namespace blank {
-namespace {
-
-const glm::mat4 block_transforms[Block::DIR_COUNT * Block::ROT_COUNT] = {
- glm::mat4(1.0f),
- glm::eulerAngleY(PI_0p5),
- glm::eulerAngleY(PI),
- glm::eulerAngleY(PI_1p5),
- glm::eulerAngleX(PI),
- glm::eulerAngleYX(PI_0p5, PI),
- glm::eulerAngleYX(PI, PI),
- glm::eulerAngleYX(PI_1p5, PI),
- glm::eulerAngleZ(PI_0p5),
- glm::eulerAngleYZ(PI_0p5, PI_0p5),
- glm::eulerAngleYZ(PI, PI_0p5),
- glm::eulerAngleYZ(PI_1p5, PI_0p5),
- glm::eulerAngleZ(PI_1p5),
- glm::eulerAngleYZ(PI_0p5, PI_1p5),
- glm::eulerAngleYZ(PI, PI_1p5),
- glm::eulerAngleYZ(PI_1p5, PI_1p5),
- glm::eulerAngleX(PI_0p5),
- glm::eulerAngleYX(PI_0p5, PI_0p5),
- glm::eulerAngleYX(PI, PI_0p5),
- glm::eulerAngleYX(PI_1p5, PI_0p5),
- glm::eulerAngleX(PI_1p5),
- glm::eulerAngleYX(PI_0p5, PI_1p5),
- glm::eulerAngleYX(PI, PI_1p5),
- glm::eulerAngleYX(PI_1p5, PI_1p5),
-};
-
-}
-
-const glm::mat4 &Block::Transform() const {
- return block_transforms[orient];
-}
-
-
const NullShape BlockType::DEFAULT_SHAPE;
-BlockType::BlockType(bool v, const glm::vec3 &col, const Shape *s)
+BlockType::BlockType(bool v, const glm::vec3 &col, const Shape *s) noexcept
: shape(s)
, color(col)
, outline_color(-1, -1, -1)
, id(0)
+, luminosity(0)
, visible(v)
+, block_light(false)
, fill({ false, false, false, false, false, false }) {
}
Model::Buffer &buf,
const glm::mat4 &transform,
Model::Index idx_offset
-) const {
+) const noexcept {
shape->Vertices(buf.vertices, buf.normals, buf.indices, transform, idx_offset);
buf.colors.insert(buf.colors.end(), shape->VertexCount(), color);
}
+void BlockType::FillBlockModel(
+ BlockModel::Buffer &buf,
+ const glm::mat4 &transform,
+ BlockModel::Index idx_offset
+) const noexcept {
+ shape->Vertices(buf.vertices, buf.indices, transform, idx_offset);
+ buf.colors.insert(buf.colors.end(), shape->VertexCount(), color);
+}
+
void BlockType::FillOutlineModel(
OutlineModel &model,
const glm::vec3 &pos_offset,
OutlineModel::Index idx_offset
-) const {
+) const noexcept {
shape->Outline(model.vertices, model.indices, pos_offset, idx_offset);
model.colors.insert(model.colors.end(), shape->OutlineCount(), outline_color);
}
return id;
}
+
+const glm::mat4 Block::orient2transform[ORIENT_COUNT] = {
+ { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, }, // face: up, turn: none
+ { 0, 0, -1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, }, // face: up, turn: left
+ { -1, 0, 0, 0, 0, 1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, }, // face: up, turn: around
+ { 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, 0, 0, 0, 0, 1, }, // face: up, turn: right
+ { 1, 0, 0, 0, 0, -1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, }, // face: down, turn: none
+ { 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, 0, 0, 0, 0, 1, }, // face: down, turn: left
+ { -1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, }, // face: down, turn: around
+ { 0, 0, 1, 0, 0, -1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, }, // face: down, turn: right
+ { 0, -1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, }, // face: right, turn: none
+ { 0, -1, 0, 0, 0, 0, -1, 0, 1, 0, 0, 0, 0, 0, 0, 1, }, // face: right, turn: left
+ { 0, -1, 0, 0, -1, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, }, // face: right, turn: around
+ { 0, -1, 0, 0, 0, 0, 1, 0, -1, 0, 0, 0, 0, 0, 0, 1, }, // face: right, turn: right
+ { 0, 1, 0, 0, -1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, }, // face: left, turn: none
+ { 0, 1, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 1, }, // face: left, turn: left
+ { 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, }, // face: left, turn: around
+ { 0, 1, 0, 0, 0, 0, -1, 0, -1, 0, 0, 0, 0, 0, 0, 1, }, // face: left, turn: right
+ { 1, 0, 0, 0, 0, 0, 1, 0, 0, -1, 0, 0, 0, 0, 0, 1, }, // face: front, turn: none
+ { 0, 0, -1, 0, 1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 1, }, // face: front, turn: left
+ { -1, 0, 0, 0, 0, 0, -1, 0, 0, -1, 0, 0, 0, 0, 0, 1, }, // face: front, turn: around
+ { 0, 0, 1, 0, -1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 1, }, // face: front, turn: right
+ { 1, 0, 0, 0, 0, 0, -1, 0, 0, 1, 0, 0, 0, 0, 0, 1, }, // face: back, turn: none
+ { 0, 0, -1, 0, -1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, }, // face: back, turn: left
+ { -1, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, }, // face: back, turn: around
+ { 0, 0, 1, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, }, // face: back, turn: right
+};
+
+const glm::tvec3<int> Block::face2normal[FACE_COUNT] = {
+ { 0, 1, 0 },
+ { 0, -1, 0 },
+ { 1, 0, 0 },
+ { -1, 0, 0 },
+ { 0, 0, 1 },
+ { 0, 0, -1 },
+};
+
+const Block::Face Block::orient2face[ORIENT_COUNT][FACE_COUNT] = {
+ { FACE_UP, FACE_DOWN, FACE_RIGHT, FACE_LEFT, FACE_FRONT, FACE_BACK, }, // face: up, turn: none
+ { FACE_UP, FACE_DOWN, FACE_FRONT, FACE_BACK, FACE_LEFT, FACE_RIGHT, }, // face: up, turn: left
+ { FACE_UP, FACE_DOWN, FACE_LEFT, FACE_RIGHT, FACE_BACK, FACE_FRONT, }, // face: up, turn: around
+ { FACE_UP, FACE_DOWN, FACE_BACK, FACE_FRONT, FACE_RIGHT, FACE_LEFT, }, // face: up, turn: right
+ { FACE_DOWN, FACE_UP, FACE_RIGHT, FACE_LEFT, FACE_BACK, FACE_FRONT, }, // face: down, turn: none
+ { FACE_DOWN, FACE_UP, FACE_BACK, FACE_FRONT, FACE_LEFT, FACE_RIGHT, }, // face: down, turn: left
+ { FACE_DOWN, FACE_UP, FACE_LEFT, FACE_RIGHT, FACE_FRONT, FACE_BACK, }, // face: down, turn: around
+ { FACE_DOWN, FACE_UP, FACE_FRONT, FACE_BACK, FACE_RIGHT, FACE_LEFT, }, // face: down, turn: right
+ { FACE_LEFT, FACE_RIGHT, FACE_UP, FACE_DOWN, FACE_FRONT, FACE_BACK, }, // face: right, turn: none
+ { FACE_LEFT, FACE_RIGHT, FACE_FRONT, FACE_BACK, FACE_DOWN, FACE_UP, }, // face: right, turn: left
+ { FACE_LEFT, FACE_RIGHT, FACE_DOWN, FACE_UP, FACE_BACK, FACE_FRONT, }, // face: right, turn: around
+ { FACE_LEFT, FACE_RIGHT, FACE_BACK, FACE_FRONT, FACE_UP, FACE_DOWN, }, // face: right, turn: right
+ { FACE_RIGHT, FACE_LEFT, FACE_DOWN, FACE_UP, FACE_FRONT, FACE_BACK, }, // face: left, turn: none
+ { FACE_RIGHT, FACE_LEFT, FACE_FRONT, FACE_BACK, FACE_UP, FACE_DOWN, }, // face: left, turn: left
+ { FACE_RIGHT, FACE_LEFT, FACE_UP, FACE_DOWN, FACE_BACK, FACE_FRONT, }, // face: left, turn: around
+ { FACE_RIGHT, FACE_LEFT, FACE_BACK, FACE_FRONT, FACE_DOWN, FACE_UP, }, // face: left, turn: right
+ { FACE_BACK, FACE_FRONT, FACE_RIGHT, FACE_LEFT, FACE_UP, FACE_DOWN, }, // face: front, turn: none
+ { FACE_BACK, FACE_FRONT, FACE_UP, FACE_DOWN, FACE_LEFT, FACE_RIGHT, }, // face: front, turn: left
+ { FACE_BACK, FACE_FRONT, FACE_LEFT, FACE_RIGHT, FACE_DOWN, FACE_UP, }, // face: front, turn: around
+ { FACE_BACK, FACE_FRONT, FACE_DOWN, FACE_UP, FACE_RIGHT, FACE_LEFT, }, // face: front, turn: right
+ { FACE_FRONT, FACE_BACK, FACE_RIGHT, FACE_LEFT, FACE_DOWN, FACE_UP, }, // face: back, turn: none
+ { FACE_FRONT, FACE_BACK, FACE_DOWN, FACE_UP, FACE_LEFT, FACE_RIGHT, }, // face: back, turn: left
+ { FACE_FRONT, FACE_BACK, FACE_LEFT, FACE_RIGHT, FACE_UP, FACE_DOWN, }, // face: back, turn: around
+ { FACE_FRONT, FACE_BACK, FACE_UP, FACE_DOWN, FACE_RIGHT, FACE_LEFT, }, // face: back, turn: right
+};
+
}