X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FBlockType.hpp;h=3ca170a200ba65367ff604bfbada3645456714b1;hb=f071bb512a09cece895e65ca48eba2a7155d6593;hp=786c76cffbe3b566cdc048bce40624790c56db7c;hpb=5998b18978bd8e7a0c9deb516474634e1d3521c9;p=blank.git diff --git a/src/world/BlockType.hpp b/src/world/BlockType.hpp index 786c76c..3ca170a 100644 --- a/src/world/BlockType.hpp +++ b/src/world/BlockType.hpp @@ -2,82 +2,105 @@ #define BLANK_WORLD_BLOCKTYPE_HPP_ #include "Block.hpp" -#include "../model/BlockModel.hpp" -#include "../model/EntityModel.hpp" -#include "../model/OutlineModel.hpp" -#include "../model/shapes.hpp" +#include "BlockGravity.hpp" +#include "../graphics/BlockMesh.hpp" +#include "../graphics/EntityMesh.hpp" +#include "../graphics/PrimitiveMesh.hpp" +#include "../model/Shape.hpp" #include +#include namespace blank { +class ResourceIndex; +class ShapeRegistry; +class TokenStreamReader; + /// single 1x1x1 cube /// attributes of a type of block struct BlockType { const Shape *shape; - glm::vec3 color; - glm::vec3 outline_color; - - // a string to display to the user + std::vector textures; + 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 + /// light level that blocks of this type emit int luminosity; - // whether to draw + /// whether to draw bool visible; - // if true, stops light from propagating and fixes level to luminosity + /// if true, stops light from propagating and fixes level to luminosity bool block_light; - // whether to check for collisions at all + /// whether to check for collisions at all bool collision; - // if the block should be impenetrable + /// if the block should be impenetrable bool collide_block; - 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; - - explicit BlockType( - bool v = false, - const glm::vec3 &color = { 1, 1, 1 }, - const Shape *shape = &DEFAULT_SHAPE - ) noexcept; - - static const NullShape DEFAULT_SHAPE; + // generation properties + /// whether to use this block in generation at all + bool generate; + // min/mid/max points for the respective properties + // should all be in the (-1,1) range + float min_solidity; + float mid_solidity; + float max_solidity; + float min_humidity; + float mid_humidity; + float max_humidity; + float min_temperature; + float mid_temperature; + float max_temperature; + float min_richness; + float mid_richness; + float max_richness; + /// commonness factor, random chance is multiplied by this + float commonness; + + BlockType() noexcept; + + /// 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 FillEntityModel( - EntityModel::Buffer &m, - const glm::mat4 &transform = glm::mat4(1.0f), - EntityModel::Index idx_offset = 0 + void FillEntityMesh( + EntityMesh::Buffer &m, + const glm::mat4 &transform = glm::mat4(1.0f) ) const noexcept; - void FillBlockModel( - BlockModel::Buffer &m, + void FillBlockMesh( + BlockMesh::Buffer &m, const glm::mat4 &transform = glm::mat4(1.0f), - BlockModel::Index idx_offset = 0 - ) const noexcept; - void FillOutlineModel( - OutlineModel::Buffer &m, - const glm::vec3 &pos_offset = { 0, 0, 0 }, - OutlineModel::Index idx_offset = 0 + BlockMesh::Index idx_offset = 0 ) const noexcept; + void OutlinePrimitiveMesh(PrimitiveMesh::Buffer &) const noexcept; };