-const BlockType BlockType::DEFAULT;
-const CuboidShape BlockType::DEFAULT_SHAPE({{ 0, 0, 0 }, { 1, 1, 1 }});
-
-void BlockType::FillVBO(
- const glm::vec3 &pos,
- std::vector<glm::vec3> &vertices,
- std::vector<glm::vec3> &colors,
- std::vector<glm::vec3> &normals
-) const {
- shape->Vertices(vertices, pos);
- colors.insert(colors.end(), shape->VertexCount(), color);
- shape->Normals(normals);
-}
-
-void BlockType::FillOutlineVBO(
- std::vector<glm::vec3> &vertices,
- std::vector<glm::vec3> &colors
-) const {
- shape->Outline(vertices);
- colors.insert(colors.end(), shape->OutlineCount(), outline_color);
-}
-
-
-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()
-, transform(1.0f)
-, dirty(false) {
-
-}
-
-Chunk::Chunk(Chunk &&other)
-: blocks(std::move(other.blocks))
-, model(std::move(other.model))
-, transform(other.transform)
-, dirty(other.dirty) {
-
-}
-
-Chunk &Chunk::operator =(Chunk &&other) {
- blocks = std::move(other.blocks);
- model = std::move(other.model);
- transform = other.transform;
- dirty = other.dirty;
- return *this;
-}
-
-
-void Chunk::Draw() {
- if (dirty) {
- Update();
- }
- model.Draw();
-}
-
-
-bool Chunk::Intersection(
- const Ray &ray,
- const glm::mat4 &M,
- int *blkid,
- float *dist,
- glm::vec3 *normal) const {
- { // rough check
- const AABB bb{{0, 0, 0}, {Width(), Height(), Depth()}};
- if (!blank::Intersection(ray, bb, M)) {
- return false;
- }
- }
-
- if (!blkid && !dist && !normal) {
- 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();
- glm::vec3 closest_normal(0, 1, 0);
- 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;
- }
- float cur_dist;
- glm::vec3 cur_norm;
- if (blocks[id].type->shape->Intersects(ray, glm::translate(M, glm::vec3(x, y, z)), cur_dist, cur_norm)) {
- if (cur_dist < closest_dist) {
- closest_id = id;
- closest_dist = cur_dist;
- closest_normal = cur_norm;
- }
- }
- }
- }
- }
-
- if (closest_id < 0) {
- return false;
- }
-
- if (blkid) {
- *blkid = closest_id;
- }
- if (dist) {
- *dist = closest_dist;
- }
- if (normal) {
- *normal = closest_normal;
- }
- return true;
-}
-
-void Chunk::Position(const glm::vec3 &pos) {
- position = pos;
- transform = glm::translate(pos * Extent());
-}
-
-
-int Chunk::VertexCount() const {
- // TODO: query blocks as soon as type shapes are implemented
- int count = 0;
- for (const auto &block : blocks) {
- count += block.type->shape->VertexCount();
- }
- return count;
-}
-
-void Chunk::Update() {
- model.Clear();
- model.Reserve(VertexCount());
-
- for (int i = 0; i < Size(); ++i) {
- if (blocks[i].type->visible) {
- blocks[i].type->FillModel(ToCoords(i), model);
- }
- }
-
- model.Invalidate();
- dirty = false;
-}
-
-