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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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1.9 kB · 87 lines
C
at master
12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788#pragma once#include "AllowAllCuller.h"#include "Tesselator.h"#include "..\Minecraft.World\ArrayWithLength.h"#include "LevelRenderer.h"
class Level;class TileEntity;class Entity;using namespace std;
class ClipChunk{public: Chunk *chunk; int globalIdx; bool visible; float aabb[6]; int xm, ym, zm;};
class Chunk{private: static const int XZSIZE = LevelRenderer::CHUNK_XZSIZE; static const int SIZE = LevelRenderer::CHUNK_SIZE;
public: Level *level; static LevelRenderer *levelRenderer;private:#ifndef _LARGE_WORLDS static Tesselator *t;#else static DWORD tlsIdx;public: static void CreateNewThreadStorage(); static void ReleaseThreadStorage(); static unsigned char *GetTileIdsStorage();#endif public: static int updates;
int x, y, z; int xRender, yRender, zRender; int xRenderOffs, yRenderOffs, zRenderOffs; int xm, ym, zm; AABB *bb; ClipChunk *clipChunk;
int id;//public:// vector<shared_ptr<TileEntity> > renderableTileEntities; // 4J - removed private: LevelRenderer::rteMap *globalRenderableTileEntities; CRITICAL_SECTION *globalRenderableTileEntities_cs; bool assigned;public: Chunk(Level *level, LevelRenderer::rteMap &globalRenderableTileEntities, CRITICAL_SECTION &globalRenderableTileEntities_cs, int x, int y, int z, ClipChunk *clipChunk); Chunk();
void setPos(int x, int y, int z);private: void translateToPos();public: void makeCopyForRebuild(Chunk *source); void rebuild();#ifdef __PS3__ void rebuild_SPU();#endif // __PS3__ float distanceToSqr(shared_ptr<Entity> player) const; float squishedDistanceToSqr(shared_ptr<Entity> player); void reset(); void _delete();
int getList(int layer); void cull(Culler *culler); void renderBB() ; bool isEmpty(); void setDirty(); void clearDirty(); // 4J added bool emptyFlagSet(int layer); ~Chunk();};