X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FWorld.hpp;h=7785ed6a68c3847a866201e6c8d5c3abfb6d8edd;hb=dcd54cacda98c2c0f7cf0c7a9131fb858d8ee10a;hp=ab563a7fa9e1e964bb49b10dc16762f2b623a99e;hpb=4c34ddd7eeaa3cb71fc90bf76a0cd395682add66;p=blank.git diff --git a/src/world/World.hpp b/src/world/World.hpp index ab563a7..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; @@ -42,30 +42,41 @@ 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 &col) { -// return Intersection(e, e.GetState(), col); -// } 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; } @@ -92,36 +103,25 @@ 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 &); 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, + glm::vec3 &direction, + glm::vec3 &color, + glm::vec3 &ambient ); private: @@ -134,6 +134,8 @@ private: std::list players; std::list entities; + GaloisLFSR rng; + glm::vec3 light_direction; float fog_density;