VoxelEngine/src/voxels/Block.hpp

265 lines
6.8 KiB
C++

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