#include "../model/BlockModel.hpp"
#include "../model/geometry.hpp"
+#include <vector>
#include <glm/glm.hpp>
#include <glm/gtx/transform.hpp>
namespace blank {
class BlockType;
+class WorldCollision;
/// cube of size 16 (256 tiles, 4096 blocks)
class Chunk {
public:
- using Pos = glm::tvec3<int>;
+ using Pos = glm::ivec3;
public:
explicit Chunk(const BlockTypeRegistry &) noexcept;
}
glm::mat4 ToTransform(const Pos &pos, int idx) const noexcept;
+ Block::Pos ToSceneCoords(const Pos &base, const Block::Pos &pos) const noexcept {
+ return Block::Pos((position - base) * Extent()) + pos;
+ }
+
static bool IsBorder(const Pos &pos) noexcept {
return
pos.x == 0 ||
const Chunk &GetNeighbor(Block::Face f) const noexcept { return *neighbor[f]; }
void ClearNeighbors() noexcept;
void Unlink() noexcept;
- void Relink() noexcept;
// check which faces of a block at given index are obstructed (and therefore invisible)
Block::FaceSet Obstructed(const Pos &) const noexcept;
int GetLight(const Pos &pos) const noexcept { return GetLight(ToIndex(pos)); }
int GetLight(const Block::Pos &pos) const noexcept { return GetLight(ToIndex(pos)); }
- float GetVertexLight(const Pos &, const BlockModel::Position &, const Model::Normal &) const noexcept;
+ float GetVertexLight(const Pos &, const BlockModel::Position &, const EntityModel::Normal &) const noexcept;
bool Intersection(
const Ray &ray,
bool Intersection(
const AABB &box,
const glm::mat4 &Mbox,
- const glm::mat4 &Mchunk) const noexcept;
+ const glm::mat4 &Mchunk,
+ std::vector<WorldCollision> &) const noexcept;
void Position(const Pos &pos) noexcept { position = pos; }
const Pos &Position() const noexcept { return position; }