public:
World();
- void Generate();
+ void Generate(const glm::tvec3<int> &from, const glm::tvec3<int> &to);
bool Intersection(
const Ray &,
glm::vec3 *normal = nullptr);
BlockTypeRegistry &BlockTypes() { return blockType; }
- std::list<Chunk> &LoadedChunks() { return chunks; }
+ std::list<Chunk> &LoadedChunks() { return loaded; }
FPSController &Controller() { return player; }
void Render(DirectionalLighting &);
private:
- Chunk &Generate(const glm::vec3 &);
+ void Generate(Chunk &);
private:
BlockTypeRegistry blockType;
FPSController player;
- std::list<Chunk> chunks;
+ std::list<Chunk> loaded;
+ std::list<Chunk> to_generate;
};