Chunk.h 2.0 KB

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  1. #pragma once
  2. #include <Array.h>
  3. #include <Critical.h>
  4. #include <Model3D.h>
  5. #include <Model3DCollection.h>
  6. #include <Punkt.h>
  7. #include <Reader.h>
  8. #include "Area.h"
  9. #include "Block.h"
  10. #include "BlockAnimation.h"
  11. #include "Constants.h"
  12. #include "FactoryCraftModel.h"
  13. struct GroundModelPart
  14. {
  15. int* indexList;
  16. int indexCount;
  17. int indexArraySize;
  18. Text name;
  19. };
  20. class Chunk : public Framework::Model3DCollection
  21. {
  22. private:
  23. Framework::Punkt location;
  24. // TODO: use native array for bedder performance?
  25. Block** blocks;
  26. Framework::Array<Block*> visibleBlocks;
  27. FactoryCraftModel* groundModel;
  28. bool isLoading;
  29. Framework::Critical cs;
  30. Framework::Critical vcs;
  31. Framework::Critical acs;
  32. Framework::RCArray<BlockAnimation> animations;
  33. bool lightChanged;
  34. void appendAnimation(
  35. Block* zB, int boneId, double time, Vec3<float> pos, Vec3<float> rot);
  36. void load(Framework::StreamReader* zReader);
  37. void buildGroundModel();
  38. void updateGroundLight();
  39. __int64 calculateLight(
  40. Vec3<float> vertexPos, Vec3<int> blockPos, Direction direction);
  41. bool isPartOfGroundModel(Framework::Vec3<int> location, int directionIndex);
  42. public:
  43. Chunk(Framework::Punkt location);
  44. Chunk(Framework::Punkt location, Framework::StreamReader* zReader);
  45. ~Chunk();
  46. void destroy();
  47. void api(char* message);
  48. Block* zBlockAt(Framework::Vec3<int> cLocation);
  49. void setBlock(Block* block);
  50. void removeBlock(Block* zBlock);
  51. void blockVisibilityChanged(Block* zB);
  52. Framework::Punkt getCenter() const;
  53. Framework::Vec3<int> getMin() const;
  54. Framework::Vec3<int> getMax() const;
  55. void forAll(std::function<void(Model3D*)> f) override;
  56. bool tick(std::function<void(Model3D*)> f, double time) override;
  57. void setLightChanged();
  58. inline static int index(Framework::Vec3<int> localLocation)
  59. {
  60. return (localLocation.x * CHUNK_SIZE + localLocation.y) * WORLD_HEIGHT
  61. + localLocation.z;
  62. }
  63. };