163 lines
5.1 KiB
C++
163 lines
5.1 KiB
C++
// Copyright 2019-20 Genten Studios
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are met:
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//
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// 1. Redistributions of source code must retain the above copyright notice,
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// this list of conditions and the following disclaimer.
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//
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// 2. Redistributions in binary form must reproduce the above copyright notice,
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// this list of conditions and the following disclaimer in the documentation
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// and/or other materials provided with the distribution.
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//
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// 3. Neither the name of the copyright holder nor the names of its contributors
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// may be used to endorse or promote products derived from this software without
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// specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
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// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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// POSSIBILITY OF SUCH DAMAGE.
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/**
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* @file Block.hpp
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* @brief The basic block type object
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*
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* @copyright Copyright (c) Genten Studios 2019 - 2020
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*
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*/
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#pragma once
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#include <Common/Math/Math.hpp>
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#include <array>
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#include <functional>
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#include <string>
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namespace phx::voxels
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{
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/**
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* @brief The material state of the block.
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*
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* A block exist in one of three states, either "SOLID", "AIR", or a
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* "LIQUID". These states define if the player can walk through the
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* block or not in addition to other potential information (like if
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* the object flows).
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*/
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enum class BlockCategory : unsigned int
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{
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AIR,
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SOLID,
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LIQUID
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};
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/**
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* @brief A callback function for when actions related to a block occur.
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*
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* This "typedef" is just a QoL thing, it's much better than typing out
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* the whole definition each and every time. HOWEVER, this is also since
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* this is VERY likely to change as we further develop implementations
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* of this feature.
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*/
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using BlockCallback = std::function<void(math::vec3 pos)>;
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/**
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* @brief The universal data for blocks.
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*
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* This stores any information that is consistent of blocks of the same
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* "Type" regardless of the number of instances of that block in the
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* world. For example a dirt block will have the same basic information
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* every time it exists in the world.
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*/
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class BlockType
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{
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public:
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BlockType() = default;
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~BlockType() = default;
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/// @brief The name of the block as displayed to the player.
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std::string displayName;
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/// @brief The unique id of the block, in the format of "mod:block".
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std::string id;
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/// @brief The material state of the block.
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BlockCategory category = BlockCategory::AIR;
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/// @brief Callback for when the block is placed.
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BlockCallback onPlace;
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/// @brief Callback for when the block is broken.
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BlockCallback onBreak;
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/// @brief Callback for when the block is interacted with.
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BlockCallback onInteract;
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/// @brief (temporary) a bitpacked color: rrrrggggbbbbaaaa (a letter = 1 bit)
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unsigned color = 0b1111111111111111;
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/**
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* @brief An array of texture paths used for rendering the block.
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*
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* The textures are in the order front, left, back, right, top,
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* bottom.
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*/
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std::array<std::string, 6> textures;
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/**
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* @brief Sets all the textures to be the same thing.
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* @param tex Path to the texture to be used.
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*/
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void setAllTextures(const std::string& tex) { textures.fill(tex); }
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/**
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* @brief Gets the Registry ID of the blockType.
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*
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* The registry ID is a runtime specific int that allows for faster.
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* access but is not preserved between runs.
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*
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* @return std::size_t the ID of the blockType.
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*/
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std::size_t getRegistryID() const { return m_registryID; }
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bool operator==(const BlockType& rhs) const { return (id == rhs.id); }
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private:
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std::size_t m_registryID = -1;
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friend class BlockRegistry;
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};
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/**
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* @brief A Block's Metadata.
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*
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* This class is used in conjunction with the Chunk class - well, it
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* isn't used right now, but it's here as a placeholder to make specific
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* methods easier to handle and "future-proof". This stores the block
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* position as it allows for storage in a SEPARATE container to allow
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* for just "on-demand" metadata rather than metadata for all blocks -
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* since some would just not need it.
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*/
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struct BlockMetadata
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{
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/**
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* @brief The position of the block in the world.
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*/
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math::vec3 blockPos;
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/**
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* @brief serialized data, we can decide how we wanna do this some
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* other time. (just an implementation attempt to stop pains later in
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* life)
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*/
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std::string data;
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};
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} // namespace phx::voxels
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