X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fblock.cpp;h=ab090dadd521811209405793edb9ab306182ce16;hb=76b3ec0f6aa0dacf6d4944a2787991f3585299e8;hp=fa39790ee35e0e396224d12581ed102baba1083e;hpb=b4995967309bf5570161db2287e27b84ca94ab9a;p=blank.git diff --git a/src/block.cpp b/src/block.cpp index fa39790..ab090da 100644 --- a/src/block.cpp +++ b/src/block.cpp @@ -8,50 +8,16 @@ namespace blank { -namespace { - -const glm::mat4 block_transforms[Block::DIR_COUNT * Block::ROT_COUNT] = { - glm::mat4(1.0f), - glm::eulerAngleY(PI_0p5), - glm::eulerAngleY(PI), - glm::eulerAngleY(PI_1p5), - glm::eulerAngleX(PI), - glm::eulerAngleYX(PI_0p5, PI), - glm::eulerAngleYX(PI, PI), - glm::eulerAngleYX(PI_1p5, PI), - glm::eulerAngleZ(PI_0p5), - glm::eulerAngleYZ(PI_0p5, PI_0p5), - glm::eulerAngleYZ(PI, PI_0p5), - glm::eulerAngleYZ(PI_1p5, PI_0p5), - glm::eulerAngleZ(PI_1p5), - glm::eulerAngleYZ(PI_0p5, PI_1p5), - glm::eulerAngleYZ(PI, PI_1p5), - glm::eulerAngleYZ(PI_1p5, PI_1p5), - glm::eulerAngleX(PI_0p5), - glm::eulerAngleYX(PI_0p5, PI_0p5), - glm::eulerAngleYX(PI, PI_0p5), - glm::eulerAngleYX(PI_1p5, PI_0p5), - glm::eulerAngleX(PI_1p5), - glm::eulerAngleYX(PI_0p5, PI_1p5), - glm::eulerAngleYX(PI, PI_1p5), - glm::eulerAngleYX(PI_1p5, PI_1p5), -}; - -} - -const glm::mat4 &Block::Transform() const { - return block_transforms[orient]; -} - - const NullShape BlockType::DEFAULT_SHAPE; -BlockType::BlockType(bool v, const glm::vec3 &col, const Shape *s) +BlockType::BlockType(bool v, const glm::vec3 &col, const Shape *s) noexcept : shape(s) , color(col) , outline_color(-1, -1, -1) , id(0) +, luminosity(0) , visible(v) +, block_light(false) , fill({ false, false, false, false, false, false }) { } @@ -60,16 +26,25 @@ void BlockType::FillModel( Model::Buffer &buf, const glm::mat4 &transform, Model::Index idx_offset -) const { +) const noexcept { shape->Vertices(buf.vertices, buf.normals, buf.indices, transform, idx_offset); buf.colors.insert(buf.colors.end(), shape->VertexCount(), color); } +void BlockType::FillBlockModel( + BlockModel::Buffer &buf, + const glm::mat4 &transform, + BlockModel::Index idx_offset +) const noexcept { + shape->Vertices(buf.vertices, buf.indices, transform, 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 { +) const noexcept { shape->Outline(model.vertices, model.indices, pos_offset, idx_offset); model.colors.insert(model.colors.end(), shape->OutlineCount(), outline_color); } @@ -86,4 +61,68 @@ Block::Type BlockTypeRegistry::Add(const BlockType &t) { return id; } + +const glm::mat4 Block::orient2transform[ORIENT_COUNT] = { + { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, }, // face: up, turn: none + { 0, 0, -1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, }, // face: up, turn: left + { -1, 0, 0, 0, 0, 1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, }, // face: up, turn: around + { 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, 0, 0, 0, 0, 1, }, // face: up, turn: right + { 1, 0, 0, 0, 0, -1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, }, // face: down, turn: none + { 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, 0, 0, 0, 0, 1, }, // face: down, turn: left + { -1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, }, // face: down, turn: around + { 0, 0, 1, 0, 0, -1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, }, // face: down, turn: right + { 0, -1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, }, // face: right, turn: none + { 0, -1, 0, 0, 0, 0, -1, 0, 1, 0, 0, 0, 0, 0, 0, 1, }, // face: right, turn: left + { 0, -1, 0, 0, -1, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, }, // face: right, turn: around + { 0, -1, 0, 0, 0, 0, 1, 0, -1, 0, 0, 0, 0, 0, 0, 1, }, // face: right, turn: right + { 0, 1, 0, 0, -1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, }, // face: left, turn: none + { 0, 1, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 1, }, // face: left, turn: left + { 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, }, // face: left, turn: around + { 0, 1, 0, 0, 0, 0, -1, 0, -1, 0, 0, 0, 0, 0, 0, 1, }, // face: left, turn: right + { 1, 0, 0, 0, 0, 0, 1, 0, 0, -1, 0, 0, 0, 0, 0, 1, }, // face: front, turn: none + { 0, 0, -1, 0, 1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 1, }, // face: front, turn: left + { -1, 0, 0, 0, 0, 0, -1, 0, 0, -1, 0, 0, 0, 0, 0, 1, }, // face: front, turn: around + { 0, 0, 1, 0, -1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 0, 1, }, // face: front, turn: right + { 1, 0, 0, 0, 0, 0, -1, 0, 0, 1, 0, 0, 0, 0, 0, 1, }, // face: back, turn: none + { 0, 0, -1, 0, -1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, }, // face: back, turn: left + { -1, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, }, // face: back, turn: around + { 0, 0, 1, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, }, // face: back, turn: right +}; + +const glm::tvec3 Block::face2normal[FACE_COUNT] = { + { 0, 1, 0 }, + { 0, -1, 0 }, + { 1, 0, 0 }, + { -1, 0, 0 }, + { 0, 0, 1 }, + { 0, 0, -1 }, +}; + +const Block::Face Block::orient2face[ORIENT_COUNT][FACE_COUNT] = { + { FACE_UP, FACE_DOWN, FACE_RIGHT, FACE_LEFT, FACE_FRONT, FACE_BACK, }, // face: up, turn: none + { FACE_UP, FACE_DOWN, FACE_FRONT, FACE_BACK, FACE_LEFT, FACE_RIGHT, }, // face: up, turn: left + { FACE_UP, FACE_DOWN, FACE_LEFT, FACE_RIGHT, FACE_BACK, FACE_FRONT, }, // face: up, turn: around + { FACE_UP, FACE_DOWN, FACE_BACK, FACE_FRONT, FACE_RIGHT, FACE_LEFT, }, // face: up, turn: right + { FACE_DOWN, FACE_UP, FACE_RIGHT, FACE_LEFT, FACE_BACK, FACE_FRONT, }, // face: down, turn: none + { FACE_DOWN, FACE_UP, FACE_BACK, FACE_FRONT, FACE_LEFT, FACE_RIGHT, }, // face: down, turn: left + { FACE_DOWN, FACE_UP, FACE_LEFT, FACE_RIGHT, FACE_FRONT, FACE_BACK, }, // face: down, turn: around + { FACE_DOWN, FACE_UP, FACE_FRONT, FACE_BACK, FACE_RIGHT, FACE_LEFT, }, // face: down, turn: right + { FACE_LEFT, FACE_RIGHT, FACE_UP, FACE_DOWN, FACE_FRONT, FACE_BACK, }, // face: right, turn: none + { FACE_LEFT, FACE_RIGHT, FACE_FRONT, FACE_BACK, FACE_DOWN, FACE_UP, }, // face: right, turn: left + { FACE_LEFT, FACE_RIGHT, FACE_DOWN, FACE_UP, FACE_BACK, FACE_FRONT, }, // face: right, turn: around + { FACE_LEFT, FACE_RIGHT, FACE_BACK, FACE_FRONT, FACE_UP, FACE_DOWN, }, // face: right, turn: right + { FACE_RIGHT, FACE_LEFT, FACE_DOWN, FACE_UP, FACE_FRONT, FACE_BACK, }, // face: left, turn: none + { FACE_RIGHT, FACE_LEFT, FACE_FRONT, FACE_BACK, FACE_UP, FACE_DOWN, }, // face: left, turn: left + { FACE_RIGHT, FACE_LEFT, FACE_UP, FACE_DOWN, FACE_BACK, FACE_FRONT, }, // face: left, turn: around + { FACE_RIGHT, FACE_LEFT, FACE_BACK, FACE_FRONT, FACE_DOWN, FACE_UP, }, // face: left, turn: right + { FACE_BACK, FACE_FRONT, FACE_RIGHT, FACE_LEFT, FACE_UP, FACE_DOWN, }, // face: front, turn: none + { FACE_BACK, FACE_FRONT, FACE_UP, FACE_DOWN, FACE_LEFT, FACE_RIGHT, }, // face: front, turn: left + { FACE_BACK, FACE_FRONT, FACE_LEFT, FACE_RIGHT, FACE_DOWN, FACE_UP, }, // face: front, turn: around + { FACE_BACK, FACE_FRONT, FACE_DOWN, FACE_UP, FACE_RIGHT, FACE_LEFT, }, // face: front, turn: right + { FACE_FRONT, FACE_BACK, FACE_RIGHT, FACE_LEFT, FACE_DOWN, FACE_UP, }, // face: back, turn: none + { FACE_FRONT, FACE_BACK, FACE_DOWN, FACE_UP, FACE_LEFT, FACE_RIGHT, }, // face: back, turn: left + { FACE_FRONT, FACE_BACK, FACE_LEFT, FACE_RIGHT, FACE_UP, FACE_DOWN, }, // face: back, turn: around + { FACE_FRONT, FACE_BACK, FACE_UP, FACE_DOWN, FACE_RIGHT, FACE_LEFT, }, // face: back, turn: right +}; + }