]> git.localhorst.tv Git - blank.git/blobdiff - src/world.hpp
world class for multiple chunks
[blank.git] / src / world.hpp
index 67ee355ccbc386d5d8fb08f75ec5c0b7d7fb27df..9f29ab4ee4ff09b579689765b96872a2eb5f8766 100644 (file)
@@ -4,6 +4,7 @@
 #include "model.hpp"
 #include "geometry.hpp"
 
+#include <list>
 #include <vector>
 #include <GL/glew.h>
 #include <glm/glm.hpp>
@@ -75,14 +76,27 @@ class Chunk {
 public:
        Chunk();
 
+       Chunk(Chunk &&);
+       Chunk &operator =(Chunk &&);
+
        static constexpr int Width() { return 16; }
        static constexpr int Height() { return 16; }
        static constexpr int Depth() { return 16; }
+       static glm::vec3 Extent() { return glm::vec3(Width(), Height(), Depth()); }
        static constexpr int Size() { return Width() * Height() * Depth(); }
 
+       static constexpr bool InBounds(const glm::vec3 &pos) {
+               return
+                       pos.x >= 0 && pos.x < Width() &&
+                       pos.y >= 0 && pos.y < Height() &&
+                       pos.z >= 0 && pos.z < Depth();
+       }
        static constexpr int ToIndex(const glm::vec3 &pos) {
                return pos.x + pos.y * Width() + pos.z * Width() * Height();
        }
+       static constexpr bool InBounds(int idx) {
+               return idx >= 0 && idx < Size();
+       }
        static glm::vec3 ToCoords(int idx) {
                return glm::vec3(
                        idx % Width(),
@@ -105,6 +119,10 @@ public:
                float *dist = nullptr,
                glm::vec3 *normal = nullptr) const;
 
+       void Position(const glm::vec3 &);
+       const glm::vec3 &Position() const { return position; }
+       const glm::mat4 &Transform() const { return transform; }
+
        void Draw();
 
 private:
@@ -114,10 +132,42 @@ private:
 private:
        std::vector<Block> blocks;
        Model model;
+       glm::vec3 position;
+       glm::mat4 transform;
        bool dirty;
 
 };
 
+
+class World {
+
+public:
+       World();
+
+       void Generate();
+
+       bool Intersection(
+               const Ray &,
+               const glm::mat4 &M,
+               Chunk **chunk = nullptr,
+               int *blkid = nullptr,
+               float *dist = nullptr,
+               glm::vec3 *normal = nullptr);
+
+       BlockTypeRegistry &BlockTypes() { return blockType; }
+       std::list<Chunk> &LoadedChunks() { return chunks; }
+
+       Chunk &Next(const Chunk &, const glm::vec3 &dir);
+
+private:
+       Chunk &Generate(const glm::vec3 &);
+
+private:
+       BlockTypeRegistry blockType;
+       std::list<Chunk> chunks;
+
+};
+
 }
 
 #endif