#include "Block.hpp"
#include "BlockTypeRegistry.hpp"
-#include "../model/BlockModel.hpp"
#include "../model/geometry.hpp"
#include <vector>
class Chunk {
public:
- using Pos = glm::tvec3<int>;
+ using Pos = glm::ivec3;
public:
explicit Chunk(const BlockTypeRegistry &) noexcept;
}
glm::mat4 ToTransform(const Pos &pos, int idx) const noexcept;
+ Block::Pos ToSceneCoords(const Pos &base, const Block::Pos &pos) const noexcept {
+ return Block::Pos((position - base) * Extent()) + pos;
+ }
+
static bool IsBorder(const Pos &pos) noexcept {
return
pos.x == 0 ||
// 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); }
int GetLight(const Pos &pos) const noexcept { return GetLight(ToIndex(pos)); }
int GetLight(const Block::Pos &pos) const noexcept { return GetLight(ToIndex(pos)); }
- float GetVertexLight(const Pos &, const BlockModel::Position &, const Model::Normal &) const noexcept;
+ float GetVertexLight(const Pos &, const BlockModel::Position &, const EntityModel::Normal &) const noexcept;
bool Intersection(
const Ray &ray,
bool Intersection(
const Ray &,
const glm::mat4 &M,
- int &blkid,
- float &dist,
- glm::vec3 &normal) const noexcept;
+ WorldCollision &) noexcept;
bool Intersection(
const AABB &box,
const glm::mat4 &Mbox,
const glm::mat4 &Mchunk,
- std::vector<WorldCollision> &) const noexcept;
+ std::vector<WorldCollision> &) noexcept;
void Position(const Pos &pos) noexcept { position = pos; }
const Pos &Position() const noexcept { return position; }
return glm::translate((position - offset) * Extent());
}
- void CheckUpdate() noexcept;
- void Draw() noexcept;
+ 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); }
-private:
- void Update() noexcept;
+ 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 Update(BlockModel &) noexcept;
private:
const BlockTypeRegistry *types;
Chunk *neighbor[Block::FACE_COUNT];
Block blocks[size];
unsigned char light[size];
- BlockModel model;
Pos position;
- bool dirty;
+ bool dirty_model;
+ bool dirty_save;
};