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#pragma once
#include <map>
#include <queue>
#include <memory>
#include <vector>
#include <list>
#include <easylogging++.h>
#include "Entity.hpp"
#include "Block.hpp"
#include "Vector.hpp"
#include "Section.hpp"
class PacketChunkData;
class PacketBlockChange;
class PacketMultiBlockChange;
class PacketUnloadChunk;
class StreamInput;
struct RaycastResult {
bool isHit;
Vector hitBlock;
VectorF hitPos;
};
struct Dimension {
std::string name;
bool skylight;
};
void RegisterNewDimension(int dimensionId, const Dimension& newDimension);
class World {
int dimension = 0;
std::map<Vector, std::shared_ptr<Section>> sections;
Section ParseSection(StreamInput *data, const Vector& position);
std::list<Entity> entities;
std::vector<Vector> sectionsList;
void UpdateSectionsList();
public:
World() = default;
World(int dimensionId);
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) const;
const std::vector<Vector>& GetSectionsList() const { return sectionsList; }
const Section &GetSection(const Vector& sectionPos) const;
RaycastResult Raycast(const glm::vec3& position, const glm::vec3& direction) const;
void UpdatePhysics(float delta);
Entity& GetEntity(unsigned int EntityId);
Entity* GetEntityPtr(unsigned int EntityId);
const Entity& GetEntity(unsigned int EntityId) const;
std::vector<unsigned int> GetEntitiesList() const;
void AddEntity(const Entity& entity);
void DeleteEntity(unsigned int EntityId);
BlockId GetBlockId(const Vector& pos) const;
void SetBlockId(const Vector& pos, BlockId block);
void SetBlockLight(const Vector& pos, unsigned char light);
void SetBlockSkyLight(const Vector& pos, unsigned char light);
const Section *GetSectionPtr(const Vector& position) const;
unsigned char GetBlockLight(const Vector& pos) const;
unsigned char GetBlockLight(const Vector& blockPos, const Section *section, const Section *xp, const Section *xn, const Section *yp, const Section *yn, const Section *zp, const Section *zn) const;
unsigned char GetBlockSkyLight(const Vector& pos) const;
unsigned char GetBlockSkyLight(const Vector& blockPos, const Section *section, const Section *xp, const Section *xn, const Section *yp, const Section *yn, const Section *zp, const Section *zn) const;
};
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