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| author | untodesu <kirill@untode.su> | 2025-07-01 03:08:39 +0500 |
|---|---|---|
| committer | untodesu <kirill@untode.su> | 2025-07-01 03:08:39 +0500 |
| commit | 458e0005690ea9d579588a0a12368fc2c2c9a93a (patch) | |
| tree | 588a9ca6cb3c76d9193b5bd4601d64f0e50e8c8c /src/game/shared/voxel_registry.hh | |
| parent | c7b0c8e0286a1b2bb7ec55e579137dfc3b22eeb9 (diff) | |
| download | voxelius-458e0005690ea9d579588a0a12368fc2c2c9a93a.tar.bz2 voxelius-458e0005690ea9d579588a0a12368fc2c2c9a93a.zip | |
I hyper-focued on refactoring again
- I put a cool-sounding "we are number one" remix on repeat and straight
up grinded the entire repository to a better state until 03:09 AM. I
guess I have something wrong in my brain that makes me do this shit
Diffstat (limited to 'src/game/shared/voxel_registry.hh')
| -rw-r--r-- | src/game/shared/voxel_registry.hh | 144 |
1 files changed, 0 insertions, 144 deletions
diff --git a/src/game/shared/voxel_registry.hh b/src/game/shared/voxel_registry.hh deleted file mode 100644 index e0b2100..0000000 --- a/src/game/shared/voxel_registry.hh +++ /dev/null @@ -1,144 +0,0 @@ -#ifndef SHARED_VOXEL_REGISTRY_HH -#define SHARED_VOXEL_REGISTRY_HH 1 -#pragma once - -#include "shared/types.hh" - -enum class voxel_face : unsigned short { - CUBE_NORTH = 0x0000, - CUBE_SOUTH = 0x0001, - CUBE_EAST = 0x0002, - CUBE_WEST = 0x0003, - CUBE_TOP = 0x0004, - CUBE_BOTTOM = 0x0005, - CUBE__NR = 0x0006, - - CROSS_NESW = 0x0000, - CROSS_NWSE = 0x0001, - CROSS__NR = 0x0002, -}; - -enum class voxel_type : unsigned short { - CUBE = 0x0000, - CROSS = 0x0001, // TODO - MODEL = 0x0002, // TODO -}; - -enum class voxel_facing : unsigned short { - NORTH = 0x0000, - SOUTH = 0x0001, - EAST = 0x0002, - WEST = 0x0003, - UP = 0x0004, - DOWN = 0x0005, - NESW = 0x0006, - NWSE = 0x0007, -}; - -enum class voxel_touch : unsigned short { - SOLID = 0x0000, // The entity is stopped in its tracks - BOUNCE = 0x0001, // The entity bounces back with some energy loss - SINK = 0x0002, // The entity phases/sinks through the voxel - NOTHING = 0xFFFF, -}; - -enum class voxel_surface : unsigned short { - DEFAULT = 0x0000, - STONE = 0x0001, - DIRT = 0x0002, - GLASS = 0x0003, - GRASS = 0x0004, - GRAVEL = 0x0005, - METAL = 0x0006, - SAND = 0x0007, - WOOD = 0x0008, - SLOSH = 0x0009, - COUNT = 0x000A, - UNKNOWN = 0xFFFF, -}; - -using voxel_vis = unsigned short; -constexpr static voxel_vis VIS_NORTH = 1 << static_cast<unsigned int>(voxel_facing::NORTH); -constexpr static voxel_vis VIS_SOUTH = 1 << static_cast<unsigned int>(voxel_facing::SOUTH); -constexpr static voxel_vis VIS_EAST = 1 << static_cast<unsigned int>(voxel_facing::EAST); -constexpr static voxel_vis VIS_WEST = 1 << static_cast<unsigned int>(voxel_facing::WEST); -constexpr static voxel_vis VIS_UP = 1 << static_cast<unsigned int>(voxel_facing::UP); -constexpr static voxel_vis VIS_DOWN = 1 << static_cast<unsigned int>(voxel_facing::DOWN); - -struct VoxelTexture final { - std::vector<std::string> paths; - std::size_t cached_offset; // client-side only - std::size_t cached_plane; // client-side only -}; - -struct VoxelInfo final { - std::string name; - voxel_type type; - bool animated; - bool blending; - - std::vector<VoxelTexture> textures; - - // Physics properties go here - // TODO: player_move friction modifiers - // that would make the voxel very sticky or - // very slippery to walk on - voxel_touch touch_type; - glm::fvec3 touch_values; - voxel_surface surface; - - // Some voxel types might occupy multiple voxel_id - // values that reference to the exact same VoxelInfo - // structure; the actual numeric state is figured out by - // subtracting base_voxel from the checking voxel_id - voxel_id base_voxel; - - // These will be set by item_registry - // and by default set to NULL_ITEM_ID - item_id item_pick; -}; - -class VoxelInfoBuilder final { -public: - explicit VoxelInfoBuilder(const char* name, voxel_type type, bool animated, bool blending); - virtual ~VoxelInfoBuilder(void) = default; - -public: - VoxelInfoBuilder& add_texture_default(const char* texture); - VoxelInfoBuilder& add_texture(voxel_face face, const char* texture); - VoxelInfoBuilder& set_touch(voxel_touch type, const glm::fvec3& values); - VoxelInfoBuilder& set_surface(voxel_surface surface); - -public: - voxel_id build(void) const; - -private: - VoxelTexture default_texture; - VoxelInfo prototype; -}; - -namespace voxel_registry -{ -extern std::unordered_map<std::string, VoxelInfoBuilder> builders; -extern std::unordered_map<std::string, voxel_id> names; -extern std::vector<std::shared_ptr<VoxelInfo>> voxels; -} // namespace voxel_registry - -namespace voxel_registry -{ -VoxelInfoBuilder& construct(const char* name, voxel_type type, bool animated, bool blending); -VoxelInfo* find(const char* name); -VoxelInfo* find(const voxel_id voxel); -} // namespace voxel_registry - -namespace voxel_registry -{ -void purge(void); -} // namespace voxel_registry - -namespace voxel_registry -{ -std::uint64_t calcualte_checksum(void); -} // namespace voxel_registry - -#endif // SHARED_VOXEL_REGISTRY_HH |
