X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FWorld.hpp;h=771bc0c8c4fd072d8dd59c82c642828c66a30441;hb=cdd865c1934eccbb1f1d0ffaf041e53f0fdd524b;hp=767f527a9034b97f352c66eda80f42d3f6569c0b;hpb=7354c74fb8f409336db3a6d70455fbc10232ae64;p=blank.git diff --git a/src/world/World.hpp b/src/world/World.hpp index 767f527..771bc0c 100644 --- a/src/world/World.hpp +++ b/src/world/World.hpp @@ -5,19 +5,19 @@ #include "Entity.hpp" #include "Generator.hpp" #include "Player.hpp" +#include "../graphics/glm.hpp" +#include "../rand/GaloisLFSR.hpp" #include #include #include #include -#include namespace blank { class BlockTypeRegistry; class EntityCollision; -struct EntityDerivative; class Viewport; class WorldCollision; @@ -42,6 +42,9 @@ 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 @@ -61,6 +64,11 @@ public: /// check if given entity intersects with the world 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 @@ -88,6 +96,14 @@ public: /// returs an existing entity if ID is already taken Entity &ForceAddEntity(std::uint32_t id); + /// get the player with given name + /// returns nullptr if no player bears this name + Player *FindPlayer(const std::string &name); + /// get an entity with given name + /// returns nullptr if name doesn't refer to any entity + /// note that unlike players, entity names are not unique + Entity *FindEntity(const std::string &name); + std::list &Players() noexcept { return players; } const std::list &Players() const noexcept { return players; } std::list &Entities() noexcept { return entities; } @@ -95,8 +111,11 @@ public: // 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 &); @@ -105,29 +124,6 @@ private: using EntityHandle = std::list::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 & - ); - /// calculate light direction and intensity at entity's location void GetLight( const Entity &entity, @@ -146,6 +142,8 @@ private: std::list players; std::list entities; + GaloisLFSR rng; + glm::vec3 light_direction; float fog_density;