My Project
CarpetModelProvider.h
1 #pragma once
2 
3 #include "BlockModelProvider.h"
4 
5 namespace ParaEngine
6 {
7 
10  {
11  public:
12  CCarpetModelProvider(BlockTemplate* pBlockTemplate);
13  virtual ~CCarpetModelProvider();
14 
18  virtual BlockModel& GetBlockModel(int nIndex = 0);
19  virtual BlockModel& GetBlockModel(CBlockWorld* pBlockManager, uint16_t block_id, uint16_t bx, uint16_t by, uint16_t bz, uint16_t nBlockData = 0, Block** neighborBlocks = NULL);
20  public:
21  BlockModel m_block_models[22];
22  };
23 
24 }
different physics engine has different winding order.
Definition: EventBinding.h:32
Definition: BlockChunk.h:14
Definition: BlockModel.h:172
virtual BlockModel & GetBlockModel(int nIndex=0)
get the default block model.
Definition: CarpetModelProvider.cpp:149
base class for an instance of block world
Definition: BlockWorld.h:35
just return model linearly.
Definition: BlockModelProvider.h:48
block template base class.
Definition: BlockTemplate.h:15
a thin layer wrapping blocks
Definition: CarpetModelProvider.h:9