#include "Block.hpp"
#include "BlockTypeRegistry.hpp"
-#include "../model/BlockModel.hpp"
#include "../model/geometry.hpp"
#include <vector>
bool Intersection(
const Ray &,
const glm::mat4 &M,
- int &blkid,
- float &dist,
- glm::vec3 &normal) const noexcept;
+ WorldCollision &) noexcept;
bool Intersection(
const AABB &box,
const glm::mat4 &Mbox,
const glm::mat4 &Mchunk,
- std::vector<WorldCollision> &) const noexcept;
+ std::vector<WorldCollision> &) noexcept;
void Position(const Pos &pos) noexcept { position = pos; }
const Pos &Position() const noexcept { return position; }
bool ShouldUpdateModel() const noexcept { return dirty_model; }
bool ShouldUpdateSave() const noexcept { return dirty_save; }
- void CheckUpdate() noexcept;
- void Draw() noexcept;
-
-private:
- void Update() noexcept;
+ void Update(BlockModel &) noexcept;
private:
const BlockTypeRegistry *types;
Chunk *neighbor[Block::FACE_COUNT];
Block blocks[size];
unsigned char light[size];
- BlockModel model;
Pos position;
bool dirty_model;
bool dirty_save;