const glm::mat4 &Transform() const;
- Face GetFace() const { return Face(orient / 4); }
+ Face GetFace() const { return Face(orient / TURN_COUNT); }
void SetFace(Face face) { orient = face * TURN_COUNT + GetTurn(); }
- Turn GetTurn() const { return Turn(orient % 4); }
+ Turn GetTurn() const { return Turn(orient % TURN_COUNT); }
void SetTurn(Turn turn) { orient = GetFace() * TURN_COUNT + turn; }
+ static Face Opposite(Face f) {
+ return Face(f ^ 1);
+ }
+
static glm::tvec3<int> FaceNormal(Face face) {
switch (face) {
case FACE_UP:
}
}
+ static Face NormalFace(const glm::vec3 &norm) {
+ const glm::vec3 anorm(abs(norm));
+ if (anorm.x > anorm.y) {
+ if (anorm.x > anorm.z) {
+ return norm.x > 0.0f ? FACE_RIGHT : FACE_LEFT;
+ } else {
+ return norm.z > 0.0f ? FACE_FRONT : FACE_BACK;
+ }
+ } else {
+ if (anorm.y > anorm.z) {
+ return norm.y > 0.0f ? FACE_UP : FACE_DOWN;
+ } else {
+ return norm.z > 0.0f ? FACE_FRONT : FACE_BACK;
+ }
+ }
+ }
+
};
const glm::mat4 &transform = glm::mat4(1.0f),
Model::Index idx_offset = 0
) const;
+ void FillBlockModel(
+ BlockModel::Buffer &m,
+ const glm::mat4 &transform = glm::mat4(1.0f),
+ BlockModel::Index idx_offset = 0
+ ) const;
void FillOutlineModel(
OutlineModel &m,
const glm::vec3 &pos_offset = { 0, 0, 0 },