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#pragma once
#include <map>
#include <bitset>
#include <queue>
#include <memory>
#include <easylogging++.h>
#include "Entity.hpp"
#include "Block.hpp"
#include "Section.hpp"
#include "Packet.hpp"
#include "Collision.hpp"
#include "Vector.hpp"
class World {
int dimension = 0;
std::map<Vector, std::unique_ptr<Section>> sections;
Section ParseSection(StreamInput *data, Vector position);
std::vector<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);
glm::vec3 Raycast(glm::vec3 position, glm::vec3 direction, float maxLength = 1000.0f, float minPrecision = 0.01f);
void UpdatePhysics(float delta);
Entity& GetEntity(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);
};
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