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,
+ };
+
+ 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 { 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;
+
+ };
- constexpr explicit Block(Type type = 0)
- : type(type) { }
+private:
+ static const glm::tvec3<int> face2normal[6];
+ static const glm::mat4 orient2transform[ORIENT_COUNT];
+ static const Face orient2face[ORIENT_COUNT][FACE_COUNT];
};
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(
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::vec3 &pos_offset = { 0, 0, 0 },
+ 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 },