X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FWorld.hpp;h=7785ed6a68c3847a866201e6c8d5c3abfb6d8edd;hb=dcd54cacda98c2c0f7cf0c7a9131fb858d8ee10a;hp=b98efca544ef0969af3f056075b43f039986e80f;hpb=549646ac3e5bede5e77031f773649edf8de83608;p=blank.git diff --git a/src/world/World.hpp b/src/world/World.hpp index b98efca..7785ed6 100644 --- a/src/world/World.hpp +++ b/src/world/World.hpp @@ -1,19 +1,23 @@ #ifndef BLANK_WORLD_WORLD_HPP_ #define BLANK_WORLD_WORLD_HPP_ -#include "BlockTypeRegistry.hpp" -#include "ChunkLoader.hpp" +#include "ChunkStore.hpp" #include "Entity.hpp" #include "Generator.hpp" -#include "../model/shapes.hpp" +#include "Player.hpp" +#include "../graphics/glm.hpp" +#include "../rand/GaloisLFSR.hpp" +#include #include +#include #include -#include namespace blank { +class BlockTypeRegistry; +class EntityCollision; class Viewport; class WorldCollision; @@ -21,8 +25,9 @@ class World { public: struct Config { - // initial player position - glm::vec3 spawn = { 0.0f, 0.0f, 0.0f }; + std::string name = "default"; + // 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, @@ -30,49 +35,107 @@ public: // I chose 0.011 because it yields 91 and 124 for those, so // slightly less than 6 and 8 chunks float fog_density = 0.011f; - - Generator::Config gen = Generator::Config(); - ChunkLoader::Config load = ChunkLoader::Config(); }; - explicit World(const Config &); + World(const BlockTypeRegistry &, const Config &); + ~World(); + + 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 + /// reference is the chunk offset of the ray in world space bool Intersection( const Ray &, - const glm::mat4 &M, - Chunk *&chunk, - int &blkid, - float &dist, - glm::vec3 &normal); + const ExactLocation::Coarse &reference, + WorldCollision &); - bool Intersection(const Entity &e, std::vector &); - void Resolve(Entity &e, std::vector &); - - BlockTypeRegistry &BlockTypes() noexcept { return blockType; } - ChunkLoader &Loader() noexcept { return chunks; } + /// check if this ray hits an entity + /// intersections with the reference are not tested + /// the ray is assumed to be in world space offset by entity's chunk coords + bool Intersection( + const Ray &, + 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 + 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 if the name is already taken + Player *AddPlayer(const std::string &name); + /// add player with given name and 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 + /// returns nullptr if the ID is already taken + Entity *AddEntity(std::uint32_t id); + /// add entity with given ID + /// returs an existing entity if ID is already taken + Entity &ForceAddEntity(std::uint32_t id); + + 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); - Entity &Player() { return *player; } - Entity &AddEntity() { entities.emplace_back(); return entities.back(); } + /// 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; - Chunk &PlayerChunk(); - Chunk &Next(const Chunk &to, const glm::ivec3 &dir); + void Render(Viewport &); + void RenderDebug(Viewport &); - void Update(int dt); +private: + using EntityHandle = std::list::iterator; + EntityHandle RemoveEntity(EntityHandle &); - void Render(Viewport &); + /// calculate light direction and intensity at entity's location + void GetLight( + const Entity &entity, + glm::vec3 &direction, + glm::vec3 &color, + glm::vec3 &ambient + ); private: - BlockTypeRegistry blockType; - CuboidShape blockShape; - StairShape stairShape; - CuboidShape slabShape; + Config config; - Generator generate; - ChunkLoader chunks; + const BlockTypeRegistry &block_type; - Entity *player; + ChunkStore chunks; + + std::list players; std::list entities; + GaloisLFSR rng; + glm::vec3 light_direction; float fog_density;