]> git.localhorst.tv Git - blank.git/blobdiff - src/block.hpp
fix dec/rad error in camera FOV
[blank.git] / src / block.hpp
index 72954ce596a6b846c2b14e0ac8227064c3c7d792..4fcee4cac2f0c2a6e7be58d095e6ee16c982870e 100644 (file)
@@ -42,11 +42,51 @@ struct Block {
 
        const glm::mat4 &Transform() const;
 
-       Face GetFace() const { return Face(orient / 4); }
+       Face GetFace() const { return Face(orient / TURN_COUNT); }
        void SetFace(Face face) { orient = face * TURN_COUNT + GetTurn(); }
-       Turn GetTurn() const { return Turn(orient % 4); }
+       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;
+                       }
+               }
+       }
+
 };
 
 
@@ -59,7 +99,10 @@ struct BlockType {
 
        Block::Type id;
 
+       int luminosity;
+
        bool visible;
+       bool block_light;
 
        struct Faces {
                bool face[Block::FACE_COUNT];
@@ -89,6 +132,11 @@ struct BlockType {
                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 },