#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>
/// 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 {
}
} 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;
};