#ifndef BLANK_WORLD_WORLD_HPP_
#define BLANK_WORLD_WORLD_HPP_
-#include "BlockTypeRegistry.hpp"
-#include "ChunkLoader.hpp"
+#include "ChunkStore.hpp"
#include "Entity.hpp"
#include "Generator.hpp"
-#include "../graphics/ArrayTexture.hpp"
-#include "../model/shapes.hpp"
+#include "Player.hpp"
+#include <cstdint>
#include <list>
+#include <string>
#include <vector>
#include <glm/glm.hpp>
namespace blank {
-class Assets;
+class BlockTypeRegistry;
+class EntityCollision;
class Viewport;
class WorldCollision;
public:
struct Config {
+ std::string name = "default";
// initial player position
glm::vec3 spawn = { 0.0f, 0.0f, 0.0f };
// direction facing towards(!) the light
// I chose 0.011 because it yields 91 and 124 for those, so
// slightly less than 6 and 8 chunks
float fog_density = 0.011f;
-
- Generator::Config gen = Generator::Config();
- ChunkLoader::Config load = ChunkLoader::Config();
};
- World(const Assets &, const Config &);
+ World(const BlockTypeRegistry &, const Config &);
+ ~World();
+
+ const std::string &Name() const noexcept { return config.name; }
+
+ /// check if this ray hits a block
+ /// depth in the collision is the distance between the ray's
+ /// origin and the intersection point
+ /// M is the global transform for given reference chunk
+ bool Intersection(
+ const Ray &,
+ const glm::mat4 &M,
+ const Chunk::Pos &reference,
+ WorldCollision &);
+ /// check if this ray hits an entity
+ /// intersections with the reference are not tested
+ /// M is the global transform for the chunk of given reference entity
bool Intersection(
const Ray &,
const glm::mat4 &M,
- Chunk *&chunk,
- int &blkid,
- float &dist,
- glm::vec3 &normal);
+ const Entity &reference,
+ EntityCollision &);
+ /// check if given entity intersects with the world
bool Intersection(const Entity &e, std::vector<WorldCollision> &);
void Resolve(Entity &e, std::vector<WorldCollision> &);
- BlockTypeRegistry &BlockTypes() noexcept { return blockType; }
- ChunkLoader &Loader() noexcept { return chunks; }
-
- Entity &Player() { return *player; }
- Entity &AddEntity() { entities.emplace_back(); return entities.back(); }
-
- Chunk &PlayerChunk();
- Chunk &Next(const Chunk &to, const glm::ivec3 &dir);
+ const BlockTypeRegistry &BlockTypes() noexcept { return block_type; }
+ ChunkStore &Chunks() noexcept { return chunks; }
+
+ /// add player with given name
+ /// returns nullptr in entity if the name is already taken
+ Player AddPlayer(const std::string &name);
+ /// add player with given name and ID
+ /// returns nullptr in entity if the name or ID is already taken
+ Player AddPlayer(const std::string &name, std::uint32_t id);
+ /// add an entity with an autogenerated ID
+ Entity &AddEntity();
+ /// add entity with given ID
+ /// returns nullptr if the ID is already taken
+ Entity *AddEntity(std::uint32_t id);
+ /// add entity with given ID
+ /// returs an existing entity if ID is already taken
+ Entity &ForceAddEntity(std::uint32_t id);
+
+ const std::vector<Player> &Players() const noexcept { return players; }
+ std::list<Entity> &Entities() noexcept { return entities; }
+ const std::list<Entity> &Entities() const noexcept { return entities; }
void Update(int dt);
void Render(Viewport &);
private:
- BlockTypeRegistry blockType;
- CuboidShape blockShape;
- StairShape stairShape;
- CuboidShape slabShape;
+ using EntityHandle = std::list<Entity>::iterator;
+ EntityHandle RemoveEntity(EntityHandle &);
+
+private:
+ Config config;
- ArrayTexture block_tex;
+ const BlockTypeRegistry &block_type;
- Generator generate;
- ChunkLoader chunks;
+ ChunkStore chunks;
+ ChunkIndex &spawn_index;
- Entity *player;
+ std::vector<Player> players;
std::list<Entity> entities;
glm::vec3 light_direction;