X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FWorld.hpp;h=c24ccf327f4a21a848a5f6db1dc4616be3aea192;hb=8639a90bcbcd045c57cd489f02a25e0df4236deb;hp=cd631610a4367d261a0744aa0e78c7c1c6c29844;hpb=68f47f2824989b21ff9a480a367a6d0a41804f41;p=blank.git diff --git a/src/world/World.hpp b/src/world/World.hpp index cd63161..c24ccf3 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, @@ -61,18 +62,20 @@ 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; } /// add player with given name - /// returns nullptr in entity if the name is already taken - Player AddPlayer(const std::string &name); + /// returns nullptr if the name is already taken + Player *AddPlayer(const std::string &name); /// add player with given name and ID - /// returns nullptr in entity if the name or ID is already taken - Player AddPlayer(const std::string &name, std::uint32_t 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 @@ -82,11 +85,12 @@ public: /// 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 &); @@ -94,15 +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; ChunkStore chunks; - ChunkIndex &spawn_index; - std::vector players; + std::list players; std::list entities; glm::vec3 light_direction;