X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FWorld.hpp;h=c24ccf327f4a21a848a5f6db1dc4616be3aea192;hb=8639a90bcbcd045c57cd489f02a25e0df4236deb;hp=9739e21f18415eff4df70010fe9b588d82ba332b;hpb=416f96590d7e09433549fb4cc35c21b1b437ac4c;p=blank.git diff --git a/src/world/World.hpp b/src/world/World.hpp index 9739e21..c24ccf3 100644 --- a/src/world/World.hpp +++ b/src/world/World.hpp @@ -1,9 +1,10 @@ #ifndef BLANK_WORLD_WORLD_HPP_ #define BLANK_WORLD_WORLD_HPP_ -#include "ChunkLoader.hpp" +#include "ChunkStore.hpp" #include "Entity.hpp" #include "Generator.hpp" +#include "Player.hpp" #include #include @@ -16,6 +17,7 @@ namespace blank { class BlockTypeRegistry; class EntityCollision; +struct EntityDerivative; class Viewport; class WorldCollision; @@ -24,8 +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, @@ -33,12 +35,10 @@ 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(); }; - World(const BlockTypeRegistry &, const Config &, const WorldSave &); + World(const BlockTypeRegistry &, const Config &); + ~World(); const std::string &Name() const noexcept { return config.name; } @@ -62,28 +62,35 @@ 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; } - ChunkLoader &Loader() noexcept { return chunks; } + ChunkStore &Chunks() noexcept { return chunks; } /// add player with given name /// returns nullptr if the name is already taken - Entity *AddPlayer(const std::string &name); + Player *AddPlayer(const std::string &name); /// add player with given name and ID /// returns nullptr if the name or ID is already taken - Entity *AddPlayer(const std::string &name, std::uint32_t id); + 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); - const std::vector &Players() const 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; } void Update(int dt); + void Update(Entity &, float dt); void Render(Viewport &); @@ -91,15 +98,37 @@ 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; - Generator generate; - ChunkLoader chunks; + ChunkStore chunks; - std::vector players; + std::list players; std::list entities; glm::vec3 light_direction;