kubi/kubi-shared/src/block.rs

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use bincode::{Encode, Decode};
use strum::EnumIter;
#[derive(Clone, Copy, Debug, EnumIter)]
#[repr(u8)]
pub enum BlockTexture {
Stone,
Dirt,
GrassTop,
GrassSide,
Sand,
Bedrock,
Wood,
WoodTop,
Leaf,
Torch,
TallGrass,
Snow,
GrassSideSnow,
Cobblestone,
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Planks,
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WaterSolid,
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}
#[derive(Encode, Decode, Clone, Copy, Debug, PartialEq, Eq, EnumIter)]
#[repr(u8)]
pub enum Block {
Air,
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Marker,
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Stone,
Dirt,
Grass,
Sand,
Cobblestone,
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TallGrass,
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Planks,
Torch,
Wood,
Leaf,
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Water,
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}
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impl Block {
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#[inline]
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pub const fn descriptor(self) -> BlockDescriptor {
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match self {
Self::Air => BlockDescriptor {
name: "air",
render: RenderType::None,
collision: CollisionType::None,
raycast_collision: false,
},
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Self::Marker => BlockDescriptor {
name: "marker",
render: RenderType::None,
collision: CollisionType::None,
raycast_collision: false,
},
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Self::Stone => BlockDescriptor {
name: "stone",
render: RenderType::SolidBlock(CubeTexture::all(BlockTexture::Stone)),
collision: CollisionType::Solid,
raycast_collision: true,
},
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Self::Dirt => BlockDescriptor {
name: "dirt",
render: RenderType::SolidBlock(CubeTexture::all(BlockTexture::Dirt)),
collision: CollisionType::Solid,
raycast_collision: true,
},
Self::Grass => BlockDescriptor {
name: "grass",
render: RenderType::SolidBlock(CubeTexture::top_sides_bottom(
BlockTexture::GrassTop,
BlockTexture::GrassSide,
BlockTexture::Dirt
)),
collision: CollisionType::Solid,
raycast_collision: true,
},
Self::Sand => BlockDescriptor {
name: "sand",
render: RenderType::SolidBlock(CubeTexture::all(BlockTexture::Sand)),
collision: CollisionType::Solid,
raycast_collision: true,
},
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Self::Cobblestone => BlockDescriptor {
name: "cobblestone",
render: RenderType::SolidBlock(CubeTexture::all(BlockTexture::Cobblestone)),
collision: CollisionType::Solid,
raycast_collision: true,
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},
Self::TallGrass => BlockDescriptor {
name: "tall grass",
render: RenderType::CrossShape(CrossTexture::all(BlockTexture::TallGrass)),
collision: CollisionType::None,
raycast_collision: true,
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},
Self::Planks => BlockDescriptor {
name: "planks",
render: RenderType::SolidBlock(CubeTexture::all(BlockTexture::Planks)),
collision: CollisionType::Solid,
raycast_collision: true,
},
Self::Torch => BlockDescriptor {
name: "torch",
render: RenderType::CrossShape(CrossTexture::all(BlockTexture::Torch)),
collision: CollisionType::None,
raycast_collision: true,
},
Self::Wood => BlockDescriptor {
name: "leaf",
render: RenderType::SolidBlock(CubeTexture::horizontal_vertical(BlockTexture::Wood, BlockTexture::WoodTop)),
collision: CollisionType::Solid,
raycast_collision: true,
},
Self::Leaf => BlockDescriptor {
name: "leaf",
render: RenderType::BinaryTransparency(CubeTexture::all(BlockTexture::Leaf)),
collision: CollisionType::Solid,
raycast_collision: true,
},
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Self::Water => BlockDescriptor {
name: "water",
render: RenderType::BinaryTransparency(CubeTexture::all(BlockTexture::WaterSolid)),
collision: CollisionType::None,
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raycast_collision: true,
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},
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}
}
}
#[derive(Clone, Copy, Debug)]
pub struct BlockDescriptor {
pub name: &'static str,
pub render: RenderType,
pub collision: CollisionType,
pub raycast_collision: bool,
}
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// impl BlockDescriptor {
// pub fn of(block: Block) -> Self {
// block.descriptor()
// }
// }
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#[derive(Clone, Copy, Debug)]
pub struct CubeTexture {
pub top: BlockTexture,
pub bottom: BlockTexture,
pub left: BlockTexture,
pub right: BlockTexture,
pub front: BlockTexture,
pub back: BlockTexture,
}
impl CubeTexture {
pub const fn top_sides_bottom(top: BlockTexture, sides: BlockTexture, bottom: BlockTexture) -> Self {
Self {
top,
bottom,
left: sides,
right: sides,
front: sides,
back: sides,
}
}
pub const fn horizontal_vertical(horizontal: BlockTexture, vertical: BlockTexture) -> Self {
Self::top_sides_bottom(vertical, horizontal, vertical)
}
pub const fn all(texture: BlockTexture) -> Self {
Self::horizontal_vertical(texture, texture)
}
}
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#[derive(Clone, Copy, Debug)]
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pub struct CrossTextureSides {
pub front: BlockTexture,
pub back: BlockTexture
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}
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impl CrossTextureSides {
pub const fn all(texture: BlockTexture) -> Self {
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Self {
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front: texture,
back: texture
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}
}
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}
#[derive(Clone, Copy, Debug)]
pub struct CrossTexture(pub CrossTextureSides, pub CrossTextureSides);
impl CrossTexture {
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pub const fn all(texture: BlockTexture) -> Self {
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Self(
CrossTextureSides::all(texture),
CrossTextureSides::all(texture)
)
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}
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}
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#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum CollisionType {
None,
Solid,
}
#[derive(Clone, Copy, Debug)]
pub enum RenderType {
None,
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SolidBlock(CubeTexture),
BinaryTransparency(CubeTexture),
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CrossShape(CrossTexture),
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}