#include "block.hpp"
+#include "geometry.hpp"
+
+#include <glm/gtx/euler_angles.hpp>
+#include <glm/gtx/transform.hpp>
+
namespace blank {
+namespace {
+
+const glm::mat4 block_transforms[Block::DIR_COUNT * Block::ROT_COUNT] = {
+ glm::mat4(1.0f),
+ glm::eulerAngleY(PI_0p5),
+ glm::eulerAngleY(PI),
+ glm::eulerAngleY(PI_1p5),
+ glm::eulerAngleX(PI),
+ glm::eulerAngleYX(PI_0p5, PI),
+ glm::eulerAngleYX(PI, PI),
+ glm::eulerAngleYX(PI_1p5, PI),
+ glm::eulerAngleZ(PI_0p5),
+ glm::eulerAngleYZ(PI_0p5, PI_0p5),
+ glm::eulerAngleYZ(PI, PI_0p5),
+ glm::eulerAngleYZ(PI_1p5, PI_0p5),
+ glm::eulerAngleZ(PI_1p5),
+ glm::eulerAngleYZ(PI_0p5, PI_1p5),
+ glm::eulerAngleYZ(PI, PI_1p5),
+ glm::eulerAngleYZ(PI_1p5, PI_1p5),
+ glm::eulerAngleX(PI_0p5),
+ glm::eulerAngleYX(PI_0p5, PI_0p5),
+ glm::eulerAngleYX(PI, PI_0p5),
+ glm::eulerAngleYX(PI_1p5, PI_0p5),
+ glm::eulerAngleX(PI_1p5),
+ glm::eulerAngleYX(PI_0p5, PI_1p5),
+ glm::eulerAngleYX(PI, PI_1p5),
+ glm::eulerAngleYX(PI_1p5, PI_1p5),
+};
+
+}
+
+const glm::mat4 &Block::Transform() const {
+ return block_transforms[orient];
+}
+
+
const NullShape BlockType::DEFAULT_SHAPE;
BlockType::BlockType(bool v, const glm::vec3 &col, const Shape *s)
void BlockType::FillModel(
Model::Buffer &buf,
- const glm::vec3 &pos_offset,
+ const glm::mat4 &transform,
Model::Index idx_offset
) const {
- shape->Vertices(buf.vertices, buf.normals, buf.indices, pos_offset, idx_offset);
+ shape->Vertices(buf.vertices, buf.normals, buf.indices, transform, idx_offset);
buf.colors.insert(buf.colors.end(), shape->VertexCount(), color);
}