#include "ChunkLoader.hpp"
#include "Entity.hpp"
#include "Generator.hpp"
+#include "../graphics/ArrayTexture.hpp"
#include "../model/shapes.hpp"
#include <list>
+#include <vector>
#include <glm/glm.hpp>
namespace blank {
-class BlockLighting;
-class DirectionalLighting;
+class Assets;
+class Viewport;
+class WorldCollision;
class World {
public:
struct Config {
// initial player position
- glm::vec3 spawn = { 4.0f, 4.0f, 4.0f };
+ glm::vec3 spawn = { 0.0f, 0.0f, 0.0f };
// direction facing towards(!) the light
glm::vec3 light_direction = { -1.0f, -3.0f, -2.0f };
// fade out reaches 1/e (0.3679) at 1/fog_density,
ChunkLoader::Config load = ChunkLoader::Config();
};
- explicit World(const Config &);
+ World(const Assets &, const Config &, const WorldSave &);
bool Intersection(
const Ray &,
const glm::mat4 &M,
- Chunk **chunk = nullptr,
- int *blkid = nullptr,
- float *dist = nullptr,
- glm::vec3 *normal = nullptr);
+ Chunk *&chunk,
+ int &blkid,
+ float &dist,
+ glm::vec3 &normal);
- BlockTypeRegistry &BlockTypes() { return blockType; }
+ bool Intersection(const Entity &e, std::vector<WorldCollision> &);
+ void Resolve(Entity &e, std::vector<WorldCollision> &);
+
+ BlockTypeRegistry &BlockTypes() noexcept { return blockType; }
+ ChunkLoader &Loader() noexcept { return chunks; }
Entity &Player() { return *player; }
Entity &AddEntity() { entities.emplace_back(); return entities.back(); }
Chunk &PlayerChunk();
- Chunk &Next(const Chunk &to, const glm::tvec3<int> &dir);
+ Chunk &Next(const Chunk &to, const glm::ivec3 &dir);
void Update(int dt);
- void Render(BlockLighting &, DirectionalLighting &);
+ void Render(Viewport &);
private:
BlockTypeRegistry blockType;
StairShape stairShape;
CuboidShape slabShape;
+ ArrayTexture block_tex;
+
Generator generate;
ChunkLoader chunks;