X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FWorld.hpp;h=ab563a7fa9e1e964bb49b10dc16762f2b623a99e;hb=1a237f316ee603e2130dc46b9f7d75a169763543;hp=d58ad6f0d644be82ba3547a95f3dddce54c28056;hpb=b066e776622f96e906600a0c4a08de392bd03676;p=blank.git diff --git a/src/world/World.hpp b/src/world/World.hpp index d58ad6f..ab563a7 100644 --- a/src/world/World.hpp +++ b/src/world/World.hpp @@ -17,6 +17,7 @@ namespace blank { class BlockTypeRegistry; class EntityCollision; +struct EntityDerivative; class Viewport; class WorldCollision; @@ -25,8 +26,8 @@ class World { public: struct Config { std::string name = "default"; - // initial player position - glm::vec3 spawn = { 0.0f, 0.0f, 0.0f }; + // 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, @@ -61,8 +62,10 @@ public: EntityCollision &); /// check if given entity intersects with the world - bool Intersection(const Entity &e, std::vector &); - void Resolve(Entity &e, std::vector &); +// bool Intersection(const Entity &e, std::vector &col) { +// return Intersection(e, e.GetState(), col); +// } + bool Intersection(const Entity &e, const EntityState &, std::vector &); const BlockTypeRegistry &BlockTypes() noexcept { return block_type; } ChunkStore &Chunks() noexcept { return chunks; } @@ -82,11 +85,15 @@ public: /// 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); + // dt in s + void Update(Entity &, float dt); void Render(Viewport &); @@ -94,13 +101,35 @@ 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 & + ); + private: Config config; const BlockTypeRegistry &block_type; ChunkStore chunks; - ChunkIndex &spawn_index; std::list players; std::list entities;