#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 ||
bool IsSurface(const Block::Pos &pos) const noexcept { return IsSurface(Pos(pos)); }
bool IsSurface(const Pos &pos) const noexcept;
- void SetNeighbor(Chunk &) noexcept;
+ void SetNeighbor(Block::Face, Chunk &) noexcept;
bool HasNeighbor(Block::Face f) const noexcept { return neighbor[f]; }
Chunk &GetNeighbor(Block::Face f) noexcept { return *neighbor[f]; }
const Chunk &GetNeighbor(Block::Face f) const noexcept { return *neighbor[f]; }
- void ClearNeighbors() noexcept;
void Unlink() 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 BlockMesh::Position &, const EntityMesh::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 offsetof(Chunk, position) - offsetof(Chunk, blocks); }
-private:
- void Update() noexcept;
+ bool Generated() const noexcept { return generated; }
+ void SetGenerated() noexcept { generated = true; }
+ bool Lighted() const noexcept { return lighted; }
+ void ScanLights();
+
+ void Ref() noexcept { ++ref_count; }
+ void UnRef() noexcept { --ref_count; }
+ bool Referenced() const noexcept { return ref_count > 0; }
+
+ void Invalidate() noexcept { dirty_mesh = dirty_save = true; }
+ void InvalidateMesh() noexcept { dirty_mesh = true; }
+ void ClearMesh() noexcept { dirty_mesh = false; }
+ void ClearSave() noexcept { dirty_save = false; }
+ bool ShouldUpdateMesh() const noexcept { return dirty_mesh; }
+ bool ShouldUpdateSave() const noexcept { return dirty_save; }
+
+ void Update(BlockMesh &) noexcept;
private:
const BlockTypeRegistry *types;
Chunk *neighbor[Block::FACE_COUNT];
+
Block blocks[size];
unsigned char light[size];
- BlockModel model;
+ bool generated;
+ bool lighted;
+
Pos position;
- bool dirty;
+ int ref_count;
+ bool dirty_mesh;
+ bool dirty_save;
};