SQCSimulator2023/SQCSim2021/world.h
MarcEricMartel bb62651c62 HALLELUJAH!!
2021-11-15 20:58:13 -05:00

58 lines
1.5 KiB
C++

#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();
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 = BTYPE_AIR) 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(Vector3<T>& pos, BlockType defaultBlockType = BTYPE_AIR) const {
return BlockAt(pos.x, pos.y, pos.z);
}
private:
Array2d<Chunk*> m_chunks = Array2d<Chunk*>(VIEW_DISTANCE, VIEW_DISTANCE);
int m_center[2] = {0, 0};
};
#endif