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- #pragma once
- #include <Array.h>
- #include <Critical.h>
- #include <Model3D.h>
- #include <Model3DCollection.h>
- #include <Punkt.h>
- #include <Reader.h>
- #include "Area.h"
- #include "Block.h"
- #include "BlockAnimation.h"
- #include "Constants.h"
- #include "FactoryCraftModel.h"
- struct GroundModelPart
- {
- int* indexList;
- int indexCount;
- int indexArraySize;
- Text name;
- };
- class Chunk : public Framework::Model3DCollection
- {
- private:
- Framework::Punkt location;
- // TODO: use native array for bedder performance?
- Block** blocks;
- Framework::Array<Block*> visibleBlocks;
- FactoryCraftModel* groundModel;
- bool isLoading;
- Framework::Critical cs;
- Framework::Critical vcs;
- Framework::Critical acs;
- Framework::RCArray<BlockAnimation> animations;
- bool lightChanged;
- bool modelChanged;
- void appendAnimation(
- Block* zB, int boneId, double time, Vec3<float> pos, Vec3<float> rot);
- void load(Framework::StreamReader* zReader);
- void buildGroundModel();
- void updateGroundLight();
- __int64 calculateLight(
- Vec3<float> vertexPos, Vec3<int> blockPos, Direction direction);
- bool isPartOfGroundModel(Framework::Vec3<int> location, int directionIndex);
- public:
- Chunk(Framework::Punkt location);
- Chunk(Framework::Punkt location, Framework::StreamReader* zReader);
- ~Chunk();
- void destroy();
- void api(char* message);
- Block* zBlockAt(Framework::Vec3<int> cLocation);
- void setBlock(Block* block);
- void removeBlock(Block* zBlock);
- void blockVisibilityChanged(Block* zB);
- Framework::Punkt getCenter() const;
- Framework::Vec3<int> getMin() const;
- Framework::Vec3<int> getMax() const;
- void forAll(std::function<void(Model3D*)> f) override;
- bool tick(std::function<void(Model3D*)> f, double time) override;
- void setLightChanged();
- inline static int index(Framework::Vec3<int> localLocation)
- {
- return (localLocation.x * CHUNK_SIZE + localLocation.y) * WORLD_HEIGHT
- + localLocation.z;
- }
- };
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