#define BLANK_WORLD_BLOCKTYPE_HPP_
#include "Block.hpp"
+#include "BlockGravity.hpp"
#include "../graphics/BlockMesh.hpp"
#include "../graphics/EntityMesh.hpp"
-#include "../graphics/OutlineMesh.hpp"
-#include "../model/bounds.hpp"
+#include "../graphics/PrimitiveMesh.hpp"
+#include "../model/Shape.hpp"
#include <glm/glm.hpp>
#include <vector>
namespace blank {
+class ResourceIndex;
+class ShapeRegistry;
+class TokenStreamReader;
+
/// single 1x1x1 cube
/// attributes of a type of block
struct BlockType {
- const CollisionBounds *shape;
+ const Shape *shape;
std::vector<float> textures;
glm::vec3 hsl_mod;
glm::vec3 rgb_mod;
glm::vec3 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
/// commonness factor, random chance is multiplied by this
float commonness;
- 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;
- }
- bool operator [](Block::Face f) const noexcept {
- return face[f];
- }
- } fill;
-
BlockType() noexcept;
- static const NullBounds DEFAULT_SHAPE;
+ /// 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 FillEntityMesh(
EntityMesh::Buffer &m,
- const glm::mat4 &transform = glm::mat4(1.0f),
- EntityMesh::Index idx_offset = 0
+ const glm::mat4 &transform = glm::mat4(1.0f)
) const noexcept;
void FillBlockMesh(
BlockMesh::Buffer &m,
const glm::mat4 &transform = glm::mat4(1.0f),
BlockMesh::Index idx_offset = 0
) const noexcept;
- void FillOutlineMesh(OutlineMesh::Buffer &m) const noexcept;
+ void OutlinePrimitiveMesh(PrimitiveMesh::Buffer &) const noexcept;
};