]> git.localhorst.tv Git - blank.git/blobdiff - src/block.hpp
allow face/turn selection of placed blocks
[blank.git] / src / block.hpp
index 5d8e7e70c5404f5b3e201b49beb23584860cbf23..a142a96256e285e3acfca5b6848e04df00e4ebc0 100644 (file)
@@ -17,10 +17,35 @@ struct Block {
        using Type = unsigned short;
        using Pos = glm::vec3;
 
+       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,
+       };
+
        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;
 
-       constexpr explicit Block(Type type = 0)
-       : type(type) { }
+       Face GetFace() const { return Face(orient / 4); }
+       void SetFace(Face face) { orient = face * TURN_COUNT + GetTurn(); }
+       Turn GetTurn() const { return Turn(orient % 4); }
+       void SetTurn(Turn turn) { orient = GetFace() * TURN_COUNT + turn; }
 
 };
 
@@ -28,27 +53,35 @@ struct Block {
 /// attributes of a type of block
 struct BlockType {
 
+       const Shape *shape;
+       glm::vec3 color;
+       glm::vec3 outline_color;
+
        Block::Type id;
 
        bool visible;
 
-       const Shape *shape;
-       glm::vec3 color;
-       glm::vec3 outline_color;
+       struct Faces {
+               bool up;
+               bool down;
+               bool right;
+               bool left;
+               bool front;
+               bool back;
+       } 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;
 
 
        void FillModel(
-               Model &m,
-               const glm::vec3 &pos_offset = { 0, 0, 0 },
+               Model::Buffer &m,
+               const glm::mat4 &transform = glm::mat4(1.0f),
                Model::Index idx_offset = 0
        ) const;
        void FillOutlineModel(