]> git.localhorst.tv Git - blank.git/blobdiff - src/block.hpp
fix dec/rad error in camera FOV
[blank.git] / src / block.hpp
index 1663c16aa0d4450f0cdc06d9e503d408c0350049..4fcee4cac2f0c2a6e7be58d095e6ee16c982870e 100644 (file)
@@ -17,10 +17,75 @@ struct Block {
        using Type = unsigned short;
        using Pos = glm::vec3;
 
-       Type type;
+       enum Face {
+               FACE_UP,
+               FACE_DOWN,
+               FACE_RIGHT,
+               FACE_LEFT,
+               FACE_FRONT,
+               FACE_BACK,
+               FACE_COUNT,
+       };
+       enum Turn {
+               TURN_NONE,
+               TURN_LEFT,
+               TURN_AROUND,
+               TURN_RIGHT,
+               TURN_COUNT,
+       };
 
-       constexpr explicit Block(Type type = 0)
-       : type(type) { }
+       Type type;
+       unsigned char orient;
+
+       constexpr explicit Block(Type type = 0, Face face = FACE_UP, Turn turn = TURN_NONE)
+       : type(type), orient(face * TURN_COUNT + turn) { }
+
+       const glm::mat4 &Transform() const;
+
+       Face GetFace() const { return Face(orient / TURN_COUNT); }
+       void SetFace(Face face) { orient = face * TURN_COUNT + GetTurn(); }
+       Turn GetTurn() const { return Turn(orient % TURN_COUNT); }
+       void SetTurn(Turn turn) { orient = GetFace() * TURN_COUNT + turn; }
+
+       static Face Opposite(Face f) {
+               return Face(f ^ 1);
+       }
+
+       static glm::tvec3<int> FaceNormal(Face face) {
+               switch (face) {
+                       case FACE_UP:
+                               return { 0, 1, 0 };
+                       case FACE_DOWN:
+                               return { 0, -1, 0 };
+                       case FACE_RIGHT:
+                               return { 1, 0, 0 };
+                       case FACE_LEFT:
+                               return { -1, 0, 0 };
+                       case FACE_FRONT:
+                               return { 0, 0, 1 };
+                       case FACE_BACK:
+                               return { 0, 0, -1 };
+                       default:
+                               return { 0, 0, 0 };
+               }
+       }
+
+       static Face NormalFace(const glm::vec3 &norm) {
+               const glm::vec3 anorm(abs(norm));
+               if (anorm.x > anorm.y) {
+                       if (anorm.x > anorm.z) {
+                               return norm.x > 0.0f ? FACE_RIGHT : FACE_LEFT;
+                       } else {
+                               return norm.z > 0.0f ? FACE_FRONT : FACE_BACK;
+                       }
+               } else {
+                       if (anorm.y > anorm.z) {
+                               return norm.y > 0.0f ? FACE_UP : FACE_DOWN;
+                       } else {
+                               return norm.z > 0.0f ? FACE_FRONT : FACE_BACK;
+                       }
+               }
+       }
 
 };
 
@@ -28,29 +93,50 @@ struct Block {
 /// attributes of a type of block
 struct BlockType {
 
-       Block::Type id;
-
-       bool visible;
-
        const Shape *shape;
        glm::vec3 color;
        glm::vec3 outline_color;
 
+       Block::Type id;
+
+       int luminosity;
+
+       bool visible;
+       bool block_light;
+
+       struct Faces {
+               bool face[Block::FACE_COUNT];
+               Faces &operator =(const Faces &other) {
+                       for (int i = 0; i < Block::FACE_COUNT; ++i) {
+                               face[i] = other.face[i];
+                       }
+                       return *this;
+               }
+               bool operator [](Block::Face f) const {
+                       return face[f];
+               }
+       } fill;
+
        explicit BlockType(
                bool v = false,
                const glm::vec3 &color = { 1, 1, 1 },
-               const Shape *shape = &DEFAULT_SHAPE,
-               const glm::vec3 &outline_color = { -1, -1, -1 })
-       : id(0), visible(v), shape(shape), color(color), outline_color(outline_color) { }
+               const Shape *shape = &DEFAULT_SHAPE
+       );
 
        static const NullShape DEFAULT_SHAPE;
 
+       bool FaceFilled(const Block &, Block::Face) const;
 
        void FillModel(
                Model::Buffer &m,
-               const glm::vec3 &pos_offset = { 0, 0, 0 },
+               const glm::mat4 &transform = glm::mat4(1.0f),
                Model::Index idx_offset = 0
        ) const;
+       void FillBlockModel(
+               BlockModel::Buffer &m,
+               const glm::mat4 &transform = glm::mat4(1.0f),
+               BlockModel::Index idx_offset = 0
+       ) const;
        void FillOutlineModel(
                OutlineModel &m,
                const glm::vec3 &pos_offset = { 0, 0, 0 },