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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);
// Returns position of the center of the bottom face of `box`.
static Position::World position_for_bounding_box(AABB box);
static Position::World collision_reposition(Position::World from, Position::World to, AABB colliding);
Transform m_transform;
static inline AABB s_bounds{{0.35, 1.8, 0.35}};
};
}
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