class BlockTypeRegistry;
class EntityCollision;
+struct EntityDerivative;
class Viewport;
class WorldCollision;
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, std::vector<WorldCollision> &col) {
+// return Intersection(e, e.GetState(), col);
+// }
+ bool Intersection(const Entity &e, const EntityState &, std::vector<WorldCollision> &);
const BlockTypeRegistry &BlockTypes() noexcept { return block_type; }
ChunkStore &Chunks() noexcept { return chunks; }
const std::list<Entity> &Entities() const noexcept { return entities; }
void Update(int dt);
+ void Update(Entity &, float dt);
void Render(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 &
+ );
+ glm::vec3 CollisionForce(
+ const Entity &,
+ const EntityState &
+ );
+ glm::vec3 Gravity(
+ const Entity &,
+ const EntityState &
+ );
+
private:
Config config;