76 lines
2.2 KiB
C
76 lines
2.2 KiB
C
// chunkStructures.c
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// This file contains functions for placing structures inside chunks, as well as the definitions for chunk datastructures...
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// TODO: Should probably keep datastructures and chunk structures separate.
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#include "chunkStructures.h"
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#include "blockTypes.h"
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#include "raylib.h"
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#include "rlgl.h"
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#include <stdlib.h>
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#include <string.h>
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#include <stdio.h>
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void InitChunk(Chunk *chunk, int chunkX, int chunkZ) {
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chunk->mesh = (Mesh){ 0 };
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chunk->x = chunkX;
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chunk->z = chunkZ;
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// Zero out block data
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for (int x = 0; x < CHUNK_SIZE_X; x++) {
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for (int y = 0; y < CHUNK_SIZE_Y; y++) {
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for (int z = 0; z < CHUNK_SIZE_Z; z++) {
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chunk->blocks[x][y][z] = (Block){ .type = 0 };
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}
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}
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}
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}
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// Places a tree at the position specified by x, y, z
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void PlaceTreeAt(Chunk *chunk, int x, int y, int z) {
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// Trunk (6 blocks tall)
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for (int i = 1; i <= 6; i++) {
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if (y + i >= CHUNK_SIZE_Y) break;
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chunk->blocks[x][y + i][z].type = BLOCK_LOG;
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}
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// Canopy (2 layers of leaves)
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for (int dy = 4; dy <= 6; dy++) {
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for (int dx = -2; dx <= 2; dx++) {
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for (int dz = -2; dz <= 2; dz++) {
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int cx = x + dx;
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int cy = y + dy;
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int cz = z + dz;
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if (cx < 0 || cx >= CHUNK_SIZE_X ||
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cy < 0 || cy >= CHUNK_SIZE_Y ||
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cz < 0 || cz >= CHUNK_SIZE_Z)
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continue;
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// Keep the center clear above trunk
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if (dx == 0 && dz == 0 && dy == 4) continue;
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// Slightly sparser at corners
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if (abs(dx) == 2 && abs(dz) == 2) continue;
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chunk->blocks[cx][cy][cz].type = BLOCK_LEAF;
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}
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}
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}
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}
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int IsBlockFaceExposed(Chunk *chunk, int x, int y, int z, int dir) {
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int nx = x + faceOffsets[dir][0];
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int ny = y + faceOffsets[dir][1];
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int nz = z + faceOffsets[dir][2];
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if (nx < 0 || ny < 0 || nz < 0 ||
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nx >= CHUNK_SIZE_X || ny >= CHUNK_SIZE_Y || nz >= CHUNK_SIZE_Z) {
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return 1; // face is exposed at chunk boundary
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}
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return chunk->blocks[nx][ny][nz].type == 0;
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}
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