#ifndef BLANK_WORLD_WORLD_HPP_
#define BLANK_WORLD_WORLD_HPP_
-#include "BlockTypeRegistry.hpp"
#include "ChunkLoader.hpp"
#include "Entity.hpp"
#include "Generator.hpp"
-#include "../graphics/ArrayTexture.hpp"
#include <list>
#include <vector>
namespace blank {
-class Assets;
+class BlockTypeRegistry;
+class EntityCollision;
class Viewport;
class WorldCollision;
ChunkLoader::Config load = ChunkLoader::Config();
};
- World(const Assets &, const Config &, const WorldSave &);
+ World(const BlockTypeRegistry &, const Config &, const WorldSave &);
- // check if this ray hits a block
+ /// check if this ray hits a block
+ /// depth in the collision is the distance between the ray's
+ /// origin and the intersection point
+ /// M is the global transform for given reference chunk
bool Intersection(
const Ray &,
const glm::mat4 &M,
- Chunk *&chunk,
- int &blkid,
- float &dist,
- glm::vec3 &normal);
+ const Chunk::Pos &reference,
+ WorldCollision &);
- // check if this ray hits an entity
+ /// check if this ray hits an entity
+ /// intersections with the reference are not tested
+ /// M is the global transform for the chunk of given reference entity
bool Intersection(
const Ray &,
const glm::mat4 &M,
- Entity *&entity,
- float &dist,
- glm::vec3 &normal);
+ const Entity &reference,
+ EntityCollision &);
+ /// check if given entity intersects with the world
bool Intersection(const Entity &e, std::vector<WorldCollision> &);
void Resolve(Entity &e, std::vector<WorldCollision> &);
- BlockTypeRegistry &BlockTypes() noexcept { return block_type; }
+ const BlockTypeRegistry &BlockTypes() noexcept { return block_type; }
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::ivec3 &dir);
void Update(int dt);
void Render(Viewport &);
private:
- BlockTypeRegistry block_type;
-
- ArrayTexture block_tex;
+ const BlockTypeRegistry &block_type;
Generator generate;
ChunkLoader chunks;