]> git.localhorst.tv Git - blank.git/blobdiff - src/world/World.cpp
grouped entity physics state into a struct
[blank.git] / src / world / World.cpp
diff --git a/src/world/World.cpp b/src/world/World.cpp
deleted file mode 100644 (file)
index 505cbbb..0000000
+++ /dev/null
@@ -1,321 +0,0 @@
-#include "World.hpp"
-
-#include "ChunkIndex.hpp"
-#include "EntityCollision.hpp"
-#include "WorldCollision.hpp"
-#include "../app/Assets.hpp"
-#include "../graphics/Format.hpp"
-#include "../graphics/Viewport.hpp"
-
-#include <algorithm>
-#include <limits>
-#include <glm/gtx/io.hpp>
-#include <glm/gtx/transform.hpp>
-
-
-namespace blank {
-
-World::World(const BlockTypeRegistry &types, const Config &config)
-: config(config)
-, block_type(types)
-, chunks(types)
-// TODO: set spawn base and extent from config
-, spawn_index(chunks.MakeIndex(Chunk::Pos(0, 0, 0), 3))
-, players()
-, entities()
-, light_direction(config.light_direction)
-, fog_density(config.fog_density) {
-
-}
-
-World::~World() {
-       chunks.UnregisterIndex(spawn_index);
-}
-
-
-Player World::AddPlayer(const std::string &name) {
-       for (Player &p : players) {
-               if (p.entity->Name() == name) {
-                       return { nullptr, nullptr };
-               }
-       }
-       Entity &entity = AddEntity();
-       entity.Name(name);
-       // TODO: load from save file here
-       entity.Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } });
-       entity.WorldCollidable(true);
-       entity.Position(config.spawn);
-       ChunkIndex *index = &chunks.MakeIndex(entity.ChunkCoords(), 6);
-       players.emplace_back(&entity, index);
-       return players.back();
-}
-
-Player World::AddPlayer(const std::string &name, std::uint32_t id) {
-       for (Player &p : players) {
-               if (p.entity->Name() == name) {
-                       return { nullptr, nullptr };
-               }
-       }
-       Entity *entity = AddEntity(id);
-       if (!entity) {
-               return { nullptr, nullptr };
-       }
-       entity->Name(name);
-       // TODO: load from save file here
-       entity->Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } });
-       entity->WorldCollidable(true);
-       entity->Position(config.spawn);
-       ChunkIndex *index = &chunks.MakeIndex(entity->ChunkCoords(), 6);
-       players.emplace_back(entity, index);
-       return players.back();
-}
-
-Entity &World::AddEntity() {
-       if (entities.empty()) {
-               entities.emplace_back();
-               entities.back().ID(1);
-               return entities.back();
-       }
-       if (entities.back().ID() < std::numeric_limits<std::uint32_t>::max()) {
-               std::uint32_t id = entities.back().ID() + 1;
-               entities.emplace_back();
-               entities.back().ID(id);
-               return entities.back();
-       }
-       std::uint32_t id = 1;
-       auto position = entities.begin();
-       auto end = entities.end();
-       while (position != end && position->ID() == id) {
-               ++id;
-               ++position;
-       }
-       auto entity = entities.emplace(position);
-       entity->ID(id);
-       return *entity;
-}
-
-Entity *World::AddEntity(std::uint32_t id) {
-       if (entities.empty() || entities.back().ID() < id) {
-               entities.emplace_back();
-               entities.back().ID(id);
-               return &entities.back();
-       }
-
-       auto position = entities.begin();
-       auto end = entities.end();
-       while (position != end && position->ID() < id) {
-               ++position;
-       }
-       if (position != end && position->ID() == id) {
-               return nullptr;
-       }
-       auto entity = entities.emplace(position);
-       entity->ID(id);
-       return &*entity;
-}
-
-Entity &World::ForceAddEntity(std::uint32_t id) {
-       if (entities.empty() || entities.back().ID() < id) {
-               entities.emplace_back();
-               entities.back().ID(id);
-               return entities.back();
-       }
-
-       auto position = entities.begin();
-       auto end = entities.end();
-       while (position != end && position->ID() < id) {
-               ++position;
-       }
-       if (position != end && position->ID() == id) {
-               return *position;
-       }
-       auto entity = entities.emplace(position);
-       entity->ID(id);
-       return *entity;
-}
-
-
-namespace {
-
-struct Candidate {
-       Chunk *chunk;
-       float dist;
-};
-
-bool CandidateLess(const Candidate &a, const Candidate &b) {
-       return a.dist < b.dist;
-}
-
-std::vector<Candidate> candidates;
-
-}
-
-bool World::Intersection(
-       const Ray &ray,
-       const glm::mat4 &M,
-       const Chunk::Pos &reference,
-       WorldCollision &coll
-) {
-       candidates.clear();
-
-       for (Chunk &cur_chunk : chunks) {
-               float cur_dist;
-               if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(reference), cur_dist)) {
-                       candidates.push_back({ &cur_chunk, cur_dist });
-               }
-       }
-
-       if (candidates.empty()) return false;
-
-       std::sort(candidates.begin(), candidates.end(), CandidateLess);
-
-       coll.chunk = nullptr;
-       coll.block = -1;
-       coll.depth = std::numeric_limits<float>::infinity();
-
-       for (Candidate &cand : candidates) {
-               if (cand.dist > coll.depth) continue;
-               WorldCollision cur_coll;
-               if (cand.chunk->Intersection(ray, M * cand.chunk->Transform(reference), cur_coll)) {
-                       if (cur_coll.depth < coll.depth) {
-                               coll = cur_coll;
-                       }
-               }
-       }
-
-       return coll.chunk;
-}
-
-bool World::Intersection(
-       const Ray &ray,
-       const glm::mat4 &M,
-       const Entity &reference,
-       EntityCollision &coll
-) {
-       coll.entity = nullptr;
-       coll.depth = std::numeric_limits<float>::infinity();
-       for (Entity &cur_entity : entities) {
-               if (&cur_entity == &reference) {
-                       continue;
-               }
-               float cur_dist;
-               glm::vec3 cur_normal;
-               if (blank::Intersection(ray, cur_entity.Bounds(), M * cur_entity.Transform(reference.ChunkCoords()), &cur_dist, &cur_normal)) {
-                       // TODO: fine grained check goes here? maybe?
-                       if (cur_dist < coll.depth) {
-                               coll.entity = &cur_entity;
-                               coll.depth = cur_dist;
-                               coll.normal = cur_normal;
-                       }
-               }
-       }
-
-       return coll.entity;
-}
-
-bool World::Intersection(const Entity &e, std::vector<WorldCollision> &col) {
-       AABB box = e.Bounds();
-       Chunk::Pos reference = e.ChunkCoords();
-       glm::mat4 M = e.Transform(reference);
-       bool any = false;
-       for (Chunk &cur_chunk : chunks) {
-               if (manhattan_radius(cur_chunk.Position() - e.ChunkCoords()) > 1) {
-                       // chunk is not one of the 3x3x3 surrounding the entity
-                       // since there's no entity which can extent over 16 blocks, they can be skipped
-                       continue;
-               }
-               if (cur_chunk.Intersection(box, M, cur_chunk.Transform(reference), col)) {
-                       any = true;
-               }
-       }
-       return any;
-}
-
-
-namespace {
-
-std::vector<WorldCollision> col;
-
-}
-
-void World::Update(int dt) {
-       for (Entity &entity : entities) {
-               entity.Update(dt);
-       }
-       for (Entity &entity : entities) {
-               col.clear();
-               if (entity.WorldCollidable() && Intersection(entity, col)) {
-                       // entity collides with the world
-                       Resolve(entity, col);
-               }
-       }
-       for (Player &player : players) {
-               player.chunks->Rebase(player.entity->ChunkCoords());
-       }
-       for (auto iter = entities.begin(), end = entities.end(); iter != end;) {
-               if (iter->CanRemove()) {
-                       iter = RemoveEntity(iter);
-               } else {
-                       ++iter;
-               }
-       }
-}
-
-void World::Resolve(Entity &e, std::vector<WorldCollision> &col) {
-       // determine displacement for each cardinal axis and move entity accordingly
-       glm::vec3 min_disp(0.0f);
-       glm::vec3 max_disp(0.0f);
-       for (const WorldCollision &c : col) {
-               if (!c.Blocks()) continue;
-               glm::vec3 local_disp(c.normal * c.depth);
-               // swap if neccessary (normal may point away from the entity)
-               if (dot(c.normal, e.Position() - c.BlockCoords()) < 0) {
-                       local_disp *= -1;
-               }
-               min_disp = min(min_disp, local_disp);
-               max_disp = max(max_disp, local_disp);
-       }
-       // for each axis
-       // if only one direction is set, use that as the final
-       // if both directions are set, use average
-       glm::vec3 final_disp(0.0f);
-       for (int axis = 0; axis < 3; ++axis) {
-               if (std::abs(min_disp[axis]) > std::numeric_limits<float>::epsilon()) {
-                       if (std::abs(max_disp[axis]) > std::numeric_limits<float>::epsilon()) {
-                               final_disp[axis] = (min_disp[axis] + max_disp[axis]) * 0.5f;
-                       } else {
-                               final_disp[axis] = min_disp[axis];
-                       }
-               } else if (std::abs(max_disp[axis]) > std::numeric_limits<float>::epsilon()) {
-                       final_disp[axis] = max_disp[axis];
-               }
-       }
-       e.Move(final_disp);
-}
-
-World::EntityHandle World::RemoveEntity(EntityHandle &eh) {
-       // check for player
-       for (auto player = players.begin(), end = players.end(); player != end;) {
-               if (player->entity == &*eh) {
-                       chunks.UnregisterIndex(*player->chunks);
-                       player = players.erase(player);
-                       end = players.end();
-               } else {
-                       ++player;
-               }
-       }
-       return entities.erase(eh);
-}
-
-
-void World::Render(Viewport &viewport) {
-       DirectionalLighting &entity_prog = viewport.EntityProgram();
-       entity_prog.SetLightDirection(light_direction);
-       entity_prog.SetFogDensity(fog_density);
-
-       for (Entity &entity : entities) {
-               entity.Render(entity.ChunkTransform(players[0].entity->ChunkCoords()), entity_prog);
-       }
-}
-
-}