#include "geometry.hpp"
#include "model.hpp"
+#include "noise.hpp"
#include "shape.hpp"
#include <list>
: id(-1), visible(v), shape(shape), color(color), outline_color(outline_color) { }
static const BlockType DEFAULT;
- static const CuboidShape DEFAULT_SHAPE;
+ static const NullShape DEFAULT_SHAPE;
void FillVBO(
public:
int Add(const BlockType &);
+ size_t Size() const { return types.size(); }
+
BlockType *operator [](int id) { return &types[id]; }
const BlockType *Get(int id) const { return &types[id]; }
pos.z >= 0 && pos.z < Depth();
}
static constexpr int ToIndex(const glm::vec3 &pos) {
- return pos.x + pos.y * Width() + pos.z * Width() * Height();
+ return int(pos.x) + int(pos.y) * Width() + int(pos.z) * Width() * Height();
}
static constexpr bool InBounds(int idx) {
return idx >= 0 && idx < Size();
}
static glm::vec3 ToCoords(int idx) {
return glm::vec3(
- idx % Width(),
- (idx / Width()) % Height(),
- idx / (Width() * Height())
+ 0.5f + idx % Width(),
+ 0.5f + (idx / Width()) % Height(),
+ 0.5f + idx / (Width() * Height())
);
}
private:
BlockTypeRegistry blockType;
CuboidShape blockShape;
+ StairShape stairShape;
CuboidShape slabShape;
+ SimplexNoise blockNoise;
+ SimplexNoise colorNoise;
+
std::list<Chunk> chunks;
};