlist
+                                       block->refGrab();
+                                       m_drawlist.emplace(block->getPos(), block);
+                               }
+                       }
+               }
+       } else {
+               // Blocks visited by the algorithm
+               u32 blocks_visited = 0;
+               // Block sides that were not traversed
+               u32 sides_skipped = 0;
 
-               // Get the sector, block and mesh
-               MapSector *sector = this->getSectorNoGenerate(v2s16(block_coord.X, block_coord.Z));
+               v3s16 p_blocks_min;
+               v3s16 p_blocks_max;
+               getBlocksInViewRange(cam_pos_nodes, &p_blocks_min, &p_blocks_max);
 
-               MapBlock *block = sector ? sector->getBlockNoCreateNoEx(block_coord.Y) : nullptr;
+               std::queue<v3s16> blocks_to_consider;
 
-               MapBlockMesh *mesh = block ? block->mesh : nullptr;
+               v3s16 camera_mesh = mesh_grid.getMeshPos(camera_block);
+               v3s16 camera_cell = mesh_grid.getCellPos(camera_block);
 
-               // Calculate the coordinates for range and frustum culling
-               v3f mesh_sphere_center;
-               f32 mesh_sphere_radius;
+               // Bits per block:
+               // [ visited | 0 | 0 | 0 | 0 | Z visible | Y visible | X visible ]
+               MapBlockFlags meshes_seen(mesh_grid.getCellPos(p_blocks_min), mesh_grid.getCellPos(p_blocks_max) + 1);
 
-               v3s16 block_pos_nodes = block_coord * MAP_BLOCKSIZE;
+               // Start breadth-first search with the block the camera is in
+               blocks_to_consider.push(camera_mesh);
+               meshes_seen.getChunk(camera_cell).getBits(camera_cell) = 0x07; // mark all sides as visible
 
-               if (mesh) {
-                       mesh_sphere_center = intToFloat(block_pos_nodes, BS)
-                                       + mesh->getBoundingSphereCenter();
-                       mesh_sphere_radius = mesh->getBoundingRadius();
-               }
-               else {
-                       mesh_sphere_center = intToFloat(block_pos_nodes, BS) + v3f((mesh_grid.cell_size * MAP_BLOCKSIZE * 0.5f - 0.5f) * BS);
-                       mesh_sphere_radius = 0.87f * mesh_grid.cell_size * MAP_BLOCKSIZE * BS;
-               }
+               // Recursively walk the space and pick mapblocks for drawing
+               while (!blocks_to_consider.empty()) {
 
-               // First, perform a simple distance check.
-               if (!m_control.range_all &&
-                       mesh_sphere_center.getDistanceFrom(intToFloat(cam_pos_nodes, BS)) >
-                               m_control.wanted_range * BS + mesh_sphere_radius)
-                       continue; // Out of range, skip.
-
-               // Frustum culling
-               // Only do coarse culling here, to account for fast camera movement.
-               // This is needed because this function is not called every frame.
-               float frustum_cull_extra_radius = 300.0f;
-               if (is_frustum_culled(mesh_sphere_center,
-                               mesh_sphere_radius + frustum_cull_extra_radius)) {
-                       blocks_frustum_culled++;
-                       continue;
-               }
+                       v3s16 block_coord = blocks_to_consider.front();
+                       blocks_to_consider.pop();
 
-               // Calculate the vector from the camera block to the current block
-               // We use it to determine through which sides of the current block we can continue the search
-               v3s16 look = block_coord - camera_mesh;
+                       v3s16 cell_coord = mesh_grid.getCellPos(block_coord);
+                       auto &flags = meshes_seen.getChunk(cell_coord).getBits(cell_coord);
 
-               // Occluded near sides will further occlude the far sides
-               u8 visible_outer_sides = flags & 0x07;
+                       // Only visit each block once (it may have been queued up to three times)
+                       if ((flags & 0x80) == 0x80)
+                               continue;
+                       flags |= 0x80;
 
-               // Raytraced occlusion culling - send rays from the camera to the block's corners
-               if (occlusion_culling_enabled && m_enable_raytraced_culling &&
-                               block && mesh &&
-                               visible_outer_sides != 0x07 && isMeshOccluded(block, mesh_grid.cell_size, cam_pos_nodes)) {
-                       blocks_occlusion_culled++;
-                       continue;
-               }
+                       blocks_visited++;
 
-               if (mesh_grid.cell_size > 1) {
-                       // Block meshes are stored in the corner block of a chunk
-                       // (where all coordinate are divisible by the chunk size)
-                       // Add them to the de-dup set.
-                       shortlist.emplace(block_coord.X, block_coord.Y, block_coord.Z);
-                       // All other blocks we can grab and add to the keeplist right away.
-                       if (block) {
-                               m_keeplist.push_back(block);
-                               block->refGrab();
+                       // Get the sector, block and mesh
+                       MapSector *sector = this->getSectorNoGenerate(v2s16(block_coord.X, block_coord.Z));
+
+                       MapBlock *block = sector ? sector->getBlockNoCreateNoEx(block_coord.Y) : nullptr;
+
+                       MapBlockMesh *mesh = block ? block->mesh : nullptr;
+
+                       // Calculate the coordinates for range and frustum culling
+                       v3f mesh_sphere_center;
+                       f32 mesh_sphere_radius;
+
+                       v3s16 block_pos_nodes = block_coord * MAP_BLOCKSIZE;
+
+                       if (mesh) {
+                               mesh_sphere_center = intToFloat(block_pos_nodes, BS)
+                                               + mesh->getBoundingSphereCenter();
+                               mesh_sphere_radius = mesh->getBoundingRadius();
+                       } else {
+                               mesh_sphere_center = intToFloat(block_pos_nodes, BS) + v3f((mesh_grid.cell_size * MAP_BLOCKSIZE * 0.5f - 0.5f) * BS);
+                               mesh_sphere_radius = 0.87f * mesh_grid.cell_size * MAP_BLOCKSIZE * BS;
                        }
-               }
-               else if (mesh) {
-                       // without mesh chunking we can add the block to the drawlist
-                       block->refGrab();
-                       m_drawlist.emplace(block_coord, block);
-               }
 
-               // Decide which sides to traverse next or to block away
-
-               // First, find the near sides that would occlude the far sides
-               // * A near side can itself be occluded by a nearby block (the test above ^^)
-               // * A near side can be visible but fully opaque by itself (e.g. ground at the 0 level)
-
-               // mesh solid sides are +Z-Z+Y-Y+X-X
-               // if we are inside the block's coordinates on an axis, 
-               // treat these sides as opaque, as they should not allow to reach the far sides
-               u8 block_inner_sides = (look.X == 0 ? 3 : 0) |
-                       (look.Y == 0 ? 12 : 0) |
-                       (look.Z == 0 ? 48 : 0);
-
-               // get the mask for the sides that are relevant based on the direction
-               u8 near_inner_sides = (look.X > 0 ? 1 : 2) |
-                               (look.Y > 0 ? 4 : 8) |
-                               (look.Z > 0 ? 16 : 32);
-               
-               // This bitset is +Z-Z+Y-Y+X-X (See MapBlockMesh), and axis is XYZ.
-               // Get he block's transparent sides
-               u8 transparent_sides = (occlusion_culling_enabled && block) ? ~block->solid_sides : 0x3F;
-
-               // compress block transparent sides to ZYX mask of see-through axes
-               u8 near_transparency =  (block_inner_sides == 0x3F) ? near_inner_sides : (transparent_sides & near_inner_sides);
-
-               // when we are inside the camera block, do not block any sides
-               if (block_inner_sides == 0x3F)
-                       block_inner_sides = 0;
-
-               near_transparency &= ~block_inner_sides & 0x3F;
-
-               near_transparency |= (near_transparency >> 1);
-               near_transparency = (near_transparency & 1) |
-                               ((near_transparency >> 1) & 2) |
-                               ((near_transparency >> 2) & 4);
-
-               // combine with known visible sides that matter
-               near_transparency &= visible_outer_sides;
-
-               // The rule for any far side to be visible:
-               // * Any of the adjacent near sides is transparent (different axes)
-               // * The opposite near side (same axis) is transparent, if it is the dominant axis of the look vector
-
-               // Calculate vector from camera to mapblock center. Because we only need relation between
-               // coordinates we scale by 2 to avoid precision loss.
-               v3s16 precise_look = 2 * (block_pos_nodes - cam_pos_nodes) + mesh_grid.cell_size * MAP_BLOCKSIZE - 1;
-
-               // dominant axis flag
-               u8 dominant_axis = (abs(precise_look.X) > abs(precise_look.Y) && abs(precise_look.X) > abs(precise_look.Z)) |
-                                       ((abs(precise_look.Y) > abs(precise_look.Z) && abs(precise_look.Y) > abs(precise_look.X)) << 1) |
-                                       ((abs(precise_look.Z) > abs(precise_look.X) && abs(precise_look.Z) > abs(precise_look.Y)) << 2);
-
-               // Queue next blocks for processing:
-               // - Examine "far" sides of the current blocks, i.e. never move towards the camera
-               // - Only traverse the sides that are not occluded
-               // - Only traverse the sides that are not opaque
-               // When queueing, mark the relevant side on the next block as 'visible'
-               for (s16 axis = 0; axis < 3; axis++) {
-
-                       // Select a bit from transparent_sides for the side
-                       u8 far_side_mask = 1 << (2 * axis);
-
-                       // axis flag
-                       u8 my_side = 1 << axis;
-                       u8 adjacent_sides = my_side ^ 0x07;
-
-                       auto traverse_far_side = [&](s8 next_pos_offset) {
-                               // far side is visible if adjacent near sides are transparent, or if opposite side on dominant axis is transparent
-                               bool side_visible = ((near_transparency & adjacent_sides) | (near_transparency & my_side & dominant_axis)) != 0;
-                               side_visible = side_visible && ((far_side_mask & transparent_sides) != 0);
-
-                               v3s16 next_pos = block_coord;
-                               next_pos[axis] += next_pos_offset;
-
-                               v3s16 next_cell = mesh_grid.getCellPos(next_pos);
-
-                               // If a side is a see-through, mark the next block's side as visible, and queue
-                               if (side_visible) {
-                                       auto &next_flags = meshes_seen.getChunk(next_cell).getBits(next_cell);
-                                       next_flags |= my_side;
-                                       blocks_to_consider.push(next_pos);
-                               }
-                               else {
-                                       sides_skipped++;
+                       // First, perform a simple distance check.
+                       if (!m_control.range_all &&
+                               mesh_sphere_center.getDistanceFrom(intToFloat(cam_pos_nodes, BS)) >
+                                       m_control.wanted_range * BS + mesh_sphere_radius)
+                               continue; // Out of range, skip.
+
+                       // Frustum culling
+                       // Only do coarse culling here, to account for fast camera movement.
+                       // This is needed because this function is not called every frame.
+                       float frustum_cull_extra_radius = 300.0f;
+                       if (is_frustum_culled(mesh_sphere_center,
+                                       mesh_sphere_radius + frustum_cull_extra_radius)) {
+                               blocks_frustum_culled++;
+                               continue;
+                       }
+
+                       // Calculate the vector from the camera block to the current block
+                       // We use it to determine through which sides of the current block we can continue the search
+                       v3s16 look = block_coord - camera_mesh;
+
+                       // Occluded near sides will further occlude the far sides
+                       u8 visible_outer_sides = flags & 0x07;
+
+                       // Raytraced occlusion culling - send rays from the camera to the block's corners
+                       if (occlusion_culling_enabled && m_enable_raytraced_culling &&
+                                       block && mesh &&
+                                       visible_outer_sides != 0x07 && isMeshOccluded(block, mesh_grid.cell_size, cam_pos_nodes)) {
+                               blocks_occlusion_culled++;
+                               continue;
+                       }
+
+                       if (mesh_grid.cell_size > 1) {
+                               // Block meshes are stored in the corner block of a chunk
+                               // (where all coordinate are divisible by the chunk size)
+                               // Add them to the de-dup set.
+                               shortlist.emplace(block_coord.X, block_coord.Y, block_coord.Z);
+                               // All other blocks we can grab and add to the keeplist right away.
+                               if (block) {
+                                       m_keeplist.push_back(block);
+                                       block->refGrab();
                                }
-                       };
+                       } else if (mesh) {
+                               // without mesh chunking we can add the block to the drawlist
+                               block->refGrab();
+                               m_drawlist.emplace(block_coord, block);
+                       }
+
+                       // Decide which sides to traverse next or to block away
+
+                       // First, find the near sides that would occlude the far sides
+                       // * A near side can itself be occluded by a nearby block (the test above ^^)
+                       // * A near side can be visible but fully opaque by itself (e.g. ground at the 0 level)
+
+                       // mesh solid sides are +Z-Z+Y-Y+X-X
+                       // if we are inside the block's coordinates on an axis,
+                       // treat these sides as opaque, as they should not allow to reach the far sides
+                       u8 block_inner_sides = (look.X == 0 ? 3 : 0) |
+                               (look.Y == 0 ? 12 : 0) |
+                               (look.Z == 0 ? 48 : 0);
+
+                       // get the mask for the sides that are relevant based on the direction
+                       u8 near_inner_sides = (look.X > 0 ? 1 : 2) |
+                                       (look.Y > 0 ? 4 : 8) |
+                                       (look.Z > 0 ? 16 : 32);
+
+                       // This bitset is +Z-Z+Y-Y+X-X (See MapBlockMesh), and axis is XYZ.
+                       // Get he block's transparent sides
+                       u8 transparent_sides = (occlusion_culling_enabled && block) ? ~block->solid_sides : 0x3F;
 
+                       // compress block transparent sides to ZYX mask of see-through axes
+                       u8 near_transparency =  (block_inner_sides == 0x3F) ? near_inner_sides : (transparent_sides & near_inner_sides);
 
-                       // Test the '-' direction of the axis
-                       if (look[axis] <= 0 && block_coord[axis] > p_blocks_min[axis])
-                               traverse_far_side(-mesh_grid.cell_size);
+                       // when we are inside the camera block, do not block any sides
+                       if (block_inner_sides == 0x3F)
+                               block_inner_sides = 0;
 
-                       // Test the '+' direction of the axis
-                       far_side_mask <<= 1;
+                       near_transparency &= ~block_inner_sides & 0x3F;
 
-                       if (look[axis] >= 0 && block_coord[axis] < p_blocks_max[axis])
-                               traverse_far_side(+mesh_grid.cell_size);
+                       near_transparency |= (near_transparency >> 1);
+                       near_transparency = (near_transparency & 1) |
+                                       ((near_transparency >> 1) & 2) |
+                                       ((near_transparency >> 2) & 4);
+
+                       // combine with known visible sides that matter
+                       near_transparency &= visible_outer_sides;
+
+                       // The rule for any far side to be visible:
+                       // * Any of the adjacent near sides is transparent (different axes)
+                       // * The opposite near side (same axis) is transparent, if it is the dominant axis of the look vector
+
+                       // Calculate vector from camera to mapblock center. Because we only need relation between
+                       // coordinates we scale by 2 to avoid precision loss.
+                       v3s16 precise_look = 2 * (block_pos_nodes - cam_pos_nodes) + mesh_grid.cell_size * MAP_BLOCKSIZE - 1;
+
+                       // dominant axis flag
+                       u8 dominant_axis = (abs(precise_look.X) > abs(precise_look.Y) && abs(precise_look.X) > abs(precise_look.Z)) |
+                                               ((abs(precise_look.Y) > abs(precise_look.Z) && abs(precise_look.Y) > abs(precise_look.X)) << 1) |
+                                               ((abs(precise_look.Z) > abs(precise_look.X) && abs(precise_look.Z) > abs(precise_look.Y)) << 2);
+
+                       // Queue next blocks for processing:
+                       // - Examine "far" sides of the current blocks, i.e. never move towards the camera
+                       // - Only traverse the sides that are not occluded
+                       // - Only traverse the sides that are not opaque
+                       // When queueing, mark the relevant side on the next block as 'visible'
+                       for (s16 axis = 0; axis < 3; axis++) {
+
+                               // Select a bit from transparent_sides for the side
+                               u8 far_side_mask = 1 << (2 * axis);
+
+                               // axis flag
+                               u8 my_side = 1 << axis;
+                               u8 adjacent_sides = my_side ^ 0x07;
+
+                               auto traverse_far_side = [&](s8 next_pos_offset) {
+                                       // far side is visible if adjacent near sides are transparent, or if opposite side on dominant axis is transparent
+                                       bool side_visible = ((near_transparency & adjacent_sides) | (near_transparency & my_side & dominant_axis)) != 0;
+                                       side_visible = side_visible && ((far_side_mask & transparent_sides) != 0);
+
+                                       v3s16 next_pos = block_coord;
+                                       next_pos[axis] += next_pos_offset;
+
+                                       v3s16 next_cell = mesh_grid.getCellPos(next_pos);
+
+                                       // If a side is a see-through, mark the next block's side as visible, and queue
+                                       if (side_visible) {
+                                               auto &next_flags = meshes_seen.getChunk(next_cell).getBits(next_cell);
+                                               next_flags |= my_side;
+                                               blocks_to_consider.push(next_pos);
+                                       }
+                                       else {
+                                               sides_skipped++;
+                                       }
+                               };
+
+
+                               // Test the '-' direction of the axis
+                               if (look[axis] <= 0 && block_coord[axis] > p_blocks_min[axis])
+                                       traverse_far_side(-mesh_grid.cell_size);
+
+                               // Test the '+' direction of the axis
+                               far_side_mask <<= 1;
+
+                               if (look[axis] >= 0 && block_coord[axis] < p_blocks_max[axis])
+                                       traverse_far_side(+mesh_grid.cell_size);
+                       }
                }
+               g_profiler->avg("MapBlocks sides skipped [#]", sides_skipped);
+               g_profiler->avg("MapBlocks examined [#]", blocks_visited);
        }
-
        g_profiler->avg("MapBlocks shortlist [#]", shortlist.size());
 
        assert(m_drawlist.empty() || shortlist.empty());
        for (auto pos : shortlist) {
-               MapBlock * block = getBlockNoCreateNoEx(pos);
+               MapBlock *block = getBlockNoCreateNoEx(pos);
                if (block) {
                        block->refGrab();
                        m_drawlist.emplace(pos, block);
@@ -514,8 +577,6 @@ void ClientMap::updateDrawList()
 
        g_profiler->avg("MapBlocks occlusion culled [#]", blocks_occlusion_culled);
        g_profiler->avg("MapBlocks frustum culled [#]", blocks_frustum_culled);
-       g_profiler->avg("MapBlocks sides skipped [#]", sides_skipped);
-       g_profiler->avg("MapBlocks examined [#]", blocks_visited);
        g_profiler->avg("MapBlocks drawn [#]", m_drawlist.size());
 }
 
index 3eefa5410796ac5da4a805e98525116735c99b32..e6cc32e28bea7cc4c017466850b0d558e3a5d2bc 100644 (file)
@@ -124,6 +124,7 @@ void MapSector::deleteBlock(MapBlock *block)
 
 void MapSector::getBlocks(MapBlockVect &dest)
 {
+       dest.reserve(dest.size() + m_blocks.size());
        for (auto &block : m_blocks) {
                dest.push_back(block.second);
        }