#include "Level.h" #include "World.h" #include "LevelEvents.h" #include "../content/Content.h" #include "../lighting/Lighting.h" #include "../voxels/Chunk.h" #include "../voxels/Chunks.h" #include "../voxels/ChunksStorage.h" #include "../physics/Hitbox.h" #include "../physics/PhysicsSolver.h" #include "../objects/Player.h" #include "../items/Inventory.h" #include "../items/Inventories.h" Level::Level(World* world, const Content* content, Player* player, EngineSettings& settings) : world(world), content(content), player(player), chunksStorage(new ChunksStorage(this)), events(new LevelEvents()) , settings(settings) { physics = new PhysicsSolver(glm::vec3(0, -22.6f, 0)); uint matrixSize = (settings.chunks.loadDistance+ settings.chunks.padding) * 2; chunks = new Chunks(matrixSize, matrixSize, 0, 0, world->wfile, events, content); lighting = new Lighting(content, chunks); events->listen(EVT_CHUNK_HIDDEN, [this](lvl_event_type type, Chunk* chunk) { this->chunksStorage->remove(chunk->x, chunk->z); }); inventories = std::make_unique(*this); } Level::~Level(){ delete chunks; delete events; delete physics; delete player; delete lighting; delete chunksStorage; } void Level::update() { glm::vec3 position = player->hitbox->position; chunks->setCenter(position.x, position.z); int matrixSize = (settings.chunks.loadDistance+ settings.chunks.padding) * 2; if (chunks->w != matrixSize) { chunks->resize(matrixSize, matrixSize); } } World* Level::getWorld() { return world.get(); }