use glam::{vec4, Vec4}; use serde::{Serialize, Deserialize}; use strum::EnumIter; use num_enum::TryFromPrimitive; use crate::item::Item; #[derive(Serialize, Deserialize, 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, Water, } #[derive(Serialize, Deserialize, Clone, Copy, Debug, PartialEq, Eq, EnumIter, TryFromPrimitive)] #[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, drops: None, submerge: None, }, Self::Marker => BlockDescriptor { name: "marker", render: RenderType::None, collision: CollisionType::None, raycast_collision: false, drops: None, submerge: None, }, Self::Stone => BlockDescriptor { name: "stone", render: RenderType::Cube( Transparency::Solid, CubeTexture::all(BlockTexture::Stone) ), collision: CollisionType::Solid, raycast_collision: true, drops: None, submerge: None, }, Self::Dirt => BlockDescriptor { name: "dirt", render: RenderType::Cube( Transparency::Solid, CubeTexture::all(BlockTexture::Dirt) ), collision: CollisionType::Solid, raycast_collision: true, drops: None, submerge: None, }, Self::Grass => BlockDescriptor { name: "grass", render: RenderType::Cube( Transparency::Solid, CubeTexture::top_sides_bottom( BlockTexture::GrassTop, BlockTexture::GrassSide, BlockTexture::Dirt ) ), collision: CollisionType::Solid, raycast_collision: true, drops: None, submerge: None, }, Self::Sand => BlockDescriptor { name: "sand", render: RenderType::Cube( Transparency::Solid, CubeTexture::all(BlockTexture::Sand) ), collision: CollisionType::Solid, raycast_collision: true, drops: None, submerge: None, }, Self::Cobblestone => BlockDescriptor { name: "cobblestone", render: RenderType::Cube( Transparency::Solid, CubeTexture::all(BlockTexture::Cobblestone) ), collision: CollisionType::Solid, raycast_collision: true, drops: None, submerge: None, }, Self::TallGrass => BlockDescriptor { name: "tall grass", render: RenderType::Cross(CrossTexture::all(BlockTexture::TallGrass)), collision: CollisionType::None, raycast_collision: true, drops: None, submerge: None, }, Self::Planks => BlockDescriptor { name: "planks", render: RenderType::Cube( Transparency::Solid, CubeTexture::all(BlockTexture::Planks) ), collision: CollisionType::Solid, raycast_collision: true, drops: None, submerge: None, }, Self::Torch => BlockDescriptor { name: "torch", render: RenderType::Cross(CrossTexture::all(BlockTexture::Torch)), collision: CollisionType::None, raycast_collision: true, drops: None, submerge: None, }, Self::Wood => BlockDescriptor { name: "leaf", render: RenderType::Cube( Transparency::Solid, CubeTexture::horizontal_vertical(BlockTexture::Wood, BlockTexture::WoodTop) ), collision: CollisionType::Solid, raycast_collision: true, drops: None, submerge: None, }, Self::Leaf => BlockDescriptor { name: "leaf", render: RenderType::Cube( Transparency::Binary, CubeTexture::all(BlockTexture::Leaf) ), collision: CollisionType::Solid, raycast_collision: true, drops: None, submerge: None, }, Self::Water => BlockDescriptor { name: "water", render: RenderType::Cube( Transparency::Trans, CubeTexture::all(BlockTexture::Water) ), collision: CollisionType::None, raycast_collision: true, drops: None, submerge: Some(vec4(0., 0., 0.25, 0.75)), }, } } } #[derive(Clone, Copy, Debug)] pub struct BlockDescriptor { pub name: &'static str, pub render: RenderType, pub collision: CollisionType, pub raycast_collision: bool, pub drops: Option, pub submerge: Option, } #[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 Transparency { Solid, Binary, Trans, } #[derive(Clone, Copy, Debug)] pub enum RenderType { None, Cube(Transparency, CubeTexture), Cross(CrossTexture), }