#include "Block.hpp"
#include "../graphics/BlockMesh.hpp"
#include "../graphics/EntityMesh.hpp"
-#include "../graphics/OutlineMesh.hpp"
+#include "../graphics/PrimitiveMesh.hpp"
#include "../model/Shape.hpp"
#include <glm/glm.hpp>
namespace blank {
+class ResourceIndex;
+class ShapeRegistry;
+class TokenStreamReader;
+
/// single 1x1x1 cube
/// attributes of a type of block
struct BlockType {
/// 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
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 shape && shape->FaceFilled(block.OrientedFace(face));
}
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;
};