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) {
}
}
+ 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];
+
};
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,