2 #include "BlockType.hpp"
3 #include "BlockTypeRegistry.hpp"
5 #include "../model/geometry.hpp"
8 #include <glm/gtx/euler_angles.hpp>
9 #include <glm/gtx/transform.hpp>
14 const NullShape BlockType::DEFAULT_SHAPE;
17 std::ostream &operator <<(std::ostream &out, const Block &block) {
18 return out << "Block(" << block.type << ", " << block.GetFace() << ", " << block.GetTurn() << ')';
21 std::ostream &operator <<(std::ostream &out, const Block::Face &face) {
26 case Block::FACE_DOWN:
29 case Block::FACE_RIGHT:
32 case Block::FACE_LEFT:
35 case Block::FACE_FRONT:
38 case Block::FACE_BACK:
42 case Block::FACE_COUNT:
43 out << "invalid Block::Face";
49 std::ostream &operator <<(std::ostream &out, const Block::Turn &turn) {
51 case Block::TURN_NONE:
54 case Block::TURN_LEFT:
57 case Block::TURN_AROUND:
60 case Block::TURN_RIGHT:
64 case Block::TURN_COUNT:
65 out << "invalid Block::Turn";
72 BlockType::BlockType(bool v, const glm::vec3 &col, const Shape *s) noexcept
76 , outline_color(-1, -1, -1)
83 , collide_block(false)
91 , min_temperature(-1.0f)
92 , mid_temperature(0.0f)
93 , max_temperature(1.0f)
98 , fill({ false, false, false, false, false, false }) {
102 void BlockType::FillEntityModel(
103 EntityModel::Buffer &buf,
104 const glm::mat4 &transform,
105 EntityModel::Index idx_offset
107 shape->Vertices(buf, transform, texture, idx_offset);
108 buf.colors.insert(buf.colors.end(), shape->VertexCount(), color);
111 void BlockType::FillBlockModel(
112 BlockModel::Buffer &buf,
113 const glm::mat4 &transform,
114 BlockModel::Index idx_offset
116 shape->Vertices(buf, transform, texture, idx_offset);
117 buf.colors.insert(buf.colors.end(), shape->VertexCount(), color);
120 void BlockType::FillOutlineModel(OutlineModel::Buffer &buf) const noexcept {
122 buf.colors.insert(buf.colors.end(), shape->OutlineCount(), outline_color);
126 BlockTypeRegistry::BlockTypeRegistry() {
130 Block::Type BlockTypeRegistry::Add(const BlockType &t) {
131 int id = types.size();
133 types.back().id = id;
138 const glm::mat4 Block::orient2transform[ORIENT_COUNT] = {
139 { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, }, // face: up, turn: none
140 { 0, 0, -1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, }, // face: up, turn: left
141 { -1, 0, 0, 0, 0, 1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, }, // face: up, turn: around
142 { 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, 0, 0, 0, 0, 1, }, // face: up, turn: right
143 { 1, 0, 0, 0, 0, -1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, }, // face: down, turn: none
144 { 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, 0, 0, 0, 0, 1, }, // face: down, turn: left
145 { -1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, }, // face: down, turn: around
146 { 0, 0, 1, 0, 0, -1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, }, // face: down, turn: right
147 { 0, -1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, }, // face: right, turn: none
148 { 0, -1, 0, 0, 0, 0, -1, 0, 1, 0, 0, 0, 0, 0, 0, 1, }, // face: right, turn: left
149 { 0, -1, 0, 0, -1, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, }, // face: right, turn: around
150 { 0, -1, 0, 0, 0, 0, 1, 0, -1, 0, 0, 0, 0, 0, 0, 1, }, // face: right, turn: right
151 { 0, 1, 0, 0, -1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, }, // face: left, turn: none
152 { 0, 1, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 1, }, // face: left, turn: left
153 { 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, }, // face: left, turn: around
154 { 0, 1, 0, 0, 0, 0, -1, 0, -1, 0, 0, 0, 0, 0, 0, 1, }, // face: left, turn: right
155 { 1, 0, 0, 0, 0, 0, 1, 0, 0, -1, 0, 0, 0, 0, 0, 1, }, // face: front, turn: none
156 { 0, 0, -1, 0, 1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 1, }, // face: front, turn: left
157 { -1, 0, 0, 0, 0, 0, -1, 0, 0, -1, 0, 0, 0, 0, 0, 1, }, // face: front, turn: around
158 { 0, 0, 1, 0, -1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 1, }, // face: front, turn: right
159 { 1, 0, 0, 0, 0, 0, -1, 0, 0, 1, 0, 0, 0, 0, 0, 1, }, // face: back, turn: none
160 { 0, 0, -1, 0, -1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, }, // face: back, turn: left
161 { -1, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, }, // face: back, turn: around
162 { 0, 0, 1, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, }, // face: back, turn: right
165 const glm::ivec3 Block::face2normal[FACE_COUNT] = {
174 const Block::Face Block::orient2face[ORIENT_COUNT][FACE_COUNT] = {
175 { FACE_UP, FACE_DOWN, FACE_RIGHT, FACE_LEFT, FACE_FRONT, FACE_BACK, }, // face: up, turn: none
176 { FACE_UP, FACE_DOWN, FACE_FRONT, FACE_BACK, FACE_LEFT, FACE_RIGHT, }, // face: up, turn: left
177 { FACE_UP, FACE_DOWN, FACE_LEFT, FACE_RIGHT, FACE_BACK, FACE_FRONT, }, // face: up, turn: around
178 { FACE_UP, FACE_DOWN, FACE_BACK, FACE_FRONT, FACE_RIGHT, FACE_LEFT, }, // face: up, turn: right
179 { FACE_DOWN, FACE_UP, FACE_RIGHT, FACE_LEFT, FACE_BACK, FACE_FRONT, }, // face: down, turn: none
180 { FACE_DOWN, FACE_UP, FACE_BACK, FACE_FRONT, FACE_LEFT, FACE_RIGHT, }, // face: down, turn: left
181 { FACE_DOWN, FACE_UP, FACE_LEFT, FACE_RIGHT, FACE_FRONT, FACE_BACK, }, // face: down, turn: around
182 { FACE_DOWN, FACE_UP, FACE_FRONT, FACE_BACK, FACE_RIGHT, FACE_LEFT, }, // face: down, turn: right
183 { FACE_LEFT, FACE_RIGHT, FACE_UP, FACE_DOWN, FACE_FRONT, FACE_BACK, }, // face: right, turn: none
184 { FACE_LEFT, FACE_RIGHT, FACE_FRONT, FACE_BACK, FACE_DOWN, FACE_UP, }, // face: right, turn: left
185 { FACE_LEFT, FACE_RIGHT, FACE_DOWN, FACE_UP, FACE_BACK, FACE_FRONT, }, // face: right, turn: around
186 { FACE_LEFT, FACE_RIGHT, FACE_BACK, FACE_FRONT, FACE_UP, FACE_DOWN, }, // face: right, turn: right
187 { FACE_RIGHT, FACE_LEFT, FACE_DOWN, FACE_UP, FACE_FRONT, FACE_BACK, }, // face: left, turn: none
188 { FACE_RIGHT, FACE_LEFT, FACE_FRONT, FACE_BACK, FACE_UP, FACE_DOWN, }, // face: left, turn: left
189 { FACE_RIGHT, FACE_LEFT, FACE_UP, FACE_DOWN, FACE_BACK, FACE_FRONT, }, // face: left, turn: around
190 { FACE_RIGHT, FACE_LEFT, FACE_BACK, FACE_FRONT, FACE_DOWN, FACE_UP, }, // face: left, turn: right
191 { FACE_BACK, FACE_FRONT, FACE_RIGHT, FACE_LEFT, FACE_UP, FACE_DOWN, }, // face: front, turn: none
192 { FACE_BACK, FACE_FRONT, FACE_UP, FACE_DOWN, FACE_LEFT, FACE_RIGHT, }, // face: front, turn: left
193 { FACE_BACK, FACE_FRONT, FACE_LEFT, FACE_RIGHT, FACE_DOWN, FACE_UP, }, // face: front, turn: around
194 { FACE_BACK, FACE_FRONT, FACE_DOWN, FACE_UP, FACE_RIGHT, FACE_LEFT, }, // face: front, turn: right
195 { FACE_FRONT, FACE_BACK, FACE_RIGHT, FACE_LEFT, FACE_DOWN, FACE_UP, }, // face: back, turn: none
196 { FACE_FRONT, FACE_BACK, FACE_DOWN, FACE_UP, FACE_LEFT, FACE_RIGHT, }, // face: back, turn: left
197 { FACE_FRONT, FACE_BACK, FACE_LEFT, FACE_RIGHT, FACE_UP, FACE_DOWN, }, // face: back, turn: around
198 { FACE_FRONT, FACE_BACK, FACE_UP, FACE_DOWN, FACE_RIGHT, FACE_LEFT, }, // face: back, turn: right