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) {
- 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) {
};
+private:
+ static const glm::tvec3<int> face2normal[6];
+ static const glm::mat4 orient2transform[ORIENT_COUNT];
+ static const Face orient2face[ORIENT_COUNT][FACE_COUNT];
+
};
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,