, color(col)
, outline_color(-1, -1, -1)
, id(0)
+, luminosity(0)
, visible(v)
+, block_light(false)
, fill({ false, false, false, false, false, false }) {
}
+namespace {
+
+const Block::Face face_map[Block::FACE_COUNT * Block::TURN_COUNT][Block::FACE_COUNT] = {
+ { Block::FACE_UP, Block::FACE_DOWN, Block::FACE_RIGHT, Block::FACE_LEFT, Block::FACE_FRONT, Block::FACE_BACK, }, // face: up, turn: none
+ { Block::FACE_UP, Block::FACE_DOWN, Block::FACE_FRONT, Block::FACE_BACK, Block::FACE_LEFT, Block::FACE_RIGHT, }, // face: up, turn: left
+ { Block::FACE_UP, Block::FACE_DOWN, Block::FACE_LEFT, Block::FACE_RIGHT, Block::FACE_BACK, Block::FACE_FRONT, }, // face: up, turn: around
+ { Block::FACE_UP, Block::FACE_DOWN, Block::FACE_BACK, Block::FACE_FRONT, Block::FACE_RIGHT, Block::FACE_LEFT, }, // face: up, turn: right
+ { Block::FACE_DOWN, Block::FACE_UP, Block::FACE_RIGHT, Block::FACE_LEFT, Block::FACE_BACK, Block::FACE_FRONT, }, // face: down, turn: none
+ { Block::FACE_DOWN, Block::FACE_UP, Block::FACE_BACK, Block::FACE_FRONT, Block::FACE_LEFT, Block::FACE_RIGHT, }, // face: down, turn: left
+ { Block::FACE_DOWN, Block::FACE_UP, Block::FACE_LEFT, Block::FACE_RIGHT, Block::FACE_FRONT, Block::FACE_BACK, }, // face: down, turn: around
+ { Block::FACE_DOWN, Block::FACE_UP, Block::FACE_FRONT, Block::FACE_BACK, Block::FACE_RIGHT, Block::FACE_LEFT, }, // face: down, turn: right
+ { Block::FACE_LEFT, Block::FACE_RIGHT, Block::FACE_UP, Block::FACE_DOWN, Block::FACE_FRONT, Block::FACE_BACK, }, // face: right, turn: none
+ { Block::FACE_LEFT, Block::FACE_RIGHT, Block::FACE_FRONT, Block::FACE_BACK, Block::FACE_DOWN, Block::FACE_UP, }, // face: right, turn: left
+ { Block::FACE_LEFT, Block::FACE_RIGHT, Block::FACE_DOWN, Block::FACE_UP, Block::FACE_BACK, Block::FACE_FRONT, }, // face: right, turn: around
+ { Block::FACE_LEFT, Block::FACE_RIGHT, Block::FACE_BACK, Block::FACE_FRONT, Block::FACE_UP, Block::FACE_DOWN, }, // face: right, turn: right
+ { Block::FACE_RIGHT, Block::FACE_LEFT, Block::FACE_DOWN, Block::FACE_UP, Block::FACE_FRONT, Block::FACE_BACK, }, // face: left, turn: none
+ { Block::FACE_RIGHT, Block::FACE_LEFT, Block::FACE_FRONT, Block::FACE_BACK, Block::FACE_UP, Block::FACE_DOWN, }, // face: left, turn: left
+ { Block::FACE_RIGHT, Block::FACE_LEFT, Block::FACE_UP, Block::FACE_DOWN, Block::FACE_BACK, Block::FACE_FRONT, }, // face: left, turn: around
+ { Block::FACE_RIGHT, Block::FACE_LEFT, Block::FACE_BACK, Block::FACE_FRONT, Block::FACE_DOWN, Block::FACE_UP, }, // face: left, turn: right
+ { Block::FACE_BACK, Block::FACE_FRONT, Block::FACE_RIGHT, Block::FACE_LEFT, Block::FACE_UP, Block::FACE_DOWN, }, // face: front, turn: none
+ { Block::FACE_BACK, Block::FACE_FRONT, Block::FACE_UP, Block::FACE_DOWN, Block::FACE_LEFT, Block::FACE_RIGHT, }, // face: front, turn: left
+ { Block::FACE_BACK, Block::FACE_FRONT, Block::FACE_LEFT, Block::FACE_RIGHT, Block::FACE_DOWN, Block::FACE_UP, }, // face: front, turn: around
+ { Block::FACE_BACK, Block::FACE_FRONT, Block::FACE_DOWN, Block::FACE_UP, Block::FACE_RIGHT, Block::FACE_LEFT, }, // face: front, turn: right
+ { Block::FACE_FRONT, Block::FACE_BACK, Block::FACE_RIGHT, Block::FACE_LEFT, Block::FACE_DOWN, Block::FACE_UP, }, // face: back, turn: none
+ { Block::FACE_FRONT, Block::FACE_BACK, Block::FACE_DOWN, Block::FACE_UP, Block::FACE_LEFT, Block::FACE_RIGHT, }, // face: back, turn: left
+ { Block::FACE_FRONT, Block::FACE_BACK, Block::FACE_LEFT, Block::FACE_RIGHT, Block::FACE_UP, Block::FACE_DOWN, }, // face: back, turn: around
+ { Block::FACE_FRONT, Block::FACE_BACK, Block::FACE_UP, Block::FACE_DOWN, Block::FACE_RIGHT, Block::FACE_LEFT, }, // face: back, turn: right
+};
+
+}
+
+bool BlockType::FaceFilled(const Block &block, Block::Face face) const {
+ return fill[face_map[block.orient][face]];
+}
+
void BlockType::FillModel(
Model::Buffer &buf,
const glm::mat4 &transform,
buf.colors.insert(buf.colors.end(), shape->VertexCount(), color);
}
+void BlockType::FillBlockModel(
+ BlockModel::Buffer &buf,
+ const glm::mat4 &transform,
+ BlockModel::Index idx_offset
+) const {
+ 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,