181 lines
6.2 KiB
Go
181 lines
6.2 KiB
Go
package world
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import (
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"fmt"
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"edgaru089.ml/go/gl01/internal/util/itype"
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)
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// BlockRenderType is an enum describing the rendering process of a block
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type BlockRenderType int
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const (
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OneTexture BlockRenderType = iota // Render with one texture of the same on all faces, "Name.png"
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ThreeTexture // Render with one texture on the top, one around the sides, and one on the bottom, "Name_top/side/bot.png,"
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SixTexture // Render with six different textures on six faces, "Name_x+/x-/y+/y-/z+/z-.png"
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CustomRendering // Rendering calls BlockAppearance.CustomRenderAppend()
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)
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// BlockAppearance describes basic appearance of a kind of block.
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type BlockAppearance struct {
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Name string // A short name, like "stone" or "dirt", used for texture lookups
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Transparent bool // Is block transparent?
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NotSolid bool // Is block not solid, i.e., has no solid hitbox? (this makes the zero value reasonable)
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Light int // The light level it emits, 0 is none
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Hitbox itype.Boxd // Hitbox, in block-local coordinates; empty slice means a default hitbox of 1x1x1
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RenderType BlockRenderType // Rendering type, defaults to OneTexture (zero value)
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// Called on render if RenderType == CustomRendering.
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//
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// Be sure to return vertexArray at the end of the function (in case it got reallocated)!!!!
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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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world *World,
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vertexArray []Vertex,
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) []Vertex
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}
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// BlockBehaviour describes a kind of block of the same Major ID.
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type BlockBehaviour interface {
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// Static returns if the Behaviour is "static", i.e., the Appearance does not
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// change with position, Minor ID or Dataset. Static Behaviours are cached
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// by the renderer and only generated once.
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//
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// Static implies RequireDataset = false and RequireBlockUpdate = false.
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Static() bool
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// RequireDataset returns if the type of block requires a Dataset attached.
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RequireDataset() bool
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// RequireBlockUpdate return if BlockUpdate should be called if a neighboring
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// block has changed. Blocks not requiring BlockUpdate does not change at all.
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RequireBlockUpdate() bool
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// Appearance returns the Appearance of the block at global position Position,
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// with Minor ID aux, and Dataset data.
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//
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// If RequireDataset if false, data is nil.
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Appearance(position itype.Vec3i, aux int, data itype.Dataset, world *World) BlockAppearance
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// BlockUpdate is called when RequireBlockUpdate is true and the block at
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// global position Position, with Minor ID aux, and Dataset data has a neighbor
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// that changed state. A block will only be updated once in a tick.
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//
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// If RequireDataset if false, data is nil.
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//
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// Return true if this block also changed state, false otherwise.
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BlockUpdate(position itype.Vec3i, aux int, data itype.Dataset, world *World) bool
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}
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type blockBehaviourStatic struct {
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app BlockAppearance
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}
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func (blockBehaviourStatic) Static() bool { return true }
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func (blockBehaviourStatic) RequireDataset() bool { return false }
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func (blockBehaviourStatic) RequireBlockUpdate() bool { return false }
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func (b blockBehaviourStatic) Appearance(position itype.Vec3i, aux int, data itype.Dataset, world *World) BlockAppearance {
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return b.app
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}
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func (blockBehaviourStatic) BlockUpdate(position itype.Vec3i, aux int, data itype.Dataset, world *World) bool {
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return false
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}
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// BlockBehaviourStatic returns a Static BlockBehaviour that has the given BlockAppearance.
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func BlockBehaviourStatic(app BlockAppearance) BlockBehaviour {
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return blockBehaviourStatic{app: app}
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}
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var behaviour map[int]BlockBehaviour = make(map[int]BlockBehaviour)
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var appearance map[int]BlockAppearance = make(map[int]BlockAppearance)
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var behaviourDoneRegister bool
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// RegisterBlockBehaviour registers behaviour with the given id.
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//
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// If the id is already taken, or id == 0, false is returned and nothing is done.
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// Otherwise, true is returned and the block is registered.
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func RegisterBlockBehaviour(id int, b BlockBehaviour) bool {
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if _, ok := behaviour[id]; behaviourDoneRegister || id == 0 || ok {
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return false
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}
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behaviour[id] = b
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return true
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}
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// DoneRegisteringBlockBehaviour is to be called after Registering BlockBehaviour,
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// i.e., in Post-Init() initializations.
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func DoneRegisteringBlockBehaviour() {
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for id, b := range behaviour {
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if b.Static() {
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appearance[id] = b.Appearance(itype.Vec3i{}, 0, nil, nil)
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}
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}
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behaviourDoneRegister = true
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}
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// GetBlockAppearance gets the block appearance of the given block in the fastest way possible.
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func GetBlockAppearance(position itype.Vec3i, id, aux int, data itype.Dataset, world *World) BlockAppearance {
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if app, ok := appearance[id]; ok { // Cache
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if app.Hitbox == (itype.Boxd{}) {
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app.Hitbox = itype.Boxd{
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OffX: 0, OffY: 0, OffZ: 0,
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SizeX: 1, SizeY: 1, SizeZ: 1,
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}
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}
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return app
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}
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// Slow way
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b, ok := behaviour[id]
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if !ok {
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panic(fmt.Sprint("invalid block type ", id))
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}
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app := b.Appearance(position, aux, data, world)
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if app.Hitbox == (itype.Boxd{}) {
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app.Hitbox = itype.Boxd{
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OffX: 0, OffY: 0, OffZ: 0,
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SizeX: 1, SizeY: 1, SizeZ: 1,
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}
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}
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return app
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}
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// GetBlockBehaviour gets the block behaviour of the given id, or nil if not present.
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func GetBlockBehaviour(id int) BlockBehaviour {
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return behaviour[id]
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}
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// Block is a structure to store and pass Blocks around.
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type Block struct {
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Id, Aux int
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Dataset itype.Dataset
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Behaviour BlockBehaviour
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World *World
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}
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// Appearance is a shortcut for Behaviour.Appearance().
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// It returns the Appearance of the block with the given parameters.
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func (b Block) Appearance(position itype.Vec3i) BlockAppearance {
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return b.Behaviour.Appearance(position, b.Aux, b.Dataset, b.World)
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}
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// BlockUpdate is a shortcut for Behaviour.BlockUpdate().
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// It is called when RequireBlockUpdate is true and the block at
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// global position Position, with Minor ID aux, and Dataset data has a neighbor
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// that changed state. A block will only be updated once in a tick.
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//
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// If RequireDataset if false, data is nil.
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//
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// Return true if this block also changed state, false otherwise.
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func (b Block) BlockUpdate(position itype.Vec3i) bool {
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return b.Behaviour.BlockUpdate(position, b.Aux, b.Dataset, b.World)
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}
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