#include "../geometry/Location.hpp"
#include "../geometry/primitive.hpp"
+#include <set>
#include <vector>
#include <glm/glm.hpp>
#include <glm/gtx/transform.hpp>
static glm::vec3 Center() noexcept { return glm::vec3(8.0f); }
static float Radius() noexcept { return 27.71281292110203669632f; /* 16 * √3 */ }
+ /// get bounding box relative to given reference chunk
+ AABB RelativeBounds(const ExactLocation::Coarse &ref) const noexcept {
+ AABB bounds;
+ bounds.min = (position - ref) * ExactLocation::Extent();
+ bounds.max = bounds.min + ExactLocation::FExtent();
+ return bounds;
+ }
+
static constexpr bool InBounds(const ExactLocation::Fine &pos) noexcept {
return
pos.x >= 0.0f && pos.x < fside &&
float GetVertexLight(const RoughLocation::Fine &, const BlockMesh::Position &, const EntityMesh::Normal &) const noexcept;
+ /// get gravity for one unit mass at given point
+ glm::vec3 GravityAt(const ExactLocation &) const noexcept;
+
bool Intersection(
const Ray &ray,
const ExactLocation::Coarse &reference,
float &dist
) const noexcept {
- return blank::Intersection(ray, Bounds(), Transform(reference), &dist);
+ return blank::Intersection(ray, RelativeBounds(reference), dist);
}
/// check if given ray intersects any block of this chunk
bool Lighted() const noexcept { return lighted; }
void ScanLights();
+ /// check for active blocks, should be called after
+ /// block data was modified by means other than SetBlock()
+ void ScanActive();
+
void Ref() noexcept { ++ref_count; }
void UnRef() noexcept { --ref_count; }
bool Referenced() const noexcept { return ref_count > 0; }
const BlockTypeRegistry *types;
Chunk *neighbor[Block::FACE_COUNT];
+ std::set<int> gravity;
+
Block blocks[size];
unsigned char light[size];
bool generated;