]> git.localhorst.tv Git - blank.git/blobdiff - src/world/block.cpp
special treatment for players
[blank.git] / src / world / block.cpp
index 6cbaa264975d44ba316429525a706938efc0a5aa..09acfef9efcc01a2504c63459736fec9df5bd056 100644 (file)
@@ -4,6 +4,7 @@
 
 #include "../model/geometry.hpp"
 
+#include <ostream>
 #include <glm/gtx/euler_angles.hpp>
 #include <glm/gtx/transform.hpp>
 
@@ -12,24 +13,84 @@ namespace blank {
 
 const NullShape BlockType::DEFAULT_SHAPE;
 
+
+std::ostream &operator <<(std::ostream &out, const Block &block) {
+       return out << "Block(" << block.type << ", " << block.GetFace() << ", " << block.GetTurn() << ')';
+}
+
+std::ostream &operator <<(std::ostream &out, const Block::Face &face) {
+       switch (face) {
+               case Block::FACE_UP:
+                       out << "FACE_UP";
+                       break;
+               case Block::FACE_DOWN:
+                       out << "FACE_DOWN";
+                       break;
+               case Block::FACE_RIGHT:
+                       out << "FACE_RIGHT";
+                       break;
+               case Block::FACE_LEFT:
+                       out << "FACE_LEFT";
+                       break;
+               case Block::FACE_FRONT:
+                       out << "FACE_FRONT";
+                       break;
+               case Block::FACE_BACK:
+                       out << "FACE_BACK";
+                       break;
+               default:
+               case Block::FACE_COUNT:
+                       out << "invalid Block::Face";
+                       break;
+       }
+       return out;
+}
+
+std::ostream &operator <<(std::ostream &out, const Block::Turn &turn) {
+       switch (turn) {
+               case Block::TURN_NONE:
+                       out << "TURN_NONE";
+                       break;
+               case Block::TURN_LEFT:
+                       out << "TURN_LEFT";
+                       break;
+               case Block::TURN_AROUND:
+                       out << "TURN_AROUND";
+                       break;
+               case Block::TURN_RIGHT:
+                       out << "TURN_RIGHT";
+                       break;
+               default:
+               case Block::TURN_COUNT:
+                       out << "invalid Block::Turn";
+                       break;
+       }
+       return out;
+}
+
+
 BlockType::BlockType(bool v, const glm::vec3 &col, const Shape *s) noexcept
 : shape(s)
+, texture(0)
 , color(col)
 , outline_color(-1, -1, -1)
+, label("some block")
 , id(0)
 , luminosity(0)
 , visible(v)
 , block_light(false)
+, collision(false)
+, collide_block(false)
 , fill({ false, false, false, false, false, false }) {
 
 }
 
-void BlockType::FillModel(
-       Model::Buffer &buf,
+void BlockType::FillEntityModel(
+       EntityModel::Buffer &buf,
        const glm::mat4 &transform,
-       Model::Index idx_offset
+       EntityModel::Index idx_offset
 ) const noexcept {
-       shape->Vertices(buf.vertices, buf.normals, buf.indices, transform, idx_offset);
+       shape->Vertices(buf, transform, texture, idx_offset);
        buf.colors.insert(buf.colors.end(), shape->VertexCount(), color);
 }
 
@@ -38,17 +99,13 @@ void BlockType::FillBlockModel(
        const glm::mat4 &transform,
        BlockModel::Index idx_offset
 ) const noexcept {
-       shape->Vertices(buf.vertices, buf.indices, transform, idx_offset);
+       shape->Vertices(buf, transform, texture, idx_offset);
        buf.colors.insert(buf.colors.end(), shape->VertexCount(), color);
 }
 
-void BlockType::FillOutlineModel(
-       OutlineModel &model,
-       const glm::vec3 &pos_offset,
-       OutlineModel::Index idx_offset
-) const noexcept {
-       shape->Outline(model.vertices, model.indices, pos_offset, idx_offset);
-       model.colors.insert(model.colors.end(), shape->OutlineCount(), outline_color);
+void BlockType::FillOutlineModel(OutlineModel::Buffer &buf) const noexcept {
+       shape->Outline(buf);
+       buf.colors.insert(buf.colors.end(), shape->OutlineCount(), outline_color);
 }
 
 
@@ -91,7 +148,7 @@ const glm::mat4 Block::orient2transform[ORIENT_COUNT] = {
        {  0,  0,  1,  0,  1,  0,  0,  0,  0,  1,  0,  0,  0,  0,  0,  1, }, // face: back,  turn: right
 };
 
-const glm::tvec3<int> Block::face2normal[FACE_COUNT] = {
+const glm::ivec3 Block::face2normal[FACE_COUNT] = {
        {  0,  1,  0 },
        {  0, -1,  0 },
        {  1,  0,  0 },