]> git.localhorst.tv Git - blank.git/blobdiff - src/world/World.hpp
different limits for reading and generating chunks
[blank.git] / src / world / World.hpp
index ae704946dc4403079ebae724c54c828b0cc82fd8..2c343dc7fd5a857e87c4705ee6ed1d972d311643 100644 (file)
@@ -5,23 +5,26 @@
 #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,
@@ -34,27 +37,31 @@ public:
                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;
@@ -62,6 +69,8 @@ private:
        StairShape stairShape;
        CuboidShape slabShape;
 
+       ArrayTexture block_tex;
+
        Generator generate;
        ChunkLoader chunks;