1 #ifndef BLANK_CHUNK_HPP_
2 #define BLANK_CHUNK_HPP_
5 #include "geometry.hpp"
14 /// cube of size 16 (256 tiles, 4096 blocks)
21 Chunk &operator =(Chunk &&);
23 static constexpr int Width() { return 16; }
24 static constexpr int Height() { return 16; }
25 static constexpr int Depth() { return 16; }
26 static glm::vec3 Extent() { return glm::vec3(Width(), Height(), Depth()); }
27 static constexpr int Size() { return Width() * Height() * Depth(); }
29 static constexpr bool InBounds(const glm::vec3 &pos) {
31 pos.x >= 0 && pos.x < Width() &&
32 pos.y >= 0 && pos.y < Height() &&
33 pos.z >= 0 && pos.z < Depth();
35 static constexpr int ToIndex(const glm::vec3 &pos) {
36 return int(pos.x) + int(pos.y) * Width() + int(pos.z) * Width() * Height();
38 static constexpr bool InBounds(int idx) {
39 return idx >= 0 && idx < Size();
41 static glm::vec3 ToCoords(int idx) {
44 0.5f + (idx / Width()) % Height(),
45 0.5f + idx / (Width() * Height())
49 void Invalidate() { dirty = true; }
51 Block &BlockAt(int index) { return blocks[index]; }
52 const Block &BlockAt(int index) const { return blocks[index]; }
53 Block &BlockAt(const glm::vec3 &pos) { return BlockAt(ToIndex(pos)); }
54 const Block &BlockAt(const glm::vec3 &pos) const { return BlockAt(ToIndex(pos)); }
60 float *dist = nullptr,
61 glm::vec3 *normal = nullptr) const;
63 void Position(const glm::vec3 &);
64 const glm::vec3 &Position() const { return position; }
65 const glm::mat4 &Transform() const { return transform; }
70 int VertexCount() const;
74 std::vector<Block> blocks;