]> git.localhorst.tv Git - blank.git/blobdiff - src/block.hpp
reorganized block tables
[blank.git] / src / block.hpp
index 3777e6d77b6169d345ca73592d4f7b54182c765c..ab34a30d05f6e17370c69b76d3970389555f64c6 100644 (file)
@@ -34,13 +34,89 @@ 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 / 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; }
+
+       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) {
+               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];
 
 };
 
@@ -54,15 +130,22 @@ struct BlockType {
 
        Block::Type id;
 
+       int luminosity;
+
        bool visible;
+       bool block_light;
 
        struct Faces {
-               bool right;
-               bool left;
-               bool top;
-               bool bottom;
-               bool front;
-               bool back;
+               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(
@@ -73,12 +156,20 @@ struct BlockType {
 
        static const NullShape DEFAULT_SHAPE;
 
+       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 },