class BlockTypeRegistry;
class EntityCollision;
-struct EntityDerivative;
class Viewport;
class WorldCollision;
// 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 &);
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 &
- );
- void CollisionFix(
- const Entity &,
- EntityState &
- );
- glm::vec3 Gravity(
- const Entity &,
- const EntityState &
- );
-
/// calculate light direction and intensity at entity's location
void GetLight(
const Entity &entity,