/// cube of size 16 (256 tiles, 4096 blocks)
class Chunk {
+public:
+ using Pos = glm::tvec3<int>;
+
public:
Chunk();
static constexpr int Width() { return 16; }
static constexpr int Height() { return 16; }
static constexpr int Depth() { return 16; }
- static glm::vec3 Extent() { return glm::vec3(Width(), Height(), Depth()); }
+ static Pos Extent() { return { Width(), Height(), Depth() }; }
static constexpr int Size() { return Width() * Height() * Depth(); }
+ static AABB Bounds() { return AABB{ { 0, 0, 0 }, Extent() }; }
+
static constexpr bool InBounds(const glm::vec3 &pos) {
return
pos.x >= 0 && pos.x < Width() &&
static constexpr bool InBounds(int idx) {
return idx >= 0 && idx < Size();
}
- static glm::vec3 ToCoords(int idx) {
- return glm::vec3(
- 0.5f + idx % Width(),
- 0.5f + (idx / Width()) % Height(),
- 0.5f + idx / (Width() * Height())
+ static Block::Pos ToCoords(int idx) {
+ return Block::Pos(
+ 0.5f + (idx % Width()),
+ 0.5f + ((idx / Width()) % Height()),
+ 0.5f + (idx / (Width() * Height()))
);
}
+ void Allocate();
void Invalidate() { dirty = true; }
Block &BlockAt(int index) { return blocks[index]; }
const Block &BlockAt(int index) const { return blocks[index]; }
- Block &BlockAt(const glm::vec3 &pos) { return BlockAt(ToIndex(pos)); }
- const Block &BlockAt(const glm::vec3 &pos) const { return BlockAt(ToIndex(pos)); }
+ Block &BlockAt(const Block::Pos &pos) { return BlockAt(ToIndex(pos)); }
+ const Block &BlockAt(const Block::Pos &pos) const { return BlockAt(ToIndex(pos)); }
bool Intersection(
const Ray &,
float *dist = nullptr,
glm::vec3 *normal = nullptr) const;
- void Position(const glm::vec3 &);
- const glm::vec3 &Position() const { return position; }
- glm::mat4 Transform(const glm::vec3 &offset) const;
+ void Position(const Pos &);
+ const Pos &Position() const { return position; }
+ glm::mat4 Transform(const Pos &offset) const;
void Draw();
private:
std::vector<Block> blocks;
Model model;
- glm::vec3 position;
+ Pos position;
bool dirty;
};