#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 {
class BlockTypeRegistry;
class EntityCollision;
-struct EntityDerivative;
class Viewport;
class WorldCollision;
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> &col) {
-// return Intersection(e, e.GetState(), col);
-// }
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; }
// dt in ms
void Update(int dt);
- // dt in s
- void Update(Entity &, float 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 &);
- 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 &
+ /// calculate light direction and intensity at entity's location
+ void GetLight(
+ const Entity &entity,
+ glm::vec3 &direction,
+ glm::vec3 &color,
+ glm::vec3 &ambient
);
private:
std::list<Player> players;
std::list<Entity> entities;
+ GaloisLFSR rng;
+
glm::vec3 light_direction;
float fog_density;