1 #ifndef BLANK_BLOCK_HPP_
2 #define BLANK_BLOCK_HPP_
4 #include "geometry.hpp"
17 using Type = unsigned short;
18 using Pos = glm::vec3;
40 constexpr explicit Block(Type type = 0, Face face = FACE_UP, Turn turn = TURN_NONE)
41 : type(type), orient(face * TURN_COUNT + turn) { }
43 const glm::mat4 &Transform() const;
45 Face GetFace() const { return Face(orient / 4); }
46 void SetFace(Face face) { orient = face * TURN_COUNT + GetTurn(); }
47 Turn GetTurn() const { return Turn(orient % 4); }
48 void SetTurn(Turn turn) { orient = GetFace() * TURN_COUNT + turn; }
50 static glm::tvec3<int> FaceNormal(Face face) {
69 static Face NormalFace(const glm::vec3 &norm) {
70 const glm::vec3 anorm(abs(norm));
71 if (anorm.x > anorm.y) {
72 if (anorm.x > anorm.z) {
73 return norm.x > 0.0f ? FACE_RIGHT : FACE_LEFT;
75 return norm.z > 0.0f ? FACE_FRONT : FACE_BACK;
78 if (anorm.y > anorm.z) {
79 return norm.y > 0.0f ? FACE_UP : FACE_DOWN;
81 return norm.z > 0.0f ? FACE_FRONT : FACE_BACK;
89 /// attributes of a type of block
94 glm::vec3 outline_color;
104 bool face[Block::FACE_COUNT];
105 Faces &operator =(const Faces &other) {
106 for (int i = 0; i < Block::FACE_COUNT; ++i) {
107 face[i] = other.face[i];
111 bool operator [](Block::Face f) const {
118 const glm::vec3 &color = { 1, 1, 1 },
119 const Shape *shape = &DEFAULT_SHAPE
122 static const NullShape DEFAULT_SHAPE;
124 bool FaceFilled(const Block &, Block::Face) const;
128 const glm::mat4 &transform = glm::mat4(1.0f),
129 Model::Index idx_offset = 0
132 BlockModel::Buffer &m,
133 const glm::mat4 &transform = glm::mat4(1.0f),
134 BlockModel::Index idx_offset = 0
136 void FillOutlineModel(
138 const glm::vec3 &pos_offset = { 0, 0, 0 },
139 OutlineModel::Index idx_offset = 0
145 class BlockTypeRegistry {
151 Block::Type Add(const BlockType &);
153 size_t Size() const { return types.size(); }
155 BlockType *operator [](Block::Type id) { return &types[id]; }
156 const BlockType *Get(Block::Type id) const { return &types[id]; }
159 std::vector<BlockType> types;