Chunk.h 2.2 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. #include "ChunkModelBuilder.h"
  14. class Chunk : public Framework::ReferenceCounter
  15. {
  16. public:
  17. class CombinedModels
  18. {
  19. public:
  20. static const int GROUND = 1;
  21. static const int FLUID = 2;
  22. static const int TRANSPARENT_GROUND = 4;
  23. };
  24. private:
  25. Framework::Punkt location;
  26. // TODO: use native array for bedder performance?
  27. Block** blocks;
  28. Framework::Array<Block*> visibleBlocks;
  29. ChunkModelBuilder* groundModel;
  30. ChunkModelBuilder* transparentGroundModel;
  31. ChunkModelBuilder* fluidModel;
  32. bool isLoading;
  33. Framework::Critical cs;
  34. Framework::Critical vcs;
  35. Framework::Critical acs;
  36. Framework::RCArray<BlockAnimation> animations;
  37. int lightChanged;
  38. int modelChanged;
  39. void appendAnimation(
  40. Block* zB, int boneId, double time, Vec3<float> pos, Vec3<float> rot);
  41. void load(Framework::StreamReader* zReader);
  42. void buildModel(ChunkModelBuilder *builder);
  43. void updateLight(ChunkModelBuilder *builder);
  44. public:
  45. Chunk(Framework::Punkt location);
  46. Chunk(Framework::Punkt location, Framework::StreamReader* zReader);
  47. ~Chunk();
  48. void renderSolid(std::function<void(Model3D*)> f);
  49. void renderTransparent(std::function<void(Model3D*)> f);
  50. bool tick(std::function<void(Model3D*)> f, double time);
  51. void destroy();
  52. void api(char* message);
  53. Block* zBlockAt(Framework::Vec3<int> cLocation);
  54. void setBlock(Block* block);
  55. void removeBlock(Block* zBlock);
  56. void blockVisibilityChanged(Block* zB);
  57. Framework::Punkt getCenter() const;
  58. Framework::Vec3<int> getMin() const;
  59. Framework::Vec3<int> getMax() const;
  60. void setModelChanged(int modelType);
  61. void setLightChanged(int modelType);
  62. inline static int index(Framework::Vec3<int> localLocation)
  63. {
  64. return (localLocation.x * CHUNK_SIZE + localLocation.y) * WORLD_HEIGHT
  65. + localLocation.z;
  66. }
  67. friend ChunkModelBuilder;
  68. };