}
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 ||
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,