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Copy pathchunk.h
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43 lines (35 loc) · 1.39 KB
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#ifndef G_CHUNK_H
#define G_CHUNK_H
#include "blockfacehelper.h"
#include "raylib.h"
#include "chunkmesh.h"
#define CHUNK_SIZE_X 16
#define CHUNK_SIZE_Y 16
#define CHUNK_SIZE_Z 16
#define CHUNK_SIZE_XZ (CHUNK_SIZE_X * CHUNK_SIZE_Z)
#define CHUNK_SIZE_VEC3 CLITERAL(Vector3){ CHUNK_SIZE_X, CHUNK_SIZE_Y, CHUNK_SIZE_Z }
#define CHUNK_SIZE (CHUNK_SIZE_X * CHUNK_SIZE_Y * CHUNK_SIZE_Z)
typedef struct Chunk{
ChunkMesh *mesh;
ChunkMesh *meshTransparent;
int loaded; //Chunk loaded once
int index;
Vector3 position; //Position of the chunk in chunk unit
Vector3 blockPosition; //Position of the chunk in block unit
} Chunk;
//Initialize a chunk.
void Chunk_Init(Chunk *chunk, Vector3 pos);
//Allocate memory for a mesh.
void Chunk_AllocateMeshData(ChunkMesh *mesh, int triangleCount);
//Reallocate memory for a mesh.
void Chunk_ReAllocateMeshData(ChunkMesh *mesh, int triangleCount);
//Unload a chunk.
void Chunk_Unload(Chunk *chunk);
//Build/Refresh a chunk's mesh.
void Chunk_BuildMesh(Chunk *chunk);
void Chunk_AddCube(Chunk *chunk, ChunkMesh *mesh, Vector3 pos, Vector3 worldPos, Block blockDef);
void Chunk_AddFace(Chunk *chunk, ChunkMesh *mesh, Vector3 pos, Vector3 worldPos, BlockFace face, Block blockDef);
void Chunk_RefreshBorderingChunks(Chunk *chunk, Vector3 blockPos);
//convert index to block position.
Vector3 Chunk_IndexToPos(int index);
#endif