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#pragma once
#include "xe_game_object.hpp"
#include "skinned_renderer.hpp"
#include "chunk.hpp"
#define GLM_FORCE_RADIANS
#include <glm/common.hpp>
#include <glm/fwd.hpp>
#include <glm/geometric.hpp>
#include <vector>
namespace app {
class World {
public:
struct Ray {
glm::ivec3 pos;
int hit;
};
World(xe::GameObject& viewer, int renderDistance, int worldSeed);
~World();
void reloadChunks();
void reloadChunks(int newRenderDistance);
void render(xe::Camera& camera);
Ray raycast(float distance, int steps);
private:
void resetChunks();
void unloadOldChunks();
void loadNewChunks();
void updateChunkMeshs();
int viewX, viewZ;
int worldSeed;
int renderDistance;
const xe::GameObject& viewer;
std::vector<xe::GameObject> loadedChunks;
SkinnedRenderer skinnedRenderer;
};
}
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