#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);
-
bool Intersection(
const Ray &,
const glm::mat4 &M,
glm::vec3 *normal = nullptr);
BlockTypeRegistry &BlockTypes() { return blockType; }
- std::list<Chunk> &LoadedChunks() { return loaded; }
- Entity &Player() { return player; }
+ Entity &Player() { return *player; }
+ Entity &AddEntity() { entities.emplace_back(); return entities.back(); }
- Chunk *ChunkLoaded(const glm::tvec3<int> &);
- Chunk *ChunkQueued(const glm::tvec3<int> &);
- Chunk *ChunkAvailable(const glm::tvec3<int> &);
- Chunk &Next(const Chunk &, const glm::vec3 &dir);
+ Chunk &PlayerChunk();
+ Chunk &Next(const Chunk &to, const glm::tvec3<int> &dir);
void Update(int dt);
- void CheckChunkGeneration();
void Render(DirectionalLighting &);
-private:
- void Generate(Chunk &);
-
private:
BlockTypeRegistry blockType;
CuboidShape blockShape;
StairShape stairShape;
CuboidShape slabShape;
- SimplexNoise blockNoise;
- SimplexNoise colorNoise;
-
- Entity player;
- glm::tvec3<int> player_chunk;
+ Generator generate;
+ ChunkLoader chunks;
- std::list<Chunk> loaded;
- std::list<Chunk> to_generate;
+ Entity *player;
+ std::list<Entity> entities;
};