#ifndef BLANK_WORLD_WORLD_HPP_
#define BLANK_WORLD_WORLD_HPP_
-#include "ChunkLoader.hpp"
+#include "ChunkStore.hpp"
#include "Entity.hpp"
#include "Generator.hpp"
+#include "Player.hpp"
+#include "../graphics/glm.hpp"
+#include "../rand/GaloisLFSR.hpp"
#include <cstdint>
#include <list>
#include <string>
#include <vector>
-#include <glm/glm.hpp>
namespace blank {
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,
// 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 BlockTypeRegistry &, const Config &, const WorldSave &);
+ World(const BlockTypeRegistry &, const Config &);
+ ~World();
const std::string &Name() const noexcept { return config.name; }
+ /// get the shared random source for this world
+ GaloisLFSR &Random() noexcept { return rng; }
+
/// 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
+ /// reference is the chunk offset of the ray in world space
bool Intersection(
const Ray &,
- const glm::mat4 &M,
- const Chunk::Pos &reference,
+ const ExactLocation::Coarse &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
+ /// the ray is assumed to be in world space offset by entity's chunk coords
bool Intersection(
const Ray &,
- const glm::mat4 &M,
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> &);
+ bool Intersection(const Entity &e, const EntityState &, std::vector<WorldCollision> &);
+ /// combine contacts into a single penetration vector
+ /// depth is given to point towards position of given state
+ static glm::vec3 CombinedInterpenetration(
+ const EntityState &,
+ const std::vector<WorldCollision> &) noexcept;
+
+ /// check if given box (M * AABB) intersects with the world
+ /// M is assumed to be calculated in reference to given chunk coords
+ bool Intersection(
+ const AABB &box,
+ const glm::mat4 &M,
+ const glm::ivec3 &reference,
+ std::vector<WorldCollision> &);
const BlockTypeRegistry &BlockTypes() noexcept { return block_type; }
- ChunkLoader &Loader() noexcept { return chunks; }
+ ChunkStore &Chunks() noexcept { return chunks; }
/// add player with given name
/// returns nullptr if the name is already taken
- Entity *AddPlayer(const std::string &name);
+ Player *AddPlayer(const std::string &name);
/// add player with given name and ID
/// returns nullptr if the name or ID is already taken
- Entity *AddPlayer(const std::string &name, std::uint32_t id);
+ 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);
-
- const std::vector<Entity *> &Players() const noexcept { return players; }
+ /// add entity with given ID
+ /// returs an existing entity if ID is already taken
+ Entity &ForceAddEntity(std::uint32_t id);
+
+ /// get the player with given name
+ /// returns nullptr if no player bears this name
+ Player *FindPlayer(const std::string &name);
+ /// get an entity with given name
+ /// returns nullptr if name doesn't refer to any entity
+ /// note that unlike players, entity names are not unique
+ Entity *FindEntity(const std::string &name);
+
+ std::list<Player> &Players() noexcept { return players; }
+ const std::list<Player> &Players() const noexcept { return players; }
+ std::list<Entity> &Entities() noexcept { return entities; }
const std::list<Entity> &Entities() const noexcept { return entities; }
+ // dt in ms
void Update(int dt);
+ /// fix state so entity doesn't intersect with the solid world
+ void ResolveWorldCollision(const Entity &, EntityState &);
+ /// get force due to gravity at given location
+ glm::vec3 GravityAt(const ExactLocation &) const noexcept;
+
void Render(Viewport &);
+ void RenderDebug(Viewport &);
private:
using EntityHandle = std::list<Entity>::iterator;
EntityHandle RemoveEntity(EntityHandle &);
+ /// calculate light direction and intensity at entity's location
+ void GetLight(
+ const Entity &entity,
+ glm::vec3 &direction,
+ glm::vec3 &color,
+ glm::vec3 &ambient
+ );
+
private:
Config config;
const BlockTypeRegistry &block_type;
- Generator generate;
- ChunkLoader chunks;
+ ChunkStore chunks;
- std::vector<Entity *> players;
+ std::list<Player> players;
std::list<Entity> entities;
+ GaloisLFSR rng;
+
glm::vec3 light_direction;
float fog_density;