the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
1#pragma once
2#include "Tile_SPU.h"
3#include <math.h>
4
5class Vec3_SPU
6{
7public:
8 float x,y,z;
9 Vec3_SPU(float xVal, float yVal, float zVal) :x(xVal), y(yVal), z(zVal) {}
10 Vec3_SPU normalize()
11 {
12 float dist = sqrtf(x * x + y * y + z * z);
13 if (dist < 0.0001) return Vec3_SPU(0, 0, 0);
14 return Vec3_SPU(x / dist, y / dist, z / dist);
15 }
16 Vec3_SPU add(float x, float y, float z)
17 {
18 return Vec3_SPU(this->x+x, this->y+y, this->z+z);
19 }
20
21};
22
23
24class LiquidTile_SPU : public Tile_SPU
25{
26public:
27
28 LiquidTile_SPU(int id) : Tile_SPU(id) {}
29public:
30// virtual int getColor() const;
31 virtual int getColor(ChunkRebuildData *level, int x, int y, int z);
32 virtual int getColor(ChunkRebuildData *level, int x, int y, int z, int data); // 4J added
33 static float getHeight(int d);
34 static double getSlopeAngle(ChunkRebuildData *level, int x, int y, int z, Material_SPU *m);
35 virtual Icon_SPU *getTexture(int face, int data);
36 virtual int getDepth(ChunkRebuildData *level, int x, int y, int z);
37 virtual int getRenderedDepth(ChunkRebuildData *level, int x, int y, int z);
38 virtual bool isSolidRender(bool isServerLevel = false);
39 virtual bool isSolidFace(ChunkRebuildData *level, int x, int y, int z, int face);
40 virtual bool shouldRenderFace(ChunkRebuildData *level, int x, int y, int z, int face);
41 virtual int getRenderShape();
42 virtual Vec3_SPU getFlow(ChunkRebuildData *level, int x, int y, int z);
43 virtual int getRenderLayer();
44 virtual int getLightColor(ChunkRebuildData *level, int x, int y, int z); // 4J - brought forward from 1.8.2
45 virtual float getBrightness(ChunkRebuildData *level, int x, int y, int z);
46private:
47};