#include "block.hpp"
#include "chunk.hpp"
#include "entity.hpp"
-#include "noise.hpp"
+#include "generator.hpp"
#include "shader.hpp"
#include "shape.hpp"
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);
void Render(DirectionalLighting &);
-private:
- void Generate(Chunk &);
-
private:
BlockTypeRegistry blockType;
CuboidShape blockShape;
StairShape stairShape;
CuboidShape slabShape;
- SimplexNoise blockNoise;
- SimplexNoise colorNoise;
+ Generator generate;
Entity player;
- glm::tvec3<int> player_chunk;
+ Chunk::Pos player_chunk;
std::list<Chunk> loaded;
std::list<Chunk> to_generate;