Chunk.h 2.3 KB

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  1. #pragma once
  2. #include <Array.h>
  3. #include <Critical.h>
  4. #include <Model3D.h>
  5. #include <Point.h>
  6. #include <Reader.h>
  7. #include "Block.h"
  8. #include "BlockAnimation.h"
  9. #include "Constants.h"
  10. class DX12ChunkData;
  11. class Chunk : public Framework::ReferenceCounter
  12. {
  13. public:
  14. class CombinedModels
  15. {
  16. public:
  17. static const int GROUND = 1;
  18. static const int FLUID = 2;
  19. static const int TRANSPARENT_GROUND = 4;
  20. };
  21. private:
  22. Framework::Point location;
  23. // TODO: use native array for bedder performance?
  24. Block** blocks;
  25. Framework::Array<Block*> visibleBlocks;
  26. // Framework::RCArray<ChunkModelBuilder> modelBuilders;
  27. bool isLoading;
  28. Framework::ReadWriteLock bLock;
  29. Framework::ReadWriteLock vLock;
  30. Framework::ReadWriteLock aLock;
  31. Framework::RCArray<BlockAnimation> animations;
  32. bool lightChanged;
  33. DX12ChunkData* dx12Data;
  34. void appendAnimation(
  35. Block* zB, int boneId, double time, Vec3<float> pos, Vec3<float> rot);
  36. void load(Framework::StreamReader* zReader);
  37. // void buildModel(ChunkModelBuilder* builder);
  38. // void updateLight(ChunkModelBuilder* builder);
  39. public:
  40. Chunk(Framework::Point location);
  41. Chunk(Framework::Point location, Framework::StreamReader* zReader);
  42. ~Chunk();
  43. void forAll(std::function<void(Model3D*)> f);
  44. bool tick(std::function<void(Model3D*)> f, double time);
  45. void destroy();
  46. void api(char* message);
  47. Block* zBlockAt(Framework::Vec3<int> cLocation);
  48. void setBlock(Block* block);
  49. void removeBlock(Block* zBlock);
  50. void blockVisibilityChanged(Block* zB);
  51. Framework::Point getCenter() const;
  52. Framework::Vec3<int> getMin() const;
  53. Framework::Vec3<int> getMax() const;
  54. void setLightChanged(bool lightChanged);
  55. Lock& getBlockReadLock() const;
  56. DX12ChunkData* zDX12Data() const;
  57. inline static int index(Framework::Vec3<int> localLocation)
  58. {
  59. return (localLocation.x * CHUNK_SIZE + localLocation.y) * WORLD_HEIGHT
  60. + localLocation.z;
  61. }
  62. inline static Framework::Vec3<int> chunkCoordinates(int index)
  63. {
  64. return {index / (CHUNK_SIZE * WORLD_HEIGHT),
  65. (index / WORLD_HEIGHT) % CHUNK_SIZE,
  66. index % WORLD_HEIGHT};
  67. }
  68. // friend ChunkModelBuilder;
  69. };