#include "Block.hpp"
#include "../model/BlockModel.hpp"
-#include "../model/Model.hpp"
+#include "../model/EntityModel.hpp"
#include "../model/OutlineModel.hpp"
#include "../model/shapes.hpp"
struct BlockType {
const Shape *shape;
+ float texture;
glm::vec3 color;
glm::vec3 outline_color;
+ // a string to display to the user
+ std::string label;
+
Block::Type id;
+ // light level that blocks of this type emit
int luminosity;
+ // whether to draw
bool visible;
+ // if true, stops light from propagating and fixes level to luminosity
bool block_light;
+ // whether to check for collisions at all
+ bool collision;
+ // if the block should be impenetrable
+ bool collide_block;
+
struct Faces {
bool face[Block::FACE_COUNT];
Faces &operator =(const Faces &other) noexcept {
return fill[block.OrientedFace(face)];
}
- void FillModel(
- Model::Buffer &m,
+ void FillEntityModel(
+ EntityModel::Buffer &m,
const glm::mat4 &transform = glm::mat4(1.0f),
- Model::Index idx_offset = 0
+ EntityModel::Index idx_offset = 0
) const noexcept;
void FillBlockModel(
BlockModel::Buffer &m,
const glm::mat4 &transform = glm::mat4(1.0f),
BlockModel::Index idx_offset = 0
) const noexcept;
- void FillOutlineModel(
- OutlineModel &m,
- const glm::vec3 &pos_offset = { 0, 0, 0 },
- OutlineModel::Index idx_offset = 0
- ) const noexcept;
+ void FillOutlineModel(OutlineModel::Buffer &m) const noexcept;
};