engine/ext/scenes/worldscape/terrain/voxel.h
2020-09-26 00:00:00 -05:00

70 lines
2.1 KiB
C++

#pragma once
#include <uf/config.h>
#include <uf/ext/ext.h>
#include <uf/engine/entity/entity.h>
#include <uf/utils/math/transform.h>
#include <uf/utils/math/physics.h>
namespace ext {
class EXT_API TerrainVoxel {
public:
typedef uint16_t uid_t;
// typedef pod::Vector3t<uint8_t> light_t;
typedef uint16_t light_t;
protected:
ext::TerrainVoxel::uid_t m_uid = 0;
bool m_opaque = false;
bool m_solid = false;
pod::Vector2ui m_uv = {0, 0};
ext::TerrainVoxel::light_t m_light = 0x0000;
public:
struct Model {
struct { std::vector<float> left, right, top, bottom, front, back; } position;
struct { std::vector<float> left, right, top, bottom, front, back; } uv;
struct { std::vector<float> left, right, top, bottom, front, back; } normal;
struct { std::vector<float> left, right, top, bottom, front, back; } color;
};
TerrainVoxel( ext::TerrainVoxel::uid_t = 0, bool = false, bool = false, pod::Vector2ui = {0, 0}, ext::TerrainVoxel::light_t = 0x0000 );
TerrainVoxel( const ext::TerrainVoxel& );
virtual ~TerrainVoxel();
static pod::Vector2ui size();
static const std::vector<ext::TerrainVoxel>& atlas();
static ext::TerrainVoxel atlas( ext::TerrainVoxel::uid_t );
virtual bool opaque() const;
virtual bool solid() const;
virtual pod::Vector2ui uv() const;
virtual ext::TerrainVoxel::light_t light() const;
virtual ext::TerrainVoxel::uid_t uid() const;
virtual ext::TerrainVoxel::Model model() const;
};
class EXT_API TerrainVoxelFloor : public ext::TerrainVoxel {
public:
TerrainVoxelFloor();
};
class EXT_API TerrainVoxelWall : public ext::TerrainVoxel {
public:
TerrainVoxelWall();
};
class EXT_API TerrainVoxelCeiling : public ext::TerrainVoxel {
public:
TerrainVoxelCeiling();
};
class EXT_API TerrainVoxelPillar : public ext::TerrainVoxel {
public:
TerrainVoxelPillar();
};
class EXT_API TerrainVoxelStair : public ext::TerrainVoxel {
public:
TerrainVoxelStair();
};
class EXT_API TerrainVoxelLava : public ext::TerrainVoxel {
public:
TerrainVoxelLava();
};
}