blob: 6800e461669e8026be4a2ff82e5e840f860c46b5 (
plain) (
blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
|
#pragma once
#include <map>
#include <queue>
#include <memory>
#include <vector>
#include <list>
#include <easylogging++.h>
#include "Entity.hpp"
#include "Block.hpp"
#include "Vector.hpp"
class Section;
class PacketChunkData;
class PacketBlockChange;
class PacketMultiBlockChange;
class PacketUnloadChunk;
class StreamInput;
struct RaycastResult {
bool isHit;
Vector hitBlock;
VectorF hitPos;
};
class World {
int dimension = 0;
std::map<Vector, std::unique_ptr<Section>> sections;
Section ParseSection(StreamInput *data, Vector position);
std::list<Entity> entities;
std::mutex entitiesMutex;
std::vector<Vector> sectionsList;
std::mutex sectionsListMutex;
void UpdateSectionsList();
public:
World();
~World();
void ParseChunkData(std::shared_ptr<PacketChunkData> packet);
void ParseChunkData(std::shared_ptr<PacketBlockChange> packet);
void ParseChunkData(std::shared_ptr<PacketMultiBlockChange> packet);
void ParseChunkData(std::shared_ptr<PacketUnloadChunk> packet);
bool isPlayerCollides(double X, double Y, double Z);
std::vector<Vector> GetSectionsList();
const Section &GetSection(Vector sectionPos);
RaycastResult Raycast(glm::vec3 position, glm::vec3 direction);
void UpdatePhysics(float delta);
Entity& GetEntity(unsigned int EntityId);
Entity* GetEntityPtr(unsigned int EntityId);
std::vector<unsigned int> GetEntitiesList();
void AddEntity(Entity entity);
void DeleteEntity(unsigned int EntityId);
BlockId GetBlockId(Vector pos);
void SetBlockId(Vector pos, BlockId block);
void SetBlockLight(Vector pos, unsigned char light);
void SetBlockSkyLight(Vector pos, unsigned char light);
Section *GetSectionPtr(Vector position);
unsigned char GetBlockLight(Vector pos);
unsigned char GetBlockSkyLight(Vector pos);
};
|