X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FWorld.hpp;h=9ec4cb2faf7fae204c53672e0b1f6e800a09e9dc;hb=55dbd6b35a39888f245e247d2e140f141f918178;hp=ae704946dc4403079ebae724c54c828b0cc82fd8;hpb=b7d09e1e35ef90282c97509e0020b20db3c7ea9f;p=blank.git diff --git a/src/world/World.hpp b/src/world/World.hpp index ae70494..9ec4cb2 100644 --- a/src/world/World.hpp +++ b/src/world/World.hpp @@ -8,6 +8,7 @@ #include "../model/shapes.hpp" #include +#include #include @@ -15,13 +16,14 @@ namespace blank { class BlockLighting; class DirectionalLighting; +class WorldCollision; class World { public: struct Config { // initial player position - glm::vec3 spawn = { 4.0f, 4.0f, 4.0f }; + glm::vec3 spawn = { 0.0f, 0.0f, 0.0f }; // direction facing towards(!) the light glm::vec3 light_direction = { -1.0f, -3.0f, -2.0f }; // fade out reaches 1/e (0.3679) at 1/fog_density, @@ -39,10 +41,13 @@ public: bool Intersection( const Ray &, const glm::mat4 &M, - Chunk **chunk = nullptr, - int *blkid = nullptr, - float *dist = nullptr, - glm::vec3 *normal = nullptr); + Chunk *&chunk, + int &blkid, + float &dist, + glm::vec3 &normal); + + bool Intersection(const Entity &e, std::vector &); + void Resolve(Entity &e, std::vector &); BlockTypeRegistry &BlockTypes() { return blockType; }