// check which faces of a block at given index are obstructed (and therefore invisible)
Block::FaceSet Obstructed(const Pos &) const noexcept;
- void Invalidate() noexcept { dirty = true; }
-
void SetBlock(int index, const Block &) noexcept;
void SetBlock(const Block::Pos &pos, const Block &block) noexcept { SetBlock(ToIndex(pos), block); }
void SetBlock(const Pos &pos, const Block &block) noexcept { SetBlock(ToIndex(pos), block); }
return glm::translate((position - offset) * Extent());
}
+ void *BlockData() noexcept { return &blocks[0]; }
+ const void *BlockData() const noexcept { return &blocks[0]; }
+ static constexpr std::size_t BlockSize() noexcept { return sizeof(blocks) + sizeof(light); }
+
+ void Invalidate() noexcept { dirty_model = dirty_save = true; }
+ void InvalidateModel() noexcept { dirty_model = true; }
+ void ClearModel() noexcept { dirty_model = false; }
+ void ClearSave() noexcept { dirty_save = false; }
+ bool ShouldUpdateModel() const noexcept { return dirty_model; }
+ bool ShouldUpdateSave() const noexcept { return dirty_save; }
+
void CheckUpdate() noexcept;
void Draw() noexcept;
unsigned char light[size];
BlockModel model;
Pos position;
- bool dirty;
+ bool dirty_model;
+ bool dirty_save;
};