X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FWorld.hpp;h=cd631610a4367d261a0744aa0e78c7c1c6c29844;hb=38a4cffc0b6aa58e49d24c06aad7bee14cb6515d;hp=da02b1f25902f42dc4ba8774900005a57e9f071c;hpb=22b25d4b9cc24e249bc8007757267cea00ab18d3;p=blank.git diff --git a/src/world/World.hpp b/src/world/World.hpp index da02b1f..cd63161 100644 --- a/src/world/World.hpp +++ b/src/world/World.hpp @@ -1,19 +1,22 @@ #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 #include +#include #include #include namespace blank { +class BlockTypeRegistry; +class EntityCollision; class Viewport; class WorldCollision; @@ -21,6 +24,7 @@ class World { public: struct Config { + std::string name = "default"; // initial player position glm::vec3 spawn = { 0.0f, 0.0f, 0.0f }; // direction facing towards(!) the light @@ -30,47 +34,75 @@ 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; } + + /// 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 + bool Intersection( + const Ray &, + const glm::mat4 &M, + const Chunk::Pos &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 bool Intersection( const Ray &, const glm::mat4 &M, - Chunk *&chunk, - int &blkid, - float &dist, - glm::vec3 &normal); + const Entity &reference, + EntityCollision &); + /// check if given entity intersects with the world bool Intersection(const Entity &e, std::vector &); void Resolve(Entity &e, std::vector &); - BlockTypeRegistry &BlockTypes() noexcept { return blockType; } - ChunkLoader &Loader() noexcept { return chunks; } - - Entity &Player() { return *player; } - Entity &AddEntity() { entities.emplace_back(); return entities.back(); } - - Chunk &PlayerChunk(); - Chunk &Next(const Chunk &to, const glm::tvec3 &dir); + 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); + /// 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); + /// 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; } + std::list &Entities() noexcept { return entities; } + const std::list &Entities() const noexcept { return entities; } void Update(int dt); void Render(Viewport &); private: - BlockTypeRegistry blockType; - CuboidShape blockShape; - StairShape stairShape; - CuboidShape slabShape; + using EntityHandle = std::list::iterator; + EntityHandle RemoveEntity(EntityHandle &); + +private: + Config config; + + const BlockTypeRegistry &block_type; - Generator generate; - ChunkLoader chunks; + ChunkStore chunks; + ChunkIndex &spawn_index; - Entity *player; + std::vector players; std::list entities; glm::vec3 light_direction;