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 <Point.h>
  7. #include <Reader.h>
  8. #include "Area.h"
  9. #include "Block.h"
  10. #include "BlockAnimation.h"
  11. #include "ChunkModelBuilder.h"
  12. #include "Constants.h"
  13. #include "FactoryCraftModel.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::Point location;
  26. // TODO: use native array for bedder performance?
  27. Block** blocks;
  28. Framework::Array<Block*> visibleBlocks;
  29. Framework::RCArray<ChunkModelBuilder> modelBuilders;
  30. bool isLoading;
  31. Framework::ReadWriteLock bLock;
  32. Framework::ReadWriteLock vLock;
  33. Framework::ReadWriteLock aLock;
  34. Framework::RCArray<BlockAnimation> animations;
  35. int lightChanged;
  36. int modelChanged;
  37. void appendAnimation(
  38. Block* zB, int boneId, double time, Vec3<float> pos, Vec3<float> rot);
  39. void load(Framework::StreamReader* zReader);
  40. void buildModel(ChunkModelBuilder* builder);
  41. void updateLight(ChunkModelBuilder* builder);
  42. public:
  43. Chunk(Framework::Point location);
  44. Chunk(Framework::Point location, Framework::StreamReader* zReader);
  45. ~Chunk();
  46. void renderSolid(std::function<void(Model3D*)> f);
  47. void renderTransparent(std::function<void(Model3D*)> f);
  48. bool tick(std::function<void(Model3D*)> f, double time);
  49. void destroy();
  50. void api(char* message);
  51. Block* zBlockAt(Framework::Vec3<int> cLocation);
  52. void setBlock(Block* block);
  53. void removeBlock(Block* zBlock);
  54. void blockVisibilityChanged(Block* zB);
  55. Framework::Point getCenter() const;
  56. Framework::Vec3<int> getMin() const;
  57. Framework::Vec3<int> getMax() const;
  58. void setModelChanged(int modelType);
  59. void setLightChanged(int modelType);
  60. Lock& getBlockReadLock() const;
  61. inline static int index(Framework::Vec3<int> localLocation)
  62. {
  63. return (localLocation.x * CHUNK_SIZE + localLocation.y) * WORLD_HEIGHT
  64. + localLocation.z;
  65. }
  66. friend ChunkModelBuilder;
  67. };