X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FWorld.hpp;h=76cdeb23ccd3aabcb882a8d8cd211e14aa84b81f;hb=ad7cf72ed47c39640d5588ba53386e090289b4d1;hp=a1385138edd5fa135d84dba21025b2f4253f9e8b;hpb=d2fa8ca97d291508ce3812fb052a8255d3190d00;p=blank.git diff --git a/src/world/World.hpp b/src/world/World.hpp index a138513..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 "../graphics/ArrayTexture.hpp" #include #include @@ -14,7 +12,7 @@ namespace blank { -class Assets; +class BlockTypeRegistry; class EntityCollision; class Viewport; class WorldCollision; @@ -37,43 +35,45 @@ public: ChunkLoader::Config load = ChunkLoader::Config(); }; - World(const Assets &, const Config &, const WorldSave &); + 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, + 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(Entity &e, std::vector &); - BlockTypeRegistry &BlockTypes() noexcept { return block_type; } + 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::ivec3 &dir); void Update(int dt); void Render(Viewport &); private: - BlockTypeRegistry block_type; - - ArrayTexture block_tex; + const BlockTypeRegistry &block_type; Generator generate; ChunkLoader chunks;