format: reformat project
Signed-off-by: Vyacheslav Ivanov <islavaivanov76@gmail.com>
This commit is contained in:
+46
-44
@@ -1,13 +1,13 @@
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#ifndef VOXELS_BLOCK_HPP_
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#define VOXELS_BLOCK_HPP_
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#include <glm/glm.hpp>
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#include <optional>
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#include <string>
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#include <vector>
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#include <optional>
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#include <glm/glm.hpp>
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#include "../maths/aabb.hpp"
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#include "../maths/UVRegion.hpp"
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#include "../maths/aabb.hpp"
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#include "../typedefs.hpp"
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inline std::string BLOCK_ITEM_SUFFIX = ".item";
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@@ -26,13 +26,13 @@ inline constexpr uint BLOCK_AABB_GRID = 16;
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inline std::string DEFAULT_MATERIAL = "base:stone";
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struct block_funcs_set {
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bool init: 1;
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bool update: 1;
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bool onplaced: 1;
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bool onbroken: 1;
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bool oninteract: 1;
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bool randupdate: 1;
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bool onblockstick: 1;
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bool init : 1;
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bool update : 1;
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bool onplaced : 1;
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bool onbroken : 1;
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bool oninteract : 1;
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bool randupdate : 1;
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bool onblockstick : 1;
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};
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struct CoordSystem {
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@@ -89,7 +89,6 @@ std::optional<BlockModel> BlockModel_from(std::string_view str);
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using BoxModel = AABB;
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/// @brief Common kit of block properties applied to groups of blocks
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struct BlockMaterial {
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std::string name;
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@@ -105,32 +104,34 @@ public:
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std::string const name;
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std::string caption;
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/// @brief Textures set applied to block sides
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std::string textureFaces[6]; // -x,x, -y,y, -z,z
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std::string textureFaces[6]; // -x,x, -y,y, -z,z
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std::vector<std::string> modelTextures = {};
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std::vector<BoxModel> modelBoxes = {};
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std::vector<glm::vec3> modelExtraPoints = {}; //initially made for tetragons
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std::vector<UVRegion> modelUVs = {}; // boxes' tex-UVs also there
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std::vector<glm::vec3> modelExtraPoints =
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{}; // initially made for tetragons
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std::vector<UVRegion> modelUVs = {}; // boxes' tex-UVs also there
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/// @brief id of used BlockMaterial, may specify non-existing material
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std::string material = DEFAULT_MATERIAL;
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/// @brief Light emission R, G, B, S (sky lights: sun, moon, radioactive clouds)
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/// @brief Light emission R, G, B, S (sky lights: sun, moon, radioactive
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/// clouds)
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uint8_t emission[4] {0, 0, 0, 0};
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glm::i8vec3 size {1, 1, 1};
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/// @brief Influences visible block sides for transparent blocks
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uint8_t drawGroup = 0;
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/// @brief Block model type
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BlockModel model = BlockModel::block;
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/// @brief Does the block passing lights into itself
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bool lightPassing = false;
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/// @brief Does the block passing top-down sky lights into itself
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bool skyLightPassing = false;
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@@ -139,70 +140,71 @@ public:
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/// @brief Does block model have vertex-based AO effect
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bool ambientOcclusion = true;
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/// @brief Is the block a physical obstacle
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bool obstacle = true;
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/// @brief Can the block be selected
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bool selectable = true;
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/// @brief Can the block be replaced with other.
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/// @brief Can the block be replaced with other.
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/// Examples of replaceable blocks: air, flower, water
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bool replaceable = false;
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/// @brief Can player destroy the block
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bool breakable = true;
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/// @brief Can the block be oriented different ways
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bool rotatable = false;
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/// @brief Can the block exist without physical support be a solid block below
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/// @brief Can the block exist without physical support be a solid block
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/// below
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bool grounded = false;
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/// @brief Turns off block item generation
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bool hidden = false;
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/// @brief Set of block physical hitboxes
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std::vector<AABB> hitboxes;
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/// @brief Set of available block rotations (coord-systems)
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BlockRotProfile rotations = BlockRotProfile::NONE;
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/// @brief Item will be picked on MMB click on the block
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std::string pickingItem = name+BLOCK_ITEM_SUFFIX;
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std::string pickingItem = name + BLOCK_ITEM_SUFFIX;
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/// @brief Block script name in blocks/ without extension
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std::string scriptName = name.substr(name.find(':')+1);
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std::string scriptName = name.substr(name.find(':') + 1);
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/// @brief Default block layout will be used by hud.open_block(...)
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std::string uiLayout = name;
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/// @brief Block inventory size. 0 - no inventory
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uint inventorySize = 0;
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// @brief Block tick interval (1 - 20tps, 2 - 10tps)
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uint tickInterval = 1;
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uint tickInterval = 1;
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/// @brief Runtime indices (content indexing results)
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struct {
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/// @brief block runtime integer id
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blockid_t id;
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/// @brief is the block completely opaque for render and raycast
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bool solid = true;
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/// @brief does the block emit any lights
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bool emissive = false;
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// @brief block size is greather than 1x1x1
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bool extended = false;
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/// @brief set of hitboxes sets with all coord-systems precalculated
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std::vector<AABB> hitboxes[BlockRotProfile::MAX_COUNT];
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/// @brief set of block callbacks flags
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block_funcs_set funcsset {};
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/// @brief picking item integer id
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itemid_t pickingItem = 0;
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} rt {};
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@@ -216,4 +218,4 @@ inline glm::ivec3 get_ground_direction(const Block* def, int rotation) {
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return -def->rotations.variants[rotation].axisY;
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}
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#endif // VOXELS_BLOCK_HPP_
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#endif // VOXELS_BLOCK_HPP_
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