1 #ifndef BLANK_WORLD_BLOCK_HPP_
2 #define BLANK_WORLD_BLOCK_HPP_
12 using Type = unsigned short;
13 using Pos = glm::vec3;
32 static constexpr int ORIENT_COUNT = FACE_COUNT * TURN_COUNT;
37 constexpr explicit Block(Type type = 0, Face face = FACE_UP, Turn turn = TURN_NONE) noexcept
38 : type(type), orient(face * TURN_COUNT + turn) { }
40 const glm::mat4 &Transform() const noexcept { return orient2transform[orient]; }
42 Face GetFace() const noexcept { return Face(orient / TURN_COUNT); }
43 void SetFace(Face face) noexcept { orient = face * TURN_COUNT + GetTurn(); }
44 Turn GetTurn() const noexcept { return Turn(orient % TURN_COUNT); }
45 void SetTurn(Turn turn) noexcept { orient = GetFace() * TURN_COUNT + turn; }
47 Face OrientedFace(Face f) const noexcept { return orient2face[orient][f]; }
49 static Face Opposite(Face f) noexcept {
53 static int Axis(Face f) noexcept {
68 static glm::tvec3<int> FaceNormal(Face face) noexcept {
69 return face2normal[face];
72 static Face NormalFace(const glm::vec3 &norm) noexcept {
73 const glm::vec3 anorm(abs(norm));
74 if (anorm.x > anorm.y) {
75 if (anorm.x > anorm.z) {
76 return norm.x > 0.0f ? FACE_RIGHT : FACE_LEFT;
78 return norm.z > 0.0f ? FACE_FRONT : FACE_BACK;
81 if (anorm.y > anorm.z) {
82 return norm.y > 0.0f ? FACE_UP : FACE_DOWN;
84 return norm.z > 0.0f ? FACE_FRONT : FACE_BACK;
91 explicit FaceSet(unsigned char v = 0)
94 bool IsSet(Face f) const {
95 return value & Mask(f);
108 value = Mask(FACE_COUNT) - 1;
115 return value == Mask(FACE_COUNT) - 1;
118 unsigned char Mask(Face f) const {
127 static const glm::tvec3<int> face2normal[6];
128 static const glm::mat4 orient2transform[ORIENT_COUNT];
129 static const Face orient2face[ORIENT_COUNT][FACE_COUNT];