int Get() const noexcept { return chunk->GetLight(pos); }
void Set(int level) noexcept { chunk->SetLight(pos, level); }
+ const BlockType &GetType() const noexcept { return chunk->Type(Chunk::ToIndex(pos)); }
+
bool HasNext(Block::Face face) noexcept {
+ const BlockType &type = GetType();
+ if (type.block_light && !type.luminosity) return false;
const BlockLookup next(chunk, pos, face);
- return next && !next.GetType().block_light;
+ return next;
}
SetNode GetNext(Block::Face face) noexcept {
const BlockLookup next(chunk, pos, face);
return light[index];
}
-float Chunk::GetVertexLight(const Pos &pos, const BlockModel::Position &vtx, const Model::Normal &norm) const noexcept {
+float Chunk::GetVertexLight(const Pos &pos, const BlockModel::Position &vtx, const EntityModel::Normal &norm) const noexcept {
int index = ToIndex(pos);
float light = GetLight(index);