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 EntityModel::Normal &) const noexcept;
+ float GetVertexLight(const Pos &, const BlockMesh::Position &, const EntityMesh::Normal &) const noexcept;
bool Intersection(
const Ray &ray,
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); }
+ static constexpr std::size_t BlockSize() noexcept { return offsetof(Chunk, position) - offsetof(Chunk, blocks); }
+
+ 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_model = dirty_save = true; }
- void InvalidateModel() noexcept { dirty_model = true; }
- void ClearModel() noexcept { dirty_model = false; }
+ 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 ShouldUpdateModel() const noexcept { return dirty_model; }
+ bool ShouldUpdateMesh() const noexcept { return dirty_mesh; }
bool ShouldUpdateSave() const noexcept { return dirty_save; }
- void Update(BlockModel &) noexcept;
+ void Update(BlockMesh &) noexcept;
private:
const BlockTypeRegistry *types;
Chunk *neighbor[Block::FACE_COUNT];
+
Block blocks[size];
unsigned char light[size];
+ bool generated;
+ bool lighted;
+
Pos position;
int ref_count;
- bool dirty_model;
+ bool dirty_mesh;
bool dirty_save;
};