X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FWorld.hpp;h=a1385138edd5fa135d84dba21025b2f4253f9e8b;hb=d2fa8ca97d291508ce3812fb052a8255d3190d00;hp=da02b1f25902f42dc4ba8774900005a57e9f071c;hpb=22b25d4b9cc24e249bc8007757267cea00ab18d3;p=blank.git diff --git a/src/world/World.hpp b/src/world/World.hpp index da02b1f..a138513 100644 --- a/src/world/World.hpp +++ b/src/world/World.hpp @@ -5,7 +5,7 @@ #include "ChunkLoader.hpp" #include "Entity.hpp" #include "Generator.hpp" -#include "../model/shapes.hpp" +#include "../graphics/ArrayTexture.hpp" #include #include @@ -14,6 +14,8 @@ namespace blank { +class Assets; +class EntityCollision; class Viewport; class WorldCollision; @@ -35,37 +37,43 @@ public: ChunkLoader::Config load = ChunkLoader::Config(); }; - explicit World(const Config &); + World(const Assets &, 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 bool Intersection( const Ray &, const glm::mat4 &M, - Chunk *&chunk, - int &blkid, - float &dist, - glm::vec3 &normal); + WorldCollision &); + /// check if this ray hits an entity + bool Intersection( + const Ray &, + const glm::mat4 &M, + 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 blockType; } + 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); + Chunk &Next(const Chunk &to, const glm::ivec3 &dir); void Update(int dt); void Render(Viewport &); private: - BlockTypeRegistry blockType; - CuboidShape blockShape; - StairShape stairShape; - CuboidShape slabShape; + BlockTypeRegistry block_type; + + ArrayTexture block_tex; Generator generate; ChunkLoader chunks;