#include "../model/BlockModel.hpp"
#include "../model/geometry.hpp"
+#include <vector>
#include <glm/glm.hpp>
#include <glm/gtx/transform.hpp>
namespace blank {
class BlockType;
+class WorldCollision;
/// cube of size 16 (256 tiles, 4096 blocks)
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 ||
+ pos.x == width - 1 ||
+ pos.y == 0 ||
+ pos.y == height - 1 ||
+ pos.z == 0 ||
+ pos.z == depth - 1;
+ }
static constexpr bool IsBorder(int idx) noexcept {
return
idx < width * height || // low Z plane
const Chunk &GetNeighbor(Block::Face f) const noexcept { return *neighbor[f]; }
void ClearNeighbors() noexcept;
void Unlink() noexcept;
- void Relink() noexcept;
// 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,
float &dist,
glm::vec3 &normal) const noexcept;
+ bool Intersection(
+ const AABB &box,
+ const glm::mat4 &Mbox,
+ const glm::mat4 &Mchunk,
+ std::vector<WorldCollision> &) const noexcept;
+
void Position(const Pos &pos) noexcept { position = pos; }
const Pos &Position() const noexcept { return position; }
glm::mat4 Transform(const Pos &offset) const noexcept {
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;
private:
const BlockTypeRegistry *types;
Chunk *neighbor[Block::FACE_COUNT];
- Block blocks[16 * 16 * 16];
- unsigned char light[16 * 16 * 16];
+ Block blocks[size];
+ unsigned char light[size];
BlockModel model;
Pos position;
- bool dirty;
+ bool dirty_model;
+ bool dirty_save;
};