#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 "Player.hpp"
+#include "../graphics/glm.hpp"
+#include "../rand/GaloisLFSR.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 {
- // initial player position
- glm::vec3 spawn = { 0.0f, 0.0f, 0.0f };
+ std::string name = "default";
+ // 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 Assets &, 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
+ /// reference is the chunk offset of the ray in world space
bool Intersection(
const Ray &,
- const glm::mat4 &M,
+ const ExactLocation::Coarse &reference,
WorldCollision &);
/// check if this ray hits an entity
+ /// intersections with the reference are not tested
+ /// 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> &);
-
- BlockTypeRegistry &BlockTypes() noexcept { return block_type; }
- ChunkLoader &Loader() noexcept { return chunks; }
+ 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; }
+ ChunkStore &Chunks() noexcept { return chunks; }
+
+ /// add player with given name
+ /// returns nullptr if the name is already taken
+ Player *AddPlayer(const std::string &name);
+ /// add player with given name and ID
+ /// returns nullptr 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);
+
+ /// 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);
- Entity &Player() { return *player; }
- Entity &AddEntity() { entities.emplace_back(); return entities.back(); }
+ /// 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;
- Chunk &PlayerChunk();
- Chunk &Next(const Chunk &to, const glm::ivec3 &dir);
+ void Render(Viewport &);
+ void RenderDebug(Viewport &);
- void Update(int dt);
+private:
+ using EntityHandle = std::list<Entity>::iterator;
+ EntityHandle RemoveEntity(EntityHandle &);
- void Render(Viewport &);
+ /// calculate light direction and intensity at entity's location
+ void GetLight(
+ const Entity &entity,
+ glm::vec3 &direction,
+ glm::vec3 &color,
+ glm::vec3 &ambient
+ );
private:
- BlockTypeRegistry block_type;
+ Config config;
- ArrayTexture block_tex;
+ const BlockTypeRegistry &block_type;
- Generator generate;
- ChunkLoader chunks;
+ ChunkStore chunks;
- Entity *player;
+ std::list<Player> players;
std::list<Entity> entities;
+ GaloisLFSR rng;
+
glm::vec3 light_direction;
float fog_density;