]> git.localhorst.tv Git - blank.git/blobdiff - src/world/BlockType.hpp
try to cleanly destruct world
[blank.git] / src / world / BlockType.hpp
index 429bdaaa447dd25aeb39ba79f61aa1f5ddbc2840..b50169c53ee72ac033e5c1eac09b1eabd551a9cd 100644 (file)
@@ -4,8 +4,8 @@
 #include "Block.hpp"
 #include "../graphics/BlockMesh.hpp"
 #include "../graphics/EntityMesh.hpp"
-#include "../graphics/OutlineMesh.hpp"
-#include "../model/bounds.hpp"
+#include "../graphics/PrimitiveMesh.hpp"
+#include "../model/Shape.hpp"
 
 #include <glm/glm.hpp>
 #include <vector>
@@ -17,7 +17,7 @@ namespace blank {
 /// attributes of a type of block
 struct BlockType {
 
-       const CollisionBounds *shape;
+       const Shape *shape;
        std::vector<float> textures;
        glm::vec3 hsl_mod;
        glm::vec3 rgb_mod;
@@ -26,6 +26,9 @@ struct BlockType {
        /// a string to display to the user
        std::string label;
 
+       int place_sound;
+       int remove_sound;
+
        Block::Type id;
 
        /// light level that blocks of this type emit
@@ -61,38 +64,22 @@ struct BlockType {
        /// commonness factor, random chance is multiplied by this
        float commonness;
 
-       struct Faces {
-               bool face[Block::FACE_COUNT];
-               Faces &operator =(const Faces &other) noexcept {
-                       for (int i = 0; i < Block::FACE_COUNT; ++i) {
-                               face[i] = other.face[i];
-                       }
-                       return *this;
-               }
-               bool operator [](Block::Face f) const noexcept {
-                       return face[f];
-               }
-       } fill;
-
        BlockType() noexcept;
 
-       static const NullBounds DEFAULT_SHAPE;
-
        bool FaceFilled(const Block &block, Block::Face face) const noexcept {
-               return fill[block.OrientedFace(face)];
+               return shape && shape->FaceFilled(block.OrientedFace(face));
        }
 
        void FillEntityMesh(
                EntityMesh::Buffer &m,
-               const glm::mat4 &transform = glm::mat4(1.0f),
-               EntityMesh::Index idx_offset = 0
+               const glm::mat4 &transform = glm::mat4(1.0f)
        ) const noexcept;
        void FillBlockMesh(
                BlockMesh::Buffer &m,
                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;
 
 };