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-rw-r--r--src/World/Generation/ChunkMeshing.cpp12
-rw-r--r--src/World/Generation/ChunkMeshing.hpp8
2 files changed, 10 insertions, 10 deletions
diff --git a/src/World/Generation/ChunkMeshing.cpp b/src/World/Generation/ChunkMeshing.cpp
index 3855de4..feecc64 100644
--- a/src/World/Generation/ChunkMeshing.cpp
+++ b/src/World/Generation/ChunkMeshing.cpp
@@ -11,15 +11,15 @@ ChunkMesh mesh_chunk(Chunk& chunk, const SurroundingContext& context) {
     };
 }
 
-SurroundingContext::Block& SurroundingContext::at(Position::BlockOffset p) {
+SurroundingContext::Block& SurroundingContext::at(Position::BlockLocalOffset p) {
     return m_blocks[pos(p)];
 }
 
-const SurroundingContext::Block& SurroundingContext::at(Position::BlockOffset p) const {
+const SurroundingContext::Block& SurroundingContext::at(Position::BlockLocalOffset p) const {
     return m_blocks[pos(p)];
 }
 
-USize SurroundingContext::pos(Position::BlockOffset p) {
+USize SurroundingContext::pos(Position::BlockLocalOffset p) {
     // First we calculate the index as if there were no gaps.
     USize pos = 0;
     pos += p.x() + 1;
@@ -39,7 +39,7 @@ SurroundingContext create_meshing_context(const Chunk& chunk, ChunkNeighbors& ne
     for (I16 x = -1; x <= (I16)Chunk::Width; x++) {
         for (I16 z = -1; z <= (I16)Chunk::Width; z++) {
             for (I16 y = 0; y < (I16)Chunk::Height; y++) {
-                Position::BlockOffset pos{x, y, z};
+                Position::BlockLocalOffset pos{x, y, z};
                 if (pos.fits_within_chunk()) continue;
                 auto [does_exist, block] = get_block_wrapping(chunk, neighbors, {pos.x(), pos.y(), pos.z()});
                 context.at(pos) = {does_exist, block};
@@ -205,7 +205,7 @@ Face<AO> DefaultMeshDecisions::face_ao_values(Chunk& chunk, const SurroundingCon
         auto b = offsets[++offset_index]; // corner
         auto c = offsets[++offset_index % 8];
 
-        auto p = [=](auto o) -> Position::BlockOffset { return {(I16)((I16)x + o.x()), (I16)((I16)y + o.y()), (I16)((I16)z + o.z())}; };
+        auto p = [=](auto o) -> Position::BlockLocalOffset { return {(I16)x + o.x(), (I16)y + o.y(), (I16)z + o.z()}; };
         auto block_a = get_block_from_chunk_or_context(chunk, context, p(a));
         auto block_b = get_block_from_chunk_or_context(chunk, context, p(b));
         auto block_c = get_block_from_chunk_or_context(chunk, context, p(c));
@@ -236,7 +236,7 @@ Vector<3, I32> DefaultMeshDecisions::get_face_normal(BlockSide side) {
 }
 
 SurroundingContext::Block DefaultMeshDecisions::get_block_from_chunk_or_context(
-    const Chunk& chunk, const SurroundingContext& context, Position::BlockOffset pos
+    const Chunk& chunk, const SurroundingContext& context, Position::BlockLocalOffset pos
 ) {
     if (pos.fits_within_chunk()) return {true, chunk.at(pos)};
     return context.at(pos);
diff --git a/src/World/Generation/ChunkMeshing.hpp b/src/World/Generation/ChunkMeshing.hpp
index 5401580..c745a3b 100644
--- a/src/World/Generation/ChunkMeshing.hpp
+++ b/src/World/Generation/ChunkMeshing.hpp
@@ -19,10 +19,10 @@ class SurroundingContext {
 public:
     struct Block { Bool does_exist; Chunk::BlockData block; };
 
-    Block& at(Position::BlockOffset p);
-    const Block& at(Position::BlockOffset p) const;
+    Block& at(Position::BlockLocalOffset p);
+    const Block& at(Position::BlockLocalOffset p) const;
 private:
-    static USize pos(Position::BlockOffset p);
+    static USize pos(Position::BlockLocalOffset p);
     static constexpr USize surrounding_block_count = Chunk::Width * 4 + 4;
 
     Block m_blocks[surrounding_block_count * Chunk::Height] = {};
@@ -83,7 +83,7 @@ public:
     static Face<AO> face_ao_values(Chunk& chunk, const SurroundingContext& context, U32 x, U32 y, U32 z, BlockSide side);
 
     static Vector<3, I32> get_face_normal(BlockSide side);
-    static SurroundingContext::Block get_block_from_chunk_or_context(const Chunk& chunk, const SurroundingContext& context, Position::BlockOffset pos);
+    static SurroundingContext::Block get_block_from_chunk_or_context(const Chunk& chunk, const SurroundingContext& context, Position::BlockLocalOffset pos);
     static SurroundingContext::Block get_opposing_neighbor(const Chunk& chunk, const SurroundingContext& context, U32 x, U32 y, U32 z, BlockSide side);
 
     static Bool is_face_visible(Chunk& chunk, const SurroundingContext& context, U32 x, U32 y, U32 z, BlockSide side);