void Unlink();
void Relink();
- // check if block at given index is completely enclosed (and therefore invisible)
- bool Obstructed(int idx) const;
+ // check which faces of a block at given index are obstructed (and therefore invisible)
+ Block::FaceSet Obstructed(int idx) const;
- void Allocate();
void Invalidate() { dirty = true; }
void SetBlock(int index, const Block &);
const Block &BlockAt(const Block::Pos &pos) const { return BlockAt(ToIndex(pos)); }
const Block &BlockAt(const Pos &pos) const { return BlockAt(ToIndex(pos)); }
- const Block *FindNext(const Pos &pos, Block::Face face) const;
- const Block *FindNext(const Block::Pos &pos, Block::Face face) const { return FindNext(Pos(pos), face); }
- const Block *FindNext(int index, Block::Face face) const { return FindNext(ToPos(index), face); }
-
const BlockType &Type(const Block &b) const { return *types->Get(b.type); }
void SetLight(int index, int level);
int GetLight(const Pos &pos) const { return GetLight(ToIndex(pos)); }
int GetLight(const Block::Pos &pos) const { return GetLight(ToIndex(pos)); }
- float GetVertexLight(int index, const BlockModel::Position &, const BlockModel::Normal &) const;
+ float GetVertexLight(int index, const BlockModel::Position &, const Model::Normal &) const;
bool Intersection(
const Ray &ray,
private:
const BlockTypeRegistry *types;
Chunk *neighbor[Block::FACE_COUNT];
- std::vector<Block> blocks;
- std::vector<unsigned char> light;
+ Block blocks[16 * 16 * 16];
+ unsigned char light[16 * 16 * 16];
BlockModel model;
Pos position;
bool dirty;
};
-struct BlockLookup {
-
- Chunk *chunk;
- Chunk::Pos pos;
- const Block *result;
+class BlockLookup {
- // resolve chunk/position/block from oob coordinates
- // result will be nullptr if unsuccessful
+public:
+ // resolve chunk/position from oob coordinates
BlockLookup(Chunk *c, const Chunk::Pos &p);
- // resolve chunk/position/block from ib coordinates and direction
- // result will be nullptr if unsuccessful
+ // resolve chunk/position from ib coordinates and direction
BlockLookup(Chunk *c, const Chunk::Pos &p, Block::Face dir);
+ // check if lookup was successful
+ operator bool() const { return chunk; }
+
+ // only valid if lookup was successful
+ Chunk &GetChunk() const { return *chunk; }
+ const Chunk::Pos &GetBlockPos() const { return pos; }
+ const Block &GetBlock() const { return GetChunk().BlockAt(GetBlockPos()); }
+ const BlockType &GetType() const { return GetChunk().Type(GetBlock()); }
+ int GetLight() const { return GetChunk().GetLight(GetBlockPos()); }
+
+private:
+ Chunk *chunk;
+ Chunk::Pos pos;
+
};