#include "world.hpp"
+#include <limits>
+
namespace blank {
vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z );
vertices.emplace_back(pos.x + 1, pos.y + 1, pos.z + 1);
- colors.insert(colors.end(), 6, glm::vec3(1.0f, 1.0f, 1.0f)); // front
- colors.insert(colors.end(), 6, glm::vec3(1.0f, 1.0f, 1.0f)); // back
- colors.insert(colors.end(), 6, glm::vec3(1.0f, 1.0f, 1.0f)); // top
- colors.insert(colors.end(), 6, glm::vec3(1.0f, 1.0f, 1.0f)); // bottom
- colors.insert(colors.end(), 6, glm::vec3(1.0f, 1.0f, 1.0f)); // left
- colors.insert(colors.end(), 6, glm::vec3(1.0f, 1.0f, 1.0f)); // right
+ colors.insert(colors.end(), 6 * 6, color);
normals.insert(normals.end(), 6, glm::vec3( 0.0f, 0.0f, 1.0f)); // front
normals.insert(normals.end(), 6, glm::vec3( 0.0f, 0.0f, -1.0f)); // back
}
+BlockTypeRegistry::BlockTypeRegistry() {
+ Add(BlockType::DEFAULT);
+}
+
+int BlockTypeRegistry::Add(const BlockType &t) {
+ int id = types.size();
+ types.push_back(t);
+ types.back().id = id;
+ return id;
+}
+
+
Chunk::Chunk()
: blocks(Size())
, model()
}
+bool Chunk::Intersection(const Ray &ray, const glm::mat4 &M, int *blkid, float *dist) const {
+ { // rough check
+ const AABB bb{{0, 0, 0}, {Width(), Height(), Depth()}};
+ if (!blank::Intersection(ray, bb, M)) {
+ return false;
+ }
+ }
+
+ if (!blkid && !dist) {
+ return true;
+ }
+
+ // TODO: should be possible to heavily optimize this
+ int id = 0;
+ int closest_id = -1;
+ float closest_dist = std::numeric_limits<float>::infinity();
+ for (int z = 0; z < Depth(); ++z) {
+ for (int y = 0; y < Height(); ++y) {
+ for (int x = 0; x < Width(); ++x, ++id) {
+ if (!blocks[id].type->visible) {
+ continue;
+ }
+ const AABB bb{{x, y, z}, {x+1, y+1, z+1}};
+ float cur_dist;
+ if (blank::Intersection(ray, bb, M, &cur_dist)) {
+ if (cur_dist < closest_dist) {
+ closest_id = id;
+ closest_dist = cur_dist;
+ }
+ }
+ }
+ }
+ }
+
+ if (closest_id < 0) {
+ return false;
+ }
+
+ if (blkid) {
+ *blkid = closest_id;
+ }
+ if (dist) {
+ *dist = closest_dist;
+ }
+ return true;
+}
+
+
int Chunk::VertexCount() const {
// TODO: query blocks as soon as type shapes are implemented
return Size() * 6 * 6;