X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FWorld.hpp;h=9739e21f18415eff4df70010fe9b588d82ba332b;hb=416f96590d7e09433549fb4cc35c21b1b437ac4c;hp=ae704946dc4403079ebae724c54c828b0cc82fd8;hpb=b7d09e1e35ef90282c97509e0020b20db3c7ea9f;p=blank.git diff --git a/src/world/World.hpp b/src/world/World.hpp index ae70494..9739e21 100644 --- a/src/world/World.hpp +++ b/src/world/World.hpp @@ -1,27 +1,31 @@ #ifndef BLANK_WORLD_WORLD_HPP_ #define BLANK_WORLD_WORLD_HPP_ -#include "BlockTypeRegistry.hpp" #include "ChunkLoader.hpp" #include "Entity.hpp" #include "Generator.hpp" -#include "../model/shapes.hpp" +#include #include +#include +#include #include namespace blank { -class BlockLighting; -class DirectionalLighting; +class BlockTypeRegistry; +class EntityCollision; +class Viewport; +class WorldCollision; class World { public: struct Config { + std::string name = "default"; // initial player position - glm::vec3 spawn = { 4.0f, 4.0f, 4.0f }; + glm::vec3 spawn = { 0.0f, 0.0f, 0.0f }; // 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, @@ -34,38 +38,68 @@ public: ChunkLoader::Config load = ChunkLoader::Config(); }; - explicit World(const Config &); + World(const BlockTypeRegistry &, const Config &, const WorldSave &); + 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, - Chunk **chunk = nullptr, - int *blkid = nullptr, - float *dist = nullptr, - glm::vec3 *normal = nullptr); - - BlockTypeRegistry &BlockTypes() { return blockType; } - - Entity &Player() { return *player; } - Entity &AddEntity() { entities.emplace_back(); return entities.back(); } + const Chunk::Pos &reference, + WorldCollision &); - Chunk &PlayerChunk(); - Chunk &Next(const Chunk &to, const glm::tvec3 &dir); + /// 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, + 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 &); + + const BlockTypeRegistry &BlockTypes() noexcept { return block_type; } + ChunkLoader &Loader() noexcept { return chunks; } + + /// add player with given name + /// returns nullptr if the name is already taken + Entity *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); + /// 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); + + const std::vector &Players() const noexcept { return players; } + const std::list &Entities() const noexcept { return entities; } void Update(int dt); - void Render(BlockLighting &, DirectionalLighting &); + void Render(Viewport &); + +private: + using EntityHandle = std::list::iterator; + EntityHandle RemoveEntity(EntityHandle &); private: - BlockTypeRegistry blockType; - CuboidShape blockShape; - StairShape stairShape; - CuboidShape slabShape; + Config config; + + const BlockTypeRegistry &block_type; Generator generate; ChunkLoader chunks; - Entity *player; + std::vector players; std::list entities; glm::vec3 light_direction;