/// 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
+ /// reference is the chunk offset of the ray in world space
bool Intersection(
const Ray &,
- const glm::mat4 &M,
- const Chunk::Pos &reference,
+ const ExactLocation::Coarse &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
+ /// the ray is assumed to be in world space offset by entity's chunk coords
bool Intersection(
const Ray &,
- const glm::mat4 &M,
const Entity &reference,
EntityCollision &);
/// check if given entity intersects with the world
-// bool Intersection(const Entity &e, std::vector<WorldCollision> &col) {
-// return Intersection(e, e.GetState(), col);
-// }
bool Intersection(const Entity &e, const EntityState &, std::vector<WorldCollision> &);
+ /// 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<WorldCollision> &) 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<WorldCollision> &);
const BlockTypeRegistry &BlockTypes() noexcept { return block_type; }
ChunkStore &Chunks() noexcept { return chunks; }
/// returs an existing entity if ID is already taken
Entity &ForceAddEntity(std::uint32_t id);
+ std::list<Player> &Players() noexcept { return players; }
const std::list<Player> &Players() const noexcept { return players; }
std::list<Entity> &Entities() noexcept { return entities; }
const std::list<Entity> &Entities() const noexcept { return entities; }
void Update(Entity &, float dt);
void Render(Viewport &);
+ void RenderDebug(Viewport &);
private:
using EntityHandle = std::list<Entity>::iterator;
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;