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path: root/src/Entities/Player.hpp
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#pragma once

#include "../Common/FlexArray.hpp"
#include "../Time.hpp"
#include "../Transform.hpp"
#include "../GFX/Camera.hpp"
#include "../World/World.hpp"
#include "../GFX/Window.hpp"
#include "../Math/AABB.hpp"
#include "../Math/Rotation.hpp"
#include "../World/Position.hpp"

namespace MC::Entities {

class Player {
public:
    explicit Player(Position::World position) : m_transform(position) {}

    void update(const Time& time, GFX::Window& window, GFX::Camera& camera, World::World& world);

    void move(Position::WorldOffset by);
    void move_to(Position::World to);

    void rotate(Rotation by);
    void rotate_to(Rotation to);

    AABB bounds() const;
private:
    void update_camera_position(GFX::Camera& camera);

    static constexpr UInt MaxCollidingTerrain = 34;
    static FlexArray<AABB, MaxCollidingTerrain> colliding_terrain(Position::World new_position, World::World& world);

    // Creates a bounding box where `position` is at the center of the bottom face.
    static AABB bounding_box_for_position(Position::World position);

    Transform m_transform;

    static inline AABB s_bounds{{0.35, 1.8, 0.35}};
};

}