]> git.localhorst.tv Git - blank.git/blobdiff - src/world/BlockType.hpp
renamed Shape -> CollisionBounds
[blank.git] / src / world / BlockType.hpp
index bdc4721e96dea3b4762cc219190b4d0c49379ff6..4208d94665d29ed56436b8662a406427f787b0b8 100644 (file)
@@ -2,10 +2,10 @@
 #define BLANK_WORLD_BLOCKTYPE_HPP_
 
 #include "Block.hpp"
-#include "../model/BlockModel.hpp"
-#include "../model/EntityModel.hpp"
-#include "../model/OutlineModel.hpp"
-#include "../model/shapes.hpp"
+#include "../graphics/BlockMesh.hpp"
+#include "../graphics/EntityMesh.hpp"
+#include "../graphics/OutlineMesh.hpp"
+#include "../model/bounds.hpp"
 
 #include <glm/glm.hpp>
 
@@ -16,29 +16,50 @@ namespace blank {
 /// attributes of a type of block
 struct BlockType {
 
-       const Shape *shape;
+       const CollisionBounds *shape;
        float texture;
-       glm::vec3 color;
+       glm::vec3 hsl_mod;
+       glm::vec3 rgb_mod;
        glm::vec3 outline_color;
 
-       // a string to display to the user
+       /// a string to display to the user
        std::string label;
 
        Block::Type id;
 
-       // light level that blocks of this type emit
+       /// light level that blocks of this type emit
        int luminosity;
 
-       // whether to draw
+       /// whether to draw
        bool visible;
-       // if true, stops light from propagating and fixes level to luminosity
+       /// if true, stops light from propagating and fixes level to luminosity
        bool block_light;
 
-       // whether to check for collisions at all
+       /// whether to check for collisions at all
        bool collision;
-       // if the block should be impenetrable
+       /// if the block should be impenetrable
        bool collide_block;
 
+       // generation properties
+       /// whether to use this block in generation at all
+       bool generate;
+       // min/mid/max points for the respective properties
+       // should all be in the (-1,1) range
+       float min_solidity;
+       float mid_solidity;
+       float max_solidity;
+       float min_humidity;
+       float mid_humidity;
+       float max_humidity;
+       float min_temperature;
+       float mid_temperature;
+       float max_temperature;
+       float min_richness;
+       float mid_richness;
+       float max_richness;
+       /// commonness factor, random chance is multiplied by this
+       float commonness;
+
        struct Faces {
                bool face[Block::FACE_COUNT];
                Faces &operator =(const Faces &other) noexcept {
@@ -52,29 +73,25 @@ struct BlockType {
                }
        } fill;
 
-       explicit BlockType(
-               bool v = false,
-               const glm::vec3 &color = { 1, 1, 1 },
-               const Shape *shape = &DEFAULT_SHAPE
-       ) noexcept;
+       BlockType() noexcept;
 
-       static const NullShape DEFAULT_SHAPE;
+       static const NullBounds DEFAULT_SHAPE;
 
        bool FaceFilled(const Block &block, Block::Face face) const noexcept {
                return fill[block.OrientedFace(face)];
        }
 
-       void FillEntityModel(
-               EntityModel::Buffer &m,
+       void FillEntityMesh(
+               EntityMesh::Buffer &m,
                const glm::mat4 &transform = glm::mat4(1.0f),
-               EntityModel::Index idx_offset = 0
+               EntityMesh::Index idx_offset = 0
        ) const noexcept;
-       void FillBlockModel(
-               BlockModel::Buffer &m,
+       void FillBlockMesh(
+               BlockMesh::Buffer &m,
                const glm::mat4 &transform = glm::mat4(1.0f),
-               BlockModel::Index idx_offset = 0
+               BlockMesh::Index idx_offset = 0
        ) const noexcept;
-       void FillOutlineModel(OutlineModel::Buffer &m) const noexcept;
+       void FillOutlineMesh(OutlineMesh::Buffer &m) const noexcept;
 
 };