X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FWorld.hpp;h=76cdeb23ccd3aabcb882a8d8cd211e14aa84b81f;hb=ad7cf72ed47c39640d5588ba53386e090289b4d1;hp=183fa603209af587d23d18f8f2b0e40c0a98d177;hpb=32909aa3224ec0ed5656721178eb6ad31cd047df;p=blank.git diff --git a/src/world/World.hpp b/src/world/World.hpp index 183fa60..76cdeb2 100644 --- a/src/world/World.hpp +++ b/src/world/World.hpp @@ -1,11 +1,9 @@ #ifndef BLANK_WORLD_WORLD_HPP_ #define BLANK_WORLD_WORLD_HPP_ -#include "BlockTypeRegistry.hpp" #include "ChunkLoader.hpp" #include "Entity.hpp" #include "Generator.hpp" -#include "../model/shapes.hpp" #include #include @@ -14,8 +12,9 @@ namespace blank { -class BlockLighting; -class DirectionalLighting; +class BlockTypeRegistry; +class EntityCollision; +class Viewport; class WorldCollision; class World { @@ -36,36 +35,45 @@ public: ChunkLoader::Config load = ChunkLoader::Config(); }; - explicit World(const Config &); + World(const BlockTypeRegistry &, const Config &, const WorldSave &); + /// check if this ray hits a block + /// depth in the collision is the distance between the ray's + /// origin and the intersection point + /// M is the global transform for given reference chunk bool Intersection( const Ray &, const glm::mat4 &M, - Chunk *&chunk, - int &blkid, - float &dist, - glm::vec3 &normal); + const Chunk::Pos &reference, + WorldCollision &); + /// check if this ray hits an entity + /// intersections with the reference are not tested + /// M is the global transform for the chunk of given reference entity + bool Intersection( + const Ray &, + const glm::mat4 &M, + const Entity &reference, + EntityCollision &); + + /// check if given entity intersects with the world bool Intersection(const Entity &e, std::vector &); - void Resolve(const Entity &e, std::vector &); + void Resolve(Entity &e, std::vector &); - BlockTypeRegistry &BlockTypes() { return blockType; } + const BlockTypeRegistry &BlockTypes() noexcept { return block_type; } + 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 &dir); void Update(int dt); - void Render(BlockLighting &, DirectionalLighting &); + void Render(Viewport &); private: - BlockTypeRegistry blockType; - CuboidShape blockShape; - StairShape stairShape; - CuboidShape slabShape; + const BlockTypeRegistry &block_type; Generator generate; ChunkLoader chunks;