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 face[Block::FACE_COUNT];