public:
World();
- void Generate(const glm::tvec3<int> &from, const glm::tvec3<int> &to);
+ void Generate(const Chunk::Pos &from, const Chunk::Pos &to);
bool Intersection(
const Ray &,
Entity &Player() { return player; }
- Chunk *ChunkLoaded(const glm::tvec3<int> &);
- Chunk *ChunkQueued(const glm::tvec3<int> &);
- Chunk *ChunkAvailable(const glm::tvec3<int> &);
+ Chunk *ChunkLoaded(const Chunk::Pos &);
+ Chunk *ChunkQueued(const Chunk::Pos &);
+ Chunk *ChunkAvailable(const Chunk::Pos &);
Chunk &Next(const Chunk &, const glm::tvec3<int> &dir);
void Update(int dt);
SimplexNoise colorNoise;
Entity player;
- glm::tvec3<int> player_chunk;
+ Chunk::Pos player_chunk;
std::list<Chunk> loaded;
std::list<Chunk> to_generate;