BlockType::BlockType(bool v, const glm::vec3 &col, const Shape *s) noexcept
: shape(s)
+, texture(0)
, color(col)
, outline_color(-1, -1, -1)
+, label("some block")
, id(0)
, luminosity(0)
, visible(v)
, block_light(false)
+, collision(false)
+, collide_block(false)
, fill({ false, false, false, false, false, false }) {
}
-void BlockType::FillModel(
- Model::Buffer &buf,
+void BlockType::FillEntityModel(
+ EntityModel::Buffer &buf,
const glm::mat4 &transform,
- Model::Index idx_offset
+ EntityModel::Index idx_offset
) const noexcept {
- shape->Vertices(buf.vertices, buf.normals, buf.indices, transform, idx_offset);
+ shape->Vertices(buf, transform, texture, idx_offset);
buf.colors.insert(buf.colors.end(), shape->VertexCount(), color);
}
const glm::mat4 &transform,
BlockModel::Index idx_offset
) const noexcept {
- shape->Vertices(buf.vertices, buf.indices, transform, idx_offset);
+ shape->Vertices(buf, transform, texture, idx_offset);
buf.colors.insert(buf.colors.end(), shape->VertexCount(), color);
}
void BlockType::FillOutlineModel(
- OutlineModel &model,
+ OutlineModel::Buffer &buf,
const glm::vec3 &pos_offset,
OutlineModel::Index idx_offset
) const noexcept {
- shape->Outline(model.vertices, model.indices, pos_offset, idx_offset);
- model.colors.insert(model.colors.end(), shape->OutlineCount(), outline_color);
+ shape->Outline(buf, pos_offset, idx_offset);
+ buf.colors.insert(buf.colors.end(), shape->OutlineCount(), outline_color);
}
{ 0, 0, 1, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, }, // face: back, turn: right
};
-const glm::tvec3<int> Block::face2normal[FACE_COUNT] = {
+const glm::ivec3 Block::face2normal[FACE_COUNT] = {
{ 0, 1, 0 },
{ 0, -1, 0 },
{ 1, 0, 0 },