Le bonhomme n'a plus la maladie de Parkinson, et le jeu refonctionne sur MSVC++.
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		| @@ -5,3 +5,34 @@ World::World(){} | ||||
| World::~World(){} | ||||
|  | ||||
| Array2d<Chunk*>& World::GetChunks() { return m_chunks; } | ||||
|  | ||||
| Chunk* World::ChunkAt(float x, float y, float z) const { | ||||
|     int cx = (int)x / CHUNK_SIZE_X; | ||||
|     int cz = (int)z / CHUNK_SIZE_Z; | ||||
|  | ||||
|     if (cx >= VIEW_DISTANCE || // L'array en ce moment est de VIEW_DISTANCE par VIEW_DISTANCE. | ||||
|         cz >= VIEW_DISTANCE || | ||||
|         cx < 0 || cz < 0) | ||||
|         return 0; | ||||
|  | ||||
|     return m_chunks.Get(cx, cz); | ||||
| } | ||||
|  | ||||
| Chunk* World::ChunkAt(const Vector3f& pos) const { return ChunkAt(pos.x, pos.y, pos.z); } | ||||
|  | ||||
| BlockType World::BlockAt(float x, float y, float z, BlockType defaultBlockType) const { | ||||
|     Chunk* c = ChunkAt(x, y, z); | ||||
|  | ||||
|     if (!c) | ||||
|         return defaultBlockType; | ||||
|  | ||||
|     int bx = (int)x % CHUNK_SIZE_X; | ||||
|     int by = (int)y % CHUNK_SIZE_Y; | ||||
|     int bz = (int)z % CHUNK_SIZE_Z; | ||||
|  | ||||
|     return c->GetBlock(bx, by, bz); | ||||
| } | ||||
|  | ||||
| BlockType World::BlockAt(const Vector3f& pos, BlockType defaultBlockType) const { | ||||
|     return BlockAt(pos.x, pos.y, pos.z, defaultBlockType); | ||||
| } | ||||
|   | ||||
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