2021-11-15 20:58:13 -05:00
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#include "world.h"
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World::World(){}
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World::~World(){}
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Array2d<Chunk*>& World::GetChunks() { return m_chunks; }
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2021-11-15 21:39:50 -05:00
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Chunk* World::ChunkAt(float x, float y, float z) const {
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int cx = (int)x / CHUNK_SIZE_X;
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int cz = (int)z / CHUNK_SIZE_Z;
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2021-11-19 09:05:28 -05:00
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if (x < 0 || y < 0 || z < 0 ||
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2021-11-19 09:06:09 -05:00
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cx >= VIEW_DISTANCE || cz >= VIEW_DISTANCE || y >= CHUNK_SIZE_Y)
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return 0;
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2021-11-15 21:39:50 -05:00
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return m_chunks.Get(cx, cz);
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}
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Chunk* World::ChunkAt(const Vector3f& pos) const { return ChunkAt(pos.x, pos.y, pos.z); }
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BlockType World::BlockAt(float x, float y, float z, BlockType defaultBlockType) const {
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Chunk* c = ChunkAt(x, y, z);
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if (!c)
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return defaultBlockType;
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int bx = (int)x % CHUNK_SIZE_X;
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int by = (int)y % CHUNK_SIZE_Y;
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int bz = (int)z % CHUNK_SIZE_Z;
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return c->GetBlock(bx, by, bz);
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}
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BlockType World::BlockAt(const Vector3f& pos, BlockType defaultBlockType) const {
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return BlockAt(pos.x, pos.y, pos.z, defaultBlockType);
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}
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