SQCSimulator2023/SQCSim2021/world.h

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#ifndef WORLD_H__
#define WORLD_H__
#include "define.h"
#include "chunk.h"
#include "array2d.h"
#include "vector3.h"
#include "transformation.h"
class World {
public:
World();
~World();
Array2d<Chunk*>& GetChunks();
Chunk* ChunkAt(float x, float y, float z) const;
Chunk* ChunkAt(const Vector3f& pos) const;
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BlockType BlockAt(float x, float y, float z, BlockType defaultBlockType = BTYPE_AIR) const;
BlockType BlockAt(const Vector3f& pos, BlockType defaultBlockType = BTYPE_AIR) const;
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private:
Array2d<Chunk*> m_chunks = Array2d<Chunk*>(VIEW_DISTANCE, VIEW_DISTANCE);
int m_center[2] = {0, 0};
};
//
//template <class T>
//Chunk* World::ChunkAt(T x, T y, T 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);
//}
//
//template <class T>
//Chunk* World::ChunkAt(const Vector3<T>& pos) const { return ChunkAt(pos.x, pos.y, pos.z); }
//
//template <class T>
//BlockType World::BlockAt(T x, T y, T 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);
//}
//
//template <class T>
//BlockType World::BlockAt(const Vector3<T>& pos, BlockType defaultBlockType) const {
// return BlockAt(pos.x, pos.y, pos.z);
//}
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#endif