Added slabs
This commit is contained in:
100
internal/world/blocks/slab.go
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100
internal/world/blocks/slab.go
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@@ -0,0 +1,100 @@
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package blocks
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import (
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"edgaru089.ml/go/gl01/internal/util/itype"
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"edgaru089.ml/go/gl01/internal/world"
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)
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type SlabBehaviour struct{}
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func (SlabBehaviour) Static() bool { return true }
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func (SlabBehaviour) RequireDataset() bool { return false }
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func (SlabBehaviour) RequireBlockUpdate() bool { return false }
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func (SlabBehaviour) Appearance(position itype.Vec3i, aux int, data itype.Dataset, w *world.World) world.BlockAppearance {
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var hitbox itype.Boxd
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if aux > 0 { // Bottom slab
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hitbox = itype.Boxd{0, 0, 0, 1, 0.5, 1}
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} else { // Top slab
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hitbox = itype.Boxd{0, 0.5, 0, 1, 0.5, 1}
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}
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return world.BlockAppearance{
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Name: "",
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Transparent: true,
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NotSolid: false,
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Hitbox: []itype.Boxd{hitbox},
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Lookbox: []itype.Boxd{hitbox},
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RenderType: world.CustomRendering,
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CustomRenderAppend: func(
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position itype.Vec3i,
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aux int,
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data itype.Dataset,
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w *world.World,
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vertexArray []world.Vertex, vertsWater []world.Vertex) (verts, waters []world.Vertex) {
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var offset itype.Vec3f
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if aux < 0 {
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offset = itype.Vec3f{0, 0.5, 0}
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aux = -aux
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}
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var name string
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switch aux {
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case Stone:
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name = "stone"
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case Sand:
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name = "sand"
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case PlanksOak:
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name = "planks_oak"
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}
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vertexArray = appendFace(itype.YMinus, position, name+".png", itype.Vec3f{0, 0, 0}.Add(offset), vertexArray)
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vertexArray = appendFace(itype.YPlus, position, name+".png", itype.Vec3f{0, -0.5, 0}.Add(offset), vertexArray)
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vertexArray = appendFaceSized(
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itype.XPlus,
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position,
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name+".png",
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itype.Vec3f{1, 0.5, 1},
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itype.Vec3f{0, 0, 0}.Add(offset),
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itype.Rectf{0, 0, 1, 0.5},
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vertexArray,
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)
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vertexArray = appendFaceSized(
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itype.XMinus,
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position,
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name+".png",
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itype.Vec3f{1, 0.5, 1},
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itype.Vec3f{0, 0, 0}.Add(offset),
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itype.Rectf{0, 0, 1, 0.5},
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vertexArray,
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)
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vertexArray = appendFaceSized(
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itype.ZPlus,
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position,
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name+".png",
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itype.Vec3f{1, 0.5, 1},
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itype.Vec3f{0, 0, 0}.Add(offset),
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itype.Rectf{0, 0, 1, 0.5},
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vertexArray,
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)
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vertexArray = appendFaceSized(
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itype.ZMinus,
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position,
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name+".png",
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itype.Vec3f{1, 0.5, 1},
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itype.Vec3f{0, 0, 0}.Add(offset),
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itype.Rectf{0, 0, 1, 0.5},
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vertexArray,
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)
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return vertexArray, vertsWater
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},
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}
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}
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func (SlabBehaviour) BlockUpdate(position itype.Vec3i, aux int, data itype.Dataset, w *world.World) bool {
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return false
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}
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func (SlabBehaviour) Break(position itype.Vec3i, aux int, data itype.Dataset, w *world.World) {}
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