X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;ds=sidebyside;f=src%2Fworld%2FWorld.hpp;h=7785ed6a68c3847a866201e6c8d5c3abfb6d8edd;hb=dcd54cacda98c2c0f7cf0c7a9131fb858d8ee10a;hp=cd631610a4367d261a0744aa0e78c7c1c6c29844;hpb=68f47f2824989b21ff9a480a367a6d0a41804f41;p=blank.git diff --git a/src/world/World.hpp b/src/world/World.hpp index cd63161..7785ed6 100644 --- a/src/world/World.hpp +++ b/src/world/World.hpp @@ -5,12 +5,13 @@ #include "Entity.hpp" #include "Generator.hpp" #include "Player.hpp" +#include "../graphics/glm.hpp" +#include "../rand/GaloisLFSR.hpp" #include #include #include #include -#include namespace blank { @@ -25,8 +26,8 @@ class World { 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, @@ -41,38 +42,51 @@ public: 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 &); - void Resolve(Entity &e, std::vector &); + bool Intersection(const Entity &e, const EntityState &, std::vector &); + /// 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 &) 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 &); const BlockTypeRegistry &BlockTypes() noexcept { return block_type; } ChunkStore &Chunks() noexcept { return chunks; } /// add player with given name - /// returns nullptr in entity if the name is already taken - Player AddPlayer(const std::string &name); + /// returns nullptr if the name is already taken + Player *AddPlayer(const std::string &name); /// add player with given name and ID - /// returns nullptr in entity if the name or ID is already taken - Player AddPlayer(const std::string &name, std::uint32_t id); + /// returns nullptr if the name or ID is already taken + Player *AddPlayer(const std::string &name, std::uint32_t id); /// add an entity with an autogenerated ID Entity &AddEntity(); /// add entity with given ID @@ -82,29 +96,46 @@ public: /// returs an existing entity if ID is already taken Entity &ForceAddEntity(std::uint32_t id); - const std::vector &Players() const noexcept { return players; } + std::list &Players() noexcept { return players; } + const std::list &Players() const noexcept { return players; } std::list &Entities() noexcept { return entities; } const std::list &Entities() const noexcept { return entities; } + // dt in ms void Update(int 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::iterator; EntityHandle RemoveEntity(EntityHandle &); + /// calculate light direction and intensity at entity's location + void GetLight( + const Entity &entity, + glm::vec3 &direction, + glm::vec3 &color, + glm::vec3 &ambient + ); + private: Config config; const BlockTypeRegistry &block_type; ChunkStore chunks; - ChunkIndex &spawn_index; - std::vector players; + std::list players; std::list entities; + GaloisLFSR rng; + glm::vec3 light_direction; float fog_density;