#define BLANK_WORLD_BLOCKTYPE_HPP_
#include "Block.hpp"
-#include "../model/BlockModel.hpp"
-#include "../model/Model.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 <glm/glm.hpp>
+#include <vector>
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;
+ std::vector<float> textures;
+ glm::vec3 hsl_mod;
+ glm::vec3 rgb_mod;
glm::vec3 outline_color;
- // a string to display to the user
+ /// gravity configuration or null if not emitting gravity
+ std::unique_ptr<BlockGravity> 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 FillModel(
- Model::Buffer &m,
- const glm::mat4 &transform = glm::mat4(1.0f),
- Model::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 &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;
};