X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FWorld.hpp;h=e2858739387830ddff08812d4907d084fea975a5;hb=e4a1425dccd0ba9b106e415dd02809f4308a85ee;hp=b98efca544ef0969af3f056075b43f039986e80f;hpb=549646ac3e5bede5e77031f773649edf8de83608;p=blank.git diff --git a/src/world/World.hpp b/src/world/World.hpp index b98efca..e285873 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 #include +#include #include #include namespace blank { +class BlockTypeRegistry; +class EntityCollision; +struct EntityDerivative; 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, @@ -30,47 +35,120 @@ 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 + /// 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); - - 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::ivec3 &dir); + const ExactLocation::Coarse &reference, + WorldCollision &); + /// 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); + // dt in s + void Update(Entity &, float dt); void Render(Viewport &); + void RenderDebug(Viewport &); private: - BlockTypeRegistry blockType; - CuboidShape blockShape; - StairShape stairShape; - CuboidShape slabShape; + 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 & + ); + + /// calculate light direction and intensity at entity's location + void GetLight( + const Entity &entity, + glm::vec3 &direction, + glm::vec3 &color, + glm::vec3 &ambient + ); + +private: + Config config; + + const BlockTypeRegistry &block_type; - Generator generate; - ChunkLoader chunks; + ChunkStore chunks; - Entity *player; + std::list players; std::list entities; glm::vec3 light_direction;