]> git.localhorst.tv Git - blank.git/blobdiff - src/block.hpp
reorganized block tables
[blank.git] / src / block.hpp
index 0d7d75a5dc8e68460f2413354763e3fbef2e4abf..ab34a30d05f6e17370c69b76d3970389555f64c6 100644 (file)
@@ -34,38 +34,90 @@ struct Block {
                TURN_COUNT,
        };
 
+       static constexpr int ORIENT_COUNT = FACE_COUNT * 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;
+       const glm::mat4 &Transform() const { return orient2transform[orient]; }
 
-       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; }
 
+       Face OrientedFace(Face f) const { return orient2face[orient][f]; }
+
+       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 };
+               return face2normal[face];
+       }
+
+       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;
+                       }
                }
        }
 
+       struct FaceSet {
+
+               explicit FaceSet(unsigned char v = 0)
+               : value(v) { }
+
+               bool IsSet(Face f) const {
+                       return value & Mask(f);
+               }
+               void Set(Face f) {
+                       value |= Mask(f);
+               }
+               void Unset(Face f) {
+                       value |= ~Mask(f);
+               }
+
+               void Clear() {
+                       value = 0;
+               }
+               void Fill() {
+                       value = Mask(FACE_COUNT) - 1;
+               }
+
+               bool Empty() const {
+                       return value == 0;
+               }
+               bool All() const {
+                       return value == Mask(FACE_COUNT) - 1;
+               }
+
+               unsigned char Mask(Face f) const {
+                       return 1 << f;
+               }
+
+               unsigned char value;
+
+       };
+
+private:
+       static const glm::tvec3<int> face2normal[6];
+       static const glm::mat4 orient2transform[ORIENT_COUNT];
+       static const Face orient2face[ORIENT_COUNT][FACE_COUNT];
+
 };
 
 
@@ -104,13 +156,20 @@ struct BlockType {
 
        static const NullShape DEFAULT_SHAPE;
 
-       bool FaceFilled(const Block &, Block::Face) const;
+       bool FaceFilled(const Block &block, Block::Face face) const {
+               return fill[block.OrientedFace(face)];
+       }
 
        void FillModel(
                Model::Buffer &m,
                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 },