#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 <cstdint>
#include <list>
class BlockTypeRegistry;
class EntityCollision;
+struct EntityDerivative;
class Viewport;
class WorldCollision;
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; }
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; }
- 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);
+ /// add entity with given ID
+ /// returs an existing entity if ID is already taken
+ Entity &ForceAddEntity(std::uint32_t id);
- const std::vector<Entity *> &Players() const 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; }
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;
const BlockTypeRegistry &block_type;
- Generator generate;
- ChunkLoader chunks;
+ ChunkStore chunks;
- std::vector<Entity *> players;
+ std::list<Player> players;
std::list<Entity> entities;
glm::vec3 light_direction;