X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fblock.cpp;h=ab090dadd521811209405793edb9ab306182ce16;hb=83ed3de28841d1eecfca39ff540e804cf6809b32;hp=236a61ff62bcb0b2d122f78fc33691f35db2d3d1;hpb=a58c4558e7d4934f4d0ee621520acfe1c8258c93;p=blank.git diff --git a/src/block.cpp b/src/block.cpp index 236a61f..ab090da 100644 --- a/src/block.cpp +++ b/src/block.cpp @@ -1,26 +1,42 @@ #include "block.hpp" +#include "geometry.hpp" + +#include +#include + namespace blank { 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 }) { } void BlockType::FillModel( Model::Buffer &buf, - const glm::vec3 &pos_offset, + const glm::mat4 &transform, Model::Index idx_offset -) const { - shape->Vertices(buf.vertices, buf.normals, buf.indices, pos_offset, idx_offset); +) 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); } @@ -28,7 +44,7 @@ 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); } @@ -45,4 +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 +}; + }