265 lines
6.8 KiB
C++
265 lines
6.8 KiB
C++
#pragma once
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#include <glm/glm.hpp>
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#include <optional>
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#include <string>
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#include <vector>
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#include <array>
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#include "data/dv.hpp"
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#include "maths/UVRegion.hpp"
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#include "maths/aabb.hpp"
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#include "typedefs.hpp"
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struct ParticlesPreset;
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namespace data {
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class StructLayout;
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}
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inline std::string BLOCK_ITEM_SUFFIX = ".item";
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inline constexpr uint FACE_MX = 0;
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inline constexpr uint FACE_PX = 1;
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inline constexpr uint FACE_MY = 2;
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inline constexpr uint FACE_PY = 3;
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inline constexpr uint FACE_MZ = 4;
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inline constexpr uint FACE_PZ = 5;
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/// @brief Grid size used for physics solver collision checking with
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/// complex hitboxes
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inline constexpr uint BLOCK_AABB_GRID = 16;
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inline constexpr size_t MAX_USER_BLOCK_FIELDS_SIZE = 240;
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inline std::string DEFAULT_MATERIAL = "base:stone";
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struct block_funcs_set {
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bool init : 1;
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bool update : 1;
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bool onplaced : 1;
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bool onbroken : 1;
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bool onreplaced : 1;
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bool oninteract : 1;
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bool randupdate : 1;
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bool onblockstick : 1;
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};
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struct CoordSystem {
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glm::ivec3 axisX;
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glm::ivec3 axisY;
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glm::ivec3 axisZ;
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/// @brief Grid 3d position fix offset (for negative vectors)
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glm::ivec3 fix;
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CoordSystem() = default;
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CoordSystem(glm::ivec3 axisX, glm::ivec3 axisY, glm::ivec3 axisZ);
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void transform(AABB& aabb) const;
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inline bool isVectorHasNegatives(glm::ivec3 vec) {
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return (vec.x < 0 || vec.y < 0 || vec.z < 0);
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}
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};
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struct BlockRotProfile {
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static const int MAX_COUNT = 8;
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std::string name;
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CoordSystem variants[MAX_COUNT];
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/// @brief No rotation
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static const BlockRotProfile NONE;
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/// @brief Wood logs, pillars, pipes
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static const BlockRotProfile PIPE;
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/// @brief Doors, signs and other panes
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static const BlockRotProfile PANE;
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static inline std::string PIPE_NAME = "pipe";
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static inline std::string PANE_NAME = "pane";
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};
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enum class BlockModel {
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/// @brief invisible
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none,
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/// @brief default cube shape
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block,
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/// @brief X-shape (grass)
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xsprite,
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/// @brief box shape sized as block hitbox
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aabb,
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/// @brief custom model defined in json
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custom
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};
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std::string to_string(BlockModel model);
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std::optional<BlockModel> BlockModel_from(std::string_view str);
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enum class CullingMode {
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DEFAULT,
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OPTIONAL,
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DISABLED,
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};
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std::string to_string(CullingMode mode);
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std::optional<CullingMode> CullingMode_from(std::string_view str);
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using BoxModel = AABB;
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/// @brief Common kit of block properties applied to groups of blocks
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struct BlockMaterial {
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std::string name;
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std::string stepsSound {""};
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std::string placeSound {""};
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std::string breakSound {""};
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dv::value serialize() const;
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};
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/// @brief Block properties definition
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class Block {
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public:
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/// @brief Block string id (with prefix included)
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std::string const name;
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std::string caption;
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/// @brief Textures set applied to block sides
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std::array<std::string, 6> textureFaces; // -x,x, -y,y, -z,z
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dv::value properties = nullptr;
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/// @brief id of used BlockMaterial, may specify non-existing material
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std::string material = DEFAULT_MATERIAL;
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/// @brief Light emission R, G, B, S (sky lights: sun, moon, radioactive
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/// clouds)
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uint8_t emission[4] {0, 0, 0, 0};
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glm::i8vec3 size {1, 1, 1};
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/// @brief Influences visible block sides for transparent blocks
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uint8_t drawGroup = 0;
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/// @brief Block model type
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BlockModel model = BlockModel::block;
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/// @brief Custom model raw data
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dv::value customModelRaw = nullptr;
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std::string modelName = "";
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/// @brief Culling mode
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CullingMode culling = CullingMode::DEFAULT;
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/// @brief Does the block passing lights into itself
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bool lightPassing = false;
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/// @brief Does the block passing top-down sky lights into itself
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bool skyLightPassing = false;
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/// @brief Does block model have shading
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bool shadeless = false;
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/// @brief Does block model have vertex-based AO effect
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bool ambientOcclusion = true;
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/// @brief Is the block a physical obstacle
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bool obstacle = true;
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/// @brief Can the block be selected
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bool selectable = true;
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/// @brief Can the block be replaced with other.
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/// Examples of replaceable blocks: air, flower, water
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bool replaceable = false;
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/// @brief Can player destroy the block
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bool breakable = true;
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/// @brief Can the block be oriented different ways
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bool rotatable = false;
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/// @brief Can the block exist without physical support be a solid block
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/// below
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bool grounded = false;
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/// @brief Turns off block item generation
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bool hidden = false;
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/// @brief Block has semi-transparent texture
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bool translucent = false;
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/// @brief Set of block physical hitboxes
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std::vector<AABB> hitboxes {AABB()};
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/// @brief Set of available block rotations (coord-systems)
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BlockRotProfile rotations = BlockRotProfile::NONE;
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/// @brief Item will be picked on MMB click on the block
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std::string pickingItem = name + BLOCK_ITEM_SUFFIX;
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/// @brief Block script name in blocks/ without extension
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std::string scriptName = name.substr(name.find(':') + 1);
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/// @brief Block will be used instead of this if generated on surface
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std::string surfaceReplacement = name;
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/// @brief Texture will be shown on screen if camera is inside of the block
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std::string overlayTexture;
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/// @brief Default block layout will be used by hud.open_block(...)
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std::string uiLayout = name;
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/// @brief Block inventory size. 0 - no inventory
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uint inventorySize = 0;
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// @brief Block tick interval (1 - 20tps, 2 - 10tps)
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uint tickInterval = 1;
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std::unique_ptr<data::StructLayout> dataStruct;
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std::unique_ptr<ParticlesPreset> particles;
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/// @brief Runtime indices (content indexing results)
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struct {
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/// @brief block runtime integer id
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blockid_t id;
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/// @brief is the block completely opaque for render and raycast
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bool solid = true;
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/// @brief does the block emit any lights
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bool emissive = false;
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// @brief block size is greather than 1x1x1
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bool extended = false;
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/// @brief set of hitboxes sets with all coord-systems precalculated
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std::vector<AABB> hitboxes[BlockRotProfile::MAX_COUNT];
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/// @brief set of block callbacks flags
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block_funcs_set funcsset {};
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/// @brief picking item integer id
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itemid_t pickingItem = 0;
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blockid_t surfaceReplacement = 0;
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} rt {};
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Block(const std::string& name);
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Block(std::string name, const std::string& texture);
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Block(const Block&) = delete;
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~Block();
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void cloneTo(Block& dst);
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static bool isReservedBlockField(std::string_view view);
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};
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inline glm::ivec3 get_ground_direction(const Block& def, int rotation) {
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return -def.rotations.variants[rotation].axisY;
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}
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