1 #ifndef BLANK_WORLD_WORLD_HPP_
2 #define BLANK_WORLD_WORLD_HPP_
4 #include "ChunkLoader.hpp"
6 #include "Generator.hpp"
11 #include <glm/glm.hpp>
16 class BlockTypeRegistry;
17 class EntityCollision;
25 std::string name = "default";
26 // initial player position
27 glm::vec3 spawn = { 0.0f, 0.0f, 0.0f };
28 // direction facing towards(!) the light
29 glm::vec3 light_direction = { -1.0f, -3.0f, -2.0f };
30 // fade out reaches 1/e (0.3679) at 1/fog_density,
31 // gets less than 0.01 at e/(2 * fog_density)
32 // I chose 0.011 because it yields 91 and 124 for those, so
33 // slightly less than 6 and 8 chunks
34 float fog_density = 0.011f;
36 Generator::Config gen = Generator::Config();
37 ChunkLoader::Config load = ChunkLoader::Config();
40 World(const BlockTypeRegistry &, const Config &, const WorldSave &);
42 const std::string &Name() const noexcept { return config.name; }
44 /// check if this ray hits a block
45 /// depth in the collision is the distance between the ray's
46 /// origin and the intersection point
47 /// M is the global transform for given reference chunk
51 const Chunk::Pos &reference,
54 /// check if this ray hits an entity
55 /// intersections with the reference are not tested
56 /// M is the global transform for the chunk of given reference entity
60 const Entity &reference,
63 /// check if given entity intersects with the world
64 bool Intersection(const Entity &e, std::vector<WorldCollision> &);
65 void Resolve(Entity &e, std::vector<WorldCollision> &);
67 const BlockTypeRegistry &BlockTypes() noexcept { return block_type; }
68 ChunkLoader &Loader() noexcept { return chunks; }
70 /// add player with given name
71 /// returns nullptr if the name is already taken
72 Entity *AddPlayer(const std::string &name);
73 Entity &AddEntity() { entities.emplace_back(); return entities.back(); }
75 const std::vector<Entity *> &Players() const noexcept { return players; }
76 const std::list<Entity> &Entities() const noexcept { return entities; }
80 void Render(Viewport &);
85 const BlockTypeRegistry &block_type;
90 std::vector<Entity *> players;
91 std::list<Entity> entities;
93 glm::vec3 light_direction;