]> git.localhorst.tv Git - blank.git/blobdiff - src/world.cpp
split entity from controller
[blank.git] / src / world.cpp
index cca483d3c3ffaa8ce1f46fa3b67f02a837bb464d..0121a98a83e36ed13a87b48b93fe06d688665ebb 100644 (file)
@@ -6,159 +6,6 @@
 
 namespace blank {
 
-const BlockType BlockType::DEFAULT;
-const NullShape BlockType::DEFAULT_SHAPE;
-
-void BlockType::FillVBO(
-       const glm::vec3 &pos,
-       std::vector<glm::vec3> &vertices,
-       std::vector<glm::vec3> &colors,
-       std::vector<glm::vec3> &normals
-) const {
-       shape->Vertices(vertices, pos);
-       colors.insert(colors.end(), shape->VertexCount(), color);
-       shape->Normals(normals);
-}
-
-void BlockType::FillOutlineVBO(
-       std::vector<glm::vec3> &vertices,
-       std::vector<glm::vec3> &colors
-) const {
-       shape->Outline(vertices);
-       colors.insert(colors.end(), shape->OutlineCount(), outline_color);
-}
-
-
-BlockTypeRegistry::BlockTypeRegistry() {
-       Add(BlockType::DEFAULT);
-}
-
-int BlockTypeRegistry::Add(const BlockType &t) {
-       int id = types.size();
-       types.push_back(t);
-       types.back().id = id;
-       return id;
-}
-
-
-Chunk::Chunk()
-: blocks(Size())
-, model()
-, transform(1.0f)
-, dirty(false) {
-
-}
-
-Chunk::Chunk(Chunk &&other)
-: blocks(std::move(other.blocks))
-, model(std::move(other.model))
-, transform(other.transform)
-, dirty(other.dirty) {
-
-}
-
-Chunk &Chunk::operator =(Chunk &&other) {
-       blocks = std::move(other.blocks);
-       model = std::move(other.model);
-       transform = other.transform;
-       dirty = other.dirty;
-       return *this;
-}
-
-
-void Chunk::Draw() {
-       if (dirty) {
-               Update();
-       }
-       model.Draw();
-}
-
-
-bool Chunk::Intersection(
-       const Ray &ray,
-       const glm::mat4 &M,
-       int *blkid,
-       float *dist,
-       glm::vec3 *normal) const {
-       { // rough check
-               const AABB bb{{0, 0, 0}, {Width(), Height(), Depth()}};
-               if (!blank::Intersection(ray, bb, M)) {
-                       return false;
-               }
-       }
-
-       if (!blkid && !dist && !normal) {
-               return true;
-       }
-
-       // TODO: should be possible to heavily optimize this
-       int id = 0;
-       int closest_id = -1;
-       float closest_dist = std::numeric_limits<float>::infinity();
-       glm::vec3 closest_normal(0, 1, 0);
-       for (int z = 0; z < Depth(); ++z) {
-               for (int y = 0; y < Height(); ++y) {
-                       for (int x = 0; x < Width(); ++x, ++id) {
-                               if (!blocks[id].type->visible) {
-                                       continue;
-                               }
-                               float cur_dist;
-                               glm::vec3 cur_norm;
-                               glm::vec3 pos(float(x) + 0.5f, float(y) + 0.5f, float(z) + 0.5f);
-                               if (blocks[id].type->shape->Intersects(ray, glm::translate(M, pos), cur_dist, cur_norm)) {
-                                       if (cur_dist < closest_dist) {
-                                               closest_id = id;
-                                               closest_dist = cur_dist;
-                                               closest_normal = cur_norm;
-                                       }
-                               }
-                       }
-               }
-       }
-
-       if (closest_id < 0) {
-               return false;
-       }
-
-       if (blkid) {
-               *blkid = closest_id;
-       }
-       if (dist) {
-               *dist = closest_dist;
-       }
-       if (normal) {
-               *normal = closest_normal;
-       }
-       return true;
-}
-
-void Chunk::Position(const glm::vec3 &pos) {
-       position = pos;
-       transform = glm::translate(pos * Extent());
-}
-
-
-int Chunk::VertexCount() const {
-       int count = 0;
-       for (const auto &block : blocks) {
-               count += block.type->shape->VertexCount();
-       }
-       return count;
-}
-
-void Chunk::Update() {
-       model.Clear();
-       model.Reserve(VertexCount());
-
-       for (size_t i = 0; i < Size(); ++i) {
-               blocks[i].type->FillModel(ToCoords(i), model);
-       }
-
-       model.Invalidate();
-       dirty = false;
-}
-
-
 World::World()
 : blockType()
 , blockShape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }})
@@ -166,6 +13,7 @@ World::World()
 , slabShape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.0f, 0.5f }})
 , blockNoise(0)
 , colorNoise(1)
+, player()
 , loaded()
 , to_generate() {
        blockType.Add(BlockType{ true, { 1.0f, 1.0f, 1.0f }, &blockShape }); // white block