#define BLANK_WORLD_BLOCKTYPE_HPP_
#include "Block.hpp"
-#include "../model/BlockModel.hpp"
-#include "../model/EntityModel.hpp"
-#include "../model/OutlineModel.hpp"
-#include "../model/shapes.hpp"
+#include "BlockGravity.hpp"
+#include "../graphics/BlockMesh.hpp"
+#include "../graphics/EntityMesh.hpp"
+#include "../graphics/glm.hpp"
+#include "../graphics/PrimitiveMesh.hpp"
+#include "../model/Shape.hpp"
-#include <glm/glm.hpp>
+#include <limits>
+#include <vector>
namespace blank {
+class ResourceIndex;
+class ShapeRegistry;
+class TokenStreamReader;
+
/// single 1x1x1 cube
/// attributes of a type of block
struct BlockType {
const Shape *shape;
- glm::vec3 color;
- glm::vec3 outline_color;
-
- // a string to display to the user
+ std::vector<float> textures;
+ BlockMesh::ColorMod hsl_mod;
+ BlockMesh::ColorMod rgb_mod;
+ PrimitiveMesh::Color outline_color;
+
+ /// gravity configuration or null if not emitting gravity
+ std::unique_ptr<BlockGravity> gravity;
+
+ /// a string identifying in contexts where numbers just won't do
+ /// must be unique within any given set
+ std::string name;
+ /// a string to display to the user
std::string label;
+ int place_sound;
+ int remove_sound;
+
Block::Type id;
- // light level that blocks of this type emit
+ /// light level that blocks of this type emit
int luminosity;
- // whether to draw
+ /// whether to draw
bool visible;
- // if true, stops light from propagating and fixes level to luminosity
+ /// if true, stops light from propagating and fixes level to luminosity
bool block_light;
- // whether to check for collisions at all
+ /// whether to check for collisions at all
bool collision;
- // if the block should be impenetrable
+ /// if the block should be impenetrable
bool collide_block;
- struct Faces {
- bool face[Block::FACE_COUNT];
- Faces &operator =(const Faces &other) noexcept {
- for (int i = 0; i < Block::FACE_COUNT; ++i) {
- face[i] = other.face[i];
- }
- return *this;
+ // generation properties
+ /// whether to use this block in generation at all
+ bool generate;
+
+ // min/mid/max points for the respective properties
+ // should all be in the (-1,1) range
+ class Distribution {
+
+ public:
+ Distribution(float min, float mid, float max)
+ : xmin(min), xmid(mid), xmax(max) { Update(); }
+
+ bool Valid(float x) const noexcept {
+ return x >= xmin && x <= xmax;
+ }
+ float Map(float x) const noexcept {
+ // previous algo as was used by Generator
+ //return 4.0f - ((x - xmid) * (x - xmid));
+
+ // linear mapping of [min,mid,max] to [-1,0,1]
+ x -= xmid;
+ x *= (x < 0) ? inv_neg : inv_pos;
+
+ // smoothing: x^4 - 2x^2 + 1
+ x *= x;
+ return x * x - 2.0f * x + 1.0f;
}
- bool operator [](Block::Face f) const noexcept {
- return face[f];
+
+ void Min(float m) noexcept { xmin = m; Update(); }
+ float Min() const noexcept { return xmin; }
+ void Mid(float m) noexcept { xmid = m; Update(); }
+ float Mid() const noexcept { return xmid; }
+ void Max(float m) noexcept { xmax = m; Update(); }
+ float Max() const noexcept { return xmax; }
+
+ private:
+ void Update() {
+ float abs_min = std::abs(xmin - xmid);
+ inv_neg = abs_min < std::numeric_limits<float>::epsilon() ? 0.0f : 1.0f / abs_min;
+ float abs_max = std::abs(xmax - xmid);
+ inv_pos = abs_max < std::numeric_limits<float>::epsilon() ? 0.0f : 1.0f / abs_max;
}
- } fill;
- explicit BlockType(
- bool v = false,
- const glm::vec3 &color = { 1, 1, 1 },
- const Shape *shape = &DEFAULT_SHAPE
- ) noexcept;
+ float xmin;
+ float xmid;
+ float xmax;
+ float inv_neg;
+ float inv_pos;
+
+ };
+
+ Distribution solidity;
+ Distribution humidity;
+ Distribution temperature;
+ Distribution richness;
+ /// commonness factor, random chance is multiplied by this
+ float commonness;
- static const NullShape DEFAULT_SHAPE;
+ BlockType() noexcept;
+
+ /// clone values of given type
+ /// this copies everything except for ID, name, label, and gravity
+ void Copy(const BlockType &) noexcept;
+
+ void Read(
+ TokenStreamReader &in,
+ ResourceIndex &snd_index,
+ ResourceIndex &tex_index,
+ const ShapeRegistry &shapes);
bool FaceFilled(const Block &block, Block::Face face) const noexcept {
- return fill[block.OrientedFace(face)];
+ return shape && shape->FaceFilled(block.OrientedFace(face));
}
- void FillEntityModel(
- EntityModel::Buffer &m,
- const glm::mat4 &transform = glm::mat4(1.0f),
- EntityModel::Index idx_offset = 0
+ void FillEntityMesh(
+ EntityMesh::Buffer &m,
+ const glm::mat4 &transform = glm::mat4(1.0f)
) const noexcept;
- void FillBlockModel(
- BlockModel::Buffer &m,
+ void FillBlockMesh(
+ BlockMesh::Buffer &m,
const glm::mat4 &transform = glm::mat4(1.0f),
- BlockModel::Index idx_offset = 0
- ) const noexcept;
- void FillOutlineModel(
- OutlineModel::Buffer &m,
- const glm::vec3 &pos_offset = { 0, 0, 0 },
- OutlineModel::Index idx_offset = 0
+ BlockMesh::Index idx_offset = 0
) const noexcept;
+ void OutlinePrimitiveMesh(PrimitiveMesh::Buffer &) const noexcept;
};