#include "BlockType.hpp"
#include "BlockTypeRegistry.hpp"
-#include "../model/geometry.hpp"
-
+#include <ostream>
#include <glm/gtx/euler_angles.hpp>
#include <glm/gtx/transform.hpp>
namespace blank {
-const NullShape BlockType::DEFAULT_SHAPE;
+std::ostream &operator <<(std::ostream &out, const Block &block) {
+ return out << "Block(" << block.type << ", " << block.GetFace() << ", " << block.GetTurn() << ')';
+}
-BlockType::BlockType(bool v, const glm::vec3 &col, const Shape *s) noexcept
-: shape(s)
-, color(col)
+std::ostream &operator <<(std::ostream &out, const Block::Face &face) {
+ switch (face) {
+ case Block::FACE_UP:
+ out << "FACE_UP";
+ break;
+ case Block::FACE_DOWN:
+ out << "FACE_DOWN";
+ break;
+ case Block::FACE_RIGHT:
+ out << "FACE_RIGHT";
+ break;
+ case Block::FACE_LEFT:
+ out << "FACE_LEFT";
+ break;
+ case Block::FACE_FRONT:
+ out << "FACE_FRONT";
+ break;
+ case Block::FACE_BACK:
+ out << "FACE_BACK";
+ break;
+ default:
+ case Block::FACE_COUNT:
+ out << "invalid Block::Face";
+ break;
+ }
+ return out;
+}
+
+std::ostream &operator <<(std::ostream &out, const Block::Turn &turn) {
+ switch (turn) {
+ case Block::TURN_NONE:
+ out << "TURN_NONE";
+ break;
+ case Block::TURN_LEFT:
+ out << "TURN_LEFT";
+ break;
+ case Block::TURN_AROUND:
+ out << "TURN_AROUND";
+ break;
+ case Block::TURN_RIGHT:
+ out << "TURN_RIGHT";
+ break;
+ default:
+ case Block::TURN_COUNT:
+ out << "invalid Block::Turn";
+ break;
+ }
+ return out;
+}
+
+
+BlockType::BlockType() noexcept
+: shape(nullptr)
+, textures()
+, hsl_mod(0.0f, 1.0f, 1.0f)
+, rgb_mod(1.0f, 1.0f, 1.0f)
, outline_color(-1, -1, -1)
+, label("some block")
+, place_sound(-1)
+, remove_sound(-1)
, id(0)
, luminosity(0)
-, visible(v)
-, block_light(false)
-, fill({ false, false, false, false, false, false }) {
+, visible(true)
+, block_light(true)
+, collision(true)
+, collide_block(true)
+, generate(false)
+, min_solidity(0.5f)
+, mid_solidity(0.75f)
+, max_solidity(1.0f)
+, min_humidity(-1.0f)
+, mid_humidity(0.0f)
+, max_humidity(1.0f)
+, min_temperature(-1.0f)
+, mid_temperature(0.0f)
+, max_temperature(1.0f)
+, min_richness(-1.0f)
+, mid_richness(0.0f)
+, max_richness(1.0f)
+, commonness(1.0f) {
}
-void BlockType::FillModel(
- Model::Buffer &buf,
- const glm::mat4 &transform,
- Model::Index idx_offset
+void BlockType::FillEntityMesh(
+ EntityMesh::Buffer &buf,
+ const glm::mat4 &transform
) const noexcept {
- shape->Vertices(buf.vertices, buf.normals, buf.indices, transform, idx_offset);
- buf.colors.insert(buf.colors.end(), shape->VertexCount(), color);
+ if (!shape) return;
+ shape->Fill(buf, transform, textures);
+ buf.hsl_mods.insert(buf.hsl_mods.end(), shape->VertexCount(), hsl_mod);
+ buf.rgb_mods.insert(buf.rgb_mods.end(), shape->VertexCount(), rgb_mod);
}
-void BlockType::FillBlockModel(
- BlockModel::Buffer &buf,
+void BlockType::FillBlockMesh(
+ BlockMesh::Buffer &buf,
const glm::mat4 &transform,
- BlockModel::Index idx_offset
+ BlockMesh::Index idx_offset
) const noexcept {
- shape->Vertices(buf.vertices, buf.indices, transform, idx_offset);
- buf.colors.insert(buf.colors.end(), shape->VertexCount(), color);
+ if (!shape) return;
+ shape->Fill(buf, transform, textures, idx_offset);
+ buf.hsl_mods.insert(buf.hsl_mods.end(), shape->VertexCount(), hsl_mod);
+ buf.rgb_mods.insert(buf.rgb_mods.end(), shape->VertexCount(), rgb_mod);
}
-void BlockType::FillOutlineModel(
- OutlineModel &model,
- 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);
+void BlockType::OutlinePrimitiveMesh(PrimitiveMesh::Buffer &buf) const noexcept {
+ if (!shape) return;
+ shape->Outline(buf);
+ buf.colors.insert(buf.colors.end(), shape->OutlineCount(), glm::vec4(outline_color, 1.0f));
}
BlockTypeRegistry::BlockTypeRegistry() {
- Add(BlockType());
+ BlockType air;
+ air.visible = false;
+ air.block_light = false;
+ air.collision = false;
+ air.collide_block = false;
+ Add(air);
}
Block::Type BlockTypeRegistry::Add(const BlockType &t) {
{ 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 },