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;
- // FIXME: fill faces don't respect block orientation
struct Faces {
- bool up;
- bool down;
- bool right;
- bool left;
- 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,