1 #ifndef BLANK_WORLD_WORLD_HPP_
2 #define BLANK_WORLD_WORLD_HPP_
4 #include "ChunkStore.hpp"
6 #include "Generator.hpp"
13 #include <glm/glm.hpp>
18 class BlockTypeRegistry;
19 class EntityCollision;
20 struct EntityDerivative;
28 std::string name = "default";
29 // chunk base where new players are spawned
30 glm::ivec3 spawn = { 0, 0, 0 };
31 // direction facing towards(!) the light
32 glm::vec3 light_direction = { -1.0f, -3.0f, -2.0f };
33 // fade out reaches 1/e (0.3679) at 1/fog_density,
34 // gets less than 0.01 at e/(2 * fog_density)
35 // I chose 0.011 because it yields 91 and 124 for those, so
36 // slightly less than 6 and 8 chunks
37 float fog_density = 0.011f;
40 World(const BlockTypeRegistry &, const Config &);
43 const std::string &Name() const noexcept { return config.name; }
45 /// check if this ray hits a block
46 /// depth in the collision is the distance between the ray's
47 /// origin and the intersection point
48 /// reference is the chunk offset of the ray in world space
51 const ExactLocation::Coarse &reference,
54 /// check if this ray hits an entity
55 /// intersections with the reference are not tested
56 /// the ray is assumed to be in world space offset by entity's chunk coords
59 const Entity &reference,
62 /// check if given entity intersects with the world
63 bool Intersection(const Entity &e, const EntityState &, std::vector<WorldCollision> &);
64 /// combine contacts into a single penetration vector
65 /// depth is given to point towards position of given state
66 static glm::vec3 CombinedInterpenetration(
68 const std::vector<WorldCollision> &) noexcept;
70 /// check if given box (M * AABB) intersects with the world
71 /// M is assumed to be calculated in reference to given chunk coords
75 const glm::ivec3 &reference,
76 std::vector<WorldCollision> &);
78 const BlockTypeRegistry &BlockTypes() noexcept { return block_type; }
79 ChunkStore &Chunks() noexcept { return chunks; }
81 /// add player with given name
82 /// returns nullptr if the name is already taken
83 Player *AddPlayer(const std::string &name);
84 /// add player with given name and ID
85 /// returns nullptr if the name or ID is already taken
86 Player *AddPlayer(const std::string &name, std::uint32_t id);
87 /// add an entity with an autogenerated ID
89 /// add entity with given ID
90 /// returns nullptr if the ID is already taken
91 Entity *AddEntity(std::uint32_t id);
92 /// add entity with given ID
93 /// returs an existing entity if ID is already taken
94 Entity &ForceAddEntity(std::uint32_t id);
96 std::list<Player> &Players() noexcept { return players; }
97 const std::list<Player> &Players() const noexcept { return players; }
98 std::list<Entity> &Entities() noexcept { return entities; }
99 const std::list<Entity> &Entities() const noexcept { return entities; }
104 void Update(Entity &, float dt);
106 void Render(Viewport &);
107 void RenderDebug(Viewport &);
110 using EntityHandle = std::list<Entity>::iterator;
111 EntityHandle RemoveEntity(EntityHandle &);
113 EntityDerivative CalculateStep(
115 const EntityState &cur,
117 const EntityDerivative &prev
119 glm::vec3 CalculateForce(
121 const EntityState &cur
123 glm::vec3 ControlForce(
127 glm::vec3 CollisionForce(
136 /// calculate light direction and intensity at entity's location
138 const Entity &entity,
139 glm::vec3 &direction,
147 const BlockTypeRegistry &block_type;
151 std::list<Player> players;
152 std::list<Entity> entities;
154 glm::vec3 light_direction;