X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FBlockType.hpp;h=3ca170a200ba65367ff604bfbada3645456714b1;hb=f071bb512a09cece895e65ca48eba2a7155d6593;hp=429bdaaa447dd25aeb39ba79f61aa1f5ddbc2840;hpb=3a487f44c26f9bb9d1a1c831406b6497b2b3b425;p=blank.git diff --git a/src/world/BlockType.hpp b/src/world/BlockType.hpp index 429bdaa..3ca170a 100644 --- a/src/world/BlockType.hpp +++ b/src/world/BlockType.hpp @@ -2,10 +2,11 @@ #define BLANK_WORLD_BLOCKTYPE_HPP_ #include "Block.hpp" +#include "BlockGravity.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 #include @@ -13,19 +14,32 @@ namespace blank { +class ResourceIndex; +class ShapeRegistry; +class TokenStreamReader; + /// single 1x1x1 cube /// attributes of a type of block struct BlockType { - const CollisionBounds *shape; + const Shape *shape; std::vector textures; - glm::vec3 hsl_mod; - glm::vec3 rgb_mod; - glm::vec3 outline_color; + glm::tvec3 hsl_mod; + glm::tvec3 rgb_mod; + glm::tvec3 outline_color; + + /// gravity configuration or null if not emitting gravity + std::unique_ptr gravity; + /// a string identifying in contexts where numbers just won't do + /// must be unique within any given set + std::string name; /// 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 +75,32 @@ 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; + /// clone values of given type + /// this copies everything except for ID, name, label, and gravity + void Copy(const BlockType &) noexcept; + + void Read( + TokenStreamReader &in, + ResourceIndex &snd_index, + ResourceIndex &tex_index, + const ShapeRegistry &shapes); 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; };