X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FWorld.hpp;h=7785ed6a68c3847a866201e6c8d5c3abfb6d8edd;hb=bef504fb3ed7cf0a830cbe7fb74bddc682c03d19;hp=d17cba65e70e6f767182a64bf253f7ad8735fdfb;hpb=63e9bcbd2db058858777f5db96f24f02548115c7;p=blank.git diff --git a/src/world/World.hpp b/src/world/World.hpp index d17cba6..7785ed6 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 @@ -100,8 +103,11 @@ 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 &); @@ -110,29 +116,6 @@ 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 & - ); - void CollisionFix( - const Entity &, - EntityState & - ); - glm::vec3 Gravity( - const Entity &, - const EntityState & - ); - /// calculate light direction and intensity at entity's location void GetLight( const Entity &entity, @@ -151,6 +134,8 @@ private: std::list players; std::list entities; + GaloisLFSR rng; + glm::vec3 light_direction; float fog_density;