using Type = unsigned short;
using Pos = glm::vec3;
- enum Direction {
- DIR_UP,
- DIR_DOWN,
- DIR_LEFT,
- DIR_RIGHT,
- DIR_FRONT,
- DIR_BACK,
- DIR_COUNT,
+ enum Face {
+ FACE_UP,
+ FACE_DOWN,
+ FACE_RIGHT,
+ FACE_LEFT,
+ FACE_FRONT,
+ FACE_BACK,
+ FACE_COUNT,
};
- enum Rotation {
- ROT_NONE,
- ROT_90,
- ROT_180,
- ROT_270,
- ROT_COUNT,
+ enum Turn {
+ TURN_NONE,
+ TURN_LEFT,
+ TURN_AROUND,
+ TURN_RIGHT,
+ TURN_COUNT,
};
Type type;
unsigned char orient;
- constexpr explicit Block(Type type = 0, Direction dir = DIR_UP, Rotation rot = ROT_NONE)
- : type(type), orient(dir * ROT_COUNT + rot) { }
+ constexpr explicit Block(Type type = 0, Face face = FACE_UP, Turn turn = TURN_NONE)
+ : type(type), orient(face * TURN_COUNT + turn) { }
const glm::mat4 &Transform() const;
+ Face GetFace() const { return Face(orient / 4); }
+ void SetFace(Face face) { orient = face * TURN_COUNT + GetTurn(); }
+ Turn GetTurn() const { return Turn(orient % 4); }
+ void SetTurn(Turn turn) { orient = GetFace() * TURN_COUNT + turn; }
+
+ static glm::tvec3<int> FaceNormal(Face face) {
+ switch (face) {
+ case FACE_UP:
+ return { 0, 1, 0 };
+ case FACE_DOWN:
+ return { 0, -1, 0 };
+ case FACE_RIGHT:
+ return { 1, 0, 0 };
+ case FACE_LEFT:
+ return { -1, 0, 0 };
+ case FACE_FRONT:
+ return { 0, 0, 1 };
+ case FACE_BACK:
+ return { 0, 0, -1 };
+ default:
+ return { 0, 0, 0 };
+ }
+ }
+
};
Block::Type id;
+ int luminosity;
+
bool visible;
+ bool block_light;
struct Faces {
- bool right;
- bool left;
- bool top;
- bool bottom;
- bool front;
- bool back;
+ bool face[Block::FACE_COUNT];
+ Faces &operator =(const Faces &other) {
+ for (int i = 0; i < Block::FACE_COUNT; ++i) {
+ face[i] = other.face[i];
+ }
+ return *this;
+ }
+ bool operator [](Block::Face f) const {
+ return face[f];
+ }
} fill;
explicit BlockType(
static const NullShape DEFAULT_SHAPE;
+ bool FaceFilled(const Block &, Block::Face) const;
void FillModel(
Model::Buffer &m,