class BlockTypeRegistry;
class EntityCollision;
+struct EntityDerivative;
class Viewport;
class WorldCollision;
public:
struct Config {
std::string name = "default";
- // initial player position
- glm::vec3 spawn = { 0.0f, 0.0f, 0.0f };
+ // chunk base where new players are spawned
+ glm::ivec3 spawn = { 0, 0, 0 };
// direction facing towards(!) the light
glm::vec3 light_direction = { -1.0f, -3.0f, -2.0f };
// fade out reaches 1/e (0.3679) at 1/fog_density,
EntityCollision &);
/// check if given entity intersects with the world
- bool Intersection(const Entity &e, std::vector<WorldCollision> &);
- void Resolve(Entity &e, std::vector<WorldCollision> &);
+// bool Intersection(const Entity &e, std::vector<WorldCollision> &col) {
+// return Intersection(e, e.GetState(), col);
+// }
+ bool Intersection(const Entity &e, const EntityState &, std::vector<WorldCollision> &);
const BlockTypeRegistry &BlockTypes() noexcept { return block_type; }
ChunkStore &Chunks() noexcept { return chunks; }
std::list<Entity> &Entities() noexcept { return entities; }
const std::list<Entity> &Entities() const noexcept { return entities; }
+ // dt in ms
void Update(int dt);
+ // dt in s
+ void Update(Entity &, float dt);
void Render(Viewport &);
using EntityHandle = std::list<Entity>::iterator;
EntityHandle RemoveEntity(EntityHandle &);
+ EntityDerivative CalculateStep(
+ const Entity &,
+ const EntityState &cur,
+ float dt,
+ const EntityDerivative &prev
+ );
+ glm::vec3 CalculateForce(
+ const Entity &,
+ const EntityState &cur
+ );
+ glm::vec3 ControlForce(
+ const Entity &,
+ const EntityState &
+ );
+ glm::vec3 CollisionForce(
+ const Entity &,
+ const EntityState &
+ );
+ glm::vec3 Gravity(
+ const Entity &,
+ const EntityState &
+ );
+
private:
Config config;
const BlockTypeRegistry &block_type;
ChunkStore chunks;
- ChunkIndex &spawn_index;
std::list<Player> players;
std::list<Entity> entities;