X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FWorld.hpp;h=771bc0c8c4fd072d8dd59c82c642828c66a30441;hb=cdd865c1934eccbb1f1d0ffaf041e53f0fdd524b;hp=8754d3992e800f518dd9b5db021a8c997a80ec9b;hpb=4727825186798902f68df5b99a6a32f0ef618454;p=blank.git diff --git a/src/world/World.hpp b/src/world/World.hpp index 8754d39..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; @@ -42,27 +42,33 @@ 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 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, 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 @@ -90,6 +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; } @@ -97,8 +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 &); @@ -107,29 +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, @@ -148,6 +142,8 @@ private: std::list players; std::list entities; + GaloisLFSR rng; + glm::vec3 light_direction; float fog_density;