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, Planks, WaterSolid, } #[derive(Encode, Decode, Clone, Copy, Debug, PartialEq, Eq, EnumIter)] #[repr(u8)] pub enum Block { Air, Marker, Stone, Dirt, Grass, Sand, Cobblestone, TallGrass, Planks, Torch, Wood, Leaf, Water, } impl Block { #[inline] pub const fn descriptor(self) -> BlockDescriptor { match self { Self::Air => BlockDescriptor { name: "air", render: RenderType::None, collision: CollisionType::None, raycast_collision: false, }, Self::Marker => BlockDescriptor { name: "marker", render: RenderType::None, collision: CollisionType::None, raycast_collision: false, }, Self::Stone => BlockDescriptor { name: "stone", render: RenderType::SolidBlock(CubeTexture::all(BlockTexture::Stone)), collision: CollisionType::Solid, raycast_collision: true, }, 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, }, Self::Cobblestone => BlockDescriptor { name: "cobblestone", render: RenderType::SolidBlock(CubeTexture::all(BlockTexture::Cobblestone)), collision: CollisionType::Solid, raycast_collision: true, }, Self::TallGrass => BlockDescriptor { name: "tall grass", render: RenderType::CrossShape(CrossTexture::all(BlockTexture::TallGrass)), collision: CollisionType::None, raycast_collision: true, }, 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, }, Self::Water => BlockDescriptor { name: "water", render: RenderType::BinaryTransparency(CubeTexture::all(BlockTexture::WaterSolid)), collision: CollisionType::None, raycast_collision: true, }, } } } #[derive(Clone, Copy, Debug)] pub struct BlockDescriptor { pub name: &'static str, pub render: RenderType, pub collision: CollisionType, pub raycast_collision: bool, } // impl BlockDescriptor { // pub fn of(block: Block) -> Self { // block.descriptor() // } // } #[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) } } #[derive(Clone, Copy, Debug)] pub struct CrossTextureSides { pub front: BlockTexture, pub back: BlockTexture } impl CrossTextureSides { pub const fn all(texture: BlockTexture) -> Self { Self { front: texture, back: texture } } } #[derive(Clone, Copy, Debug)] pub struct CrossTexture(pub CrossTextureSides, pub CrossTextureSides); impl CrossTexture { pub const fn all(texture: BlockTexture) -> Self { Self( CrossTextureSides::all(texture), CrossTextureSides::all(texture) ) } } #[derive(Clone, Copy, Debug, PartialEq, Eq)] pub enum CollisionType { None, Solid, } #[derive(Clone, Copy, Debug)] pub enum RenderType { None, SolidBlock(CubeTexture), BinaryTransparency(CubeTexture), CrossShape(CrossTexture), }