#define BLANK_WORLD_BLOCKTYPE_HPP_
#include "Block.hpp"
+#include "BlockGravity.hpp"
#include "../graphics/BlockMesh.hpp"
#include "../graphics/EntityMesh.hpp"
-#include "../graphics/OutlineMesh.hpp"
+#include "../graphics/PrimitiveMesh.hpp"
#include "../model/Shape.hpp"
#include <glm/glm.hpp>
namespace blank {
+class ResourceIndex;
+class ShapeRegistry;
+class TokenStreamReader;
+
/// single 1x1x1 cube
/// attributes of a type of block
struct BlockType {
const Shape *shape;
std::vector<float> textures;
- glm::vec3 hsl_mod;
- glm::vec3 rgb_mod;
- glm::vec3 outline_color;
+ glm::tvec3<unsigned char> hsl_mod;
+ glm::tvec3<unsigned char> rgb_mod;
+ glm::tvec3<unsigned char> outline_color;
+
+ /// gravity configuration or null if not emitting gravity
+ std::unique_ptr<BlockGravity> gravity;
+ /// a string identifying in contexts where numbers just won't do
+ /// must be unique within any given set
+ std::string name;
/// a string to display to the user
std::string label;
BlockType() noexcept;
+ /// clone values of given type
+ /// this copies everything except for ID, name, label, and gravity
+ void Copy(const BlockType &) noexcept;
+
+ void Read(
+ TokenStreamReader &in,
+ ResourceIndex &snd_index,
+ ResourceIndex &tex_index,
+ const ShapeRegistry &shapes);
+
bool FaceFilled(const Block &block, Block::Face face) const noexcept {
return shape && shape->FaceFilled(block.OrientedFace(face));
}
const glm::mat4 &transform = glm::mat4(1.0f),
BlockMesh::Index idx_offset = 0
) const noexcept;
- void FillOutlineMesh(OutlineMesh::Buffer &m) const noexcept;
+ void OutlinePrimitiveMesh(PrimitiveMesh::Buffer &) const noexcept;
};